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Shimestire

Written by Trickfall

Shimestire was founded in the year 6 A.E. when the hero, Thersil Arcanio utilized the demonic mana well in the center of the capitol to conjure a fireball so big and so hot that it tore a hole in the very fabric of reality and launched it toward the frantically fleeing demon lord, Abraxas. Arcanio put his entire life force into the spell, and the resulting "Spirit Bomb" annihilated Abraxas, banishing him back to his home in the Abyss where he remains to this day. Riots raged throughout the city as millions of slaves fought against their demonic masters. The wizards, sorcerers, and clerics among the slaves banished the demons to the Abyss, liberating the mystical city once called Palermo, and renaming it Whisrik.

Structure

The government of Shimestire is loose and disjointed; the people primarily rely on the most intelligent or magically attuned to lead them. The heads of the city-kingdom operate out of Arcanio College, a massive crystalline school at the edge of the city. Education is integral for the ruling caste of Shimestire, because it was Thersil Arcanio who used his great knowledge to aid the Wayfarers in their assault on demon-controlled Fidein, and later the liberation of Whisrik. They are known as the Drongo Parliament. They are notorious for spending days on a simple problem, heavily debating all of the possible outcomes while simultaneously coming up with different ways to solve them, sometimes creating additional problems for themselves. They are called High Councilors.   Below them are the provosts, a group of advisers who act as heads for varying issues within Shimestire. They provide the opinion or commonality with their field of expertise. There is a Provost of Agriculture, a Provost of Industry, a Provost of Wealth, a Provost of Defense, a Provost of Health, a Provost of the Interior, a Provost of Expeditions, and a Provost of Foreign Affairs.   Below the provosts is the Headmaster of Arcanio College. The Headmaster provide detailed information on the progress of thier students and problems within the college. The Headmaster is also trusted with securing all magic-related secrets that may be harmful to students and councilors alike.   Below the Headmaster are the professors of Arcanio College. They teach a plethora of skills and knowledge both magical and physically applicable. It is their duty to enhance the minds of their students, and they are well-compensated for such a taxing endeavour.   Finally, the students of Arcanio College are graduates from the public school system in Whisrik. Students are the most precious members of the government system, since they hold their own ambitions and responsibilities to pave the way for innovation in the fields they wish to pursue. Whether it is to become a hedge mage schoolteacher, a transmutation mage for infrastructure, or even a High Councilor.   Beyond the government system is an adventurous country devoted to uncovering the secrets of their lands and thriving in a hostile land.

Public Agenda

Compared to other city-kingdoms, Shimestire's goal is to uncover the secrets of the world and archive them for future generations. They also seek to expand from their capital, Whisrik, into the surrounding jungle territories. Ultimately, they want to be innovators in spellcraft and to protect their people from the dangers of the wilderness.

Assets

Shimestire is a large country with plenty of territory to explore and expand into. Many of the assets of Shimestire are hidden within its jungles, but the few assets within the country's control are powerful and valuable to many foreign interests. The settlements of Shimestire provide a variety of goods and services for travelers and the rest of the continent.   Whisrik, the capitol of Shimestire, is a cliff top city of tall Abalyte spires, confusing walkways, and cozy hovels. The top side of Whisrik features rows of townhouses, vine-choked walls, and small parks, while the cliffside of Whisrik features seaside views, pearlescent vistas, and grand sculptures. The city has a heavy focus on education both magical and applicable, which drives the government.   Jaquasaise is a frontier town located just north of Whisrik nestled within the jungle and along the Crystal Cliffs. The town exists for two reasons: to be a gateway between the treacherous Crimtane Jungle and Whisrik and to harvest lumber, fish, and farm a variety of fruits and vegetables from the surrounding rainforest. It also has the military advantage of having cliffs to its west and being separated by a river, although the land itself is lower than its surrounding territories.   Rasslac is a village located in the northwestern part of Shimestire within Raspuanteur Swamp and near Lac du Aresabestos. It is a backwater village barely sustaining itself in its tough environment. Black magic and hostile monstrosities lurk and prey in the surrounding swampland, making hunting difficult and agriculture nearly impossible. The one worth this village has is its textile industry. Despite its appearances, Rasslac is the only fabric producer of the country and is highly valuable.   Marchétto is a small market village recently built just outside of Lethapas Fortress West. It is west of the fortress and uses the fort's influence as the one easiest path between Shimestire and the rest of Magnus to its advantage. People traveling to Whisrik can replenish supplies and conduct foreign trade here.   Amarbre is an older village to the south of Whisrik which capitalizes on the plentiful waters and its harbor. Word of this village had finally gotten around, and now ships can unload their goods easier here rather than being pulled up to the cliff tops of Whisrik. Fish and other goods from these tropical waters have proven popular for many decadent leaders across the continent.

History

Much of the history of Shimestire was lost to the Dark Age which ended 400 years ago when the Wayfarers defeated Baphomet in his throne city of Labyrinth, now called Fidein. Although the Wayfinders defeated Baphomet, the other demon lords who ruled over their own cities did not give in to the actions of four mortals. This was the case for Abraxas, the Demon Lord of Forbidden Knowledge, Magic, and Secrets. Abraxas ruled over Palermo, a twisted city of illusion deep within the western jungles of Magnus. Here, he subjugated his mortal slaves through powerful illusion magic, deceiving them into believing that their existence was blissful, that each grueling day of service for their "king" was necessary to maintain their way of life. After all, Abraxas would flood their minds with the horrific truth in their slumber, only they did not realize that those nightmares were their reality with the illusory curtain pulled away. This kept the populace thinking that their reality was not as terrible as it could be, although their reality was filled with falsehoods.   Before Baphomet could be defeated, the four Wayfarers needed to find a way to penetrate Labyrinth's magical barrier. That way was found in Pelorma in the form of Thersil Arcanio, an old wizard who had spent decades studying the magical arts in secret, beneath the notice of the haughty demon lord. Arcanio traveled with the Wayfarers to Labyrinth and dispelled just enough of the magical barrier as he could. Now an outlaw within Palermo, Arcanio traveled toward the Spine of Magnus in order to hide and plan a way to defeat Abraxas. However, as he traveled, the clash between the Wayfarers and Baphomet commenced. The entire world took notice as the battle escalated beyond the clouds themselves. When it was finished, Arcanio realized that the demon lords could be defeated, and although he was alone, there must be some way to destroy Abraxas once and for all.   Arcanio had spent five years in the evil spires of the Spine of Magnus to study in seclusion and plot. Arcanio surmised that a large enough dispel magic could awaken his people, who would then riot for control of the city once they realize how sorry their lives truly are. He traveled back to Palermo where he began casting his ritual from the shadows of an alley. Regardless, this drew the attention of the demonguard, the city's evil bulwark against resistance. However, due to the nature of Palermo, the demonguard also had difficulties discovering the whereabouts of the caster. Thersil then completed his spell and managed to dispel a portion of the city's center. There, he saw, for the first time, the marvelous white and opaque crystal spire jutting at a forty five degree angle toward Palermo's capitol building, radiating dark magic. Thersil then spent time creating a barrier around himself as the demonguard closed in on him. Again, he concentrated on another high-level dispel magic, but focused on the crystal. The magic worked and the illusory effects were dispersed enough to reveal the demonic structures and the monstrosities which walked among the humanoids.   Arcanio made a break for the crystal structure, but the demonguard had discovered him. Just before one of them grabbed a hold of Arcanio, a large rock struck the demonguard. Arcanio continued forward as the demonguard stopped to find a behemoth of a man launching another large rock at the demonguard's head. The people, fed up from being fed lies and realizing the truth behind their servitude, saw an opportunity to distract the demonguard with hopes for Arcanio, who was climbing atop the glistening white crystal. Abraxas had felt the dispelling of his magic and appeared before the courtyard where a small riot had taken form. Abraxas began to restore his spell, but he did not take notice of Arcanio. Standing atop the crystal, Arcanio felt a surge of raw magical power unlike anything he had felt before. He resolved to use the spell he had spent five years developing, a banishment spell variant which opened a flaming radiant gate intended to damage those who are forced through it.   Abraxas, with his three serpent heads, glanced up toward the top of the crystal obelisk to witness Arcanio conjuring up an immense spell. Abraxas was filled with terror, realizing he needed to break his concentration in order to handle this unexpected deviant. Meanwhile, however, more and more denizens were realizing Abraxas's trickery as they entered the city square, enraging them all. It took years for Abraxas to snuff out their fire, and now, after untold generations, it appears that fire still existed as an ember in each one of their souls. Abraxas swiftly breaks his concentration and makes a swiping motion toward Arcanio in an effort to remove his ability to cast magic for good. But still, his spell increases in power. No one has ever resisted Abraxas's Mana Stealing before, and this shakes his evil heart to the core.   Arcanio was frozen at the top of the obelisk. His people, who had been enslaved since before he was born, are rioting in the dispelled area of the city square. The demonguard are slaughtering scores of them, but the slaves outnumber them 500:1. He did not know this at the time, but his very life force was being converted into ethereal mana from the amount of power he had been channeling through his body to produce this spell. He was dying, and the crystal was the only thing sustaining him. He had lost control of the spell nearly a minute ago, which was perhaps the time when he lost the last amount of his life energy. The gateway then tore a hole into the very fabric of reality as it rapidly expanded, consuming the entire area around the crystal obelisk in its holy fire. Just as fast as it happened, it had ended. The demonguard disintegrated, leaving only their armor behind. Abraxas was no more; every trace of him had disappeared in the blazing light. Arcanio was also gone and he was never heard from again, but strangely, the crystal obelisk remained.   Suddenly, the people of Pelorma found themselves liberated by a man they had all thought mysteriously disappeared one day. Their celebrations lasted for a fortnight. Out of respect for the fallen hero who saved them, they created a system of governance reliant on the intelligence of their leaders, and named their building after him. In the crater where the city square once was, they carefully carved the crystal obelisk into Thersil Arcanio's image, standing resolutely gazing across the ocean's horizon. Since these events, Pelorma became Whisrik, the people struggled to adapt to the lands outside their walls, and Shimestire steadily grew to what it is now in the year 400 in the Age of Enlightenment.

Territories

The territory surrounding Whisrik is mostly dense jungle, low wetlands, and jagged mountains with some grasslands and hills in between. These lands are settled by fey, who have supposedly lived in the lands since the world's inception. The people of Whisrik have become overcrowded, and it is now time to settle in the surrounding territories and invade the feylands. It is an intense colonization, since the fey fiercely defend their territories and the very land itself rears up to lend them aid.

Technological Level

Technological Level: Renaissance   Magic Level: 5th

Religion

Stirians follow the world pantheon of gods.

Foreign Relations

Quugdrem - Neutral, Quugdrem provides mercenaries while Shimestire provides food. Quugdrem borders the Shimestire from the north. It is a harsh and barren land of mountains, rocks, and lava. There are few surface dwellings in this country, in fact, most can be found underground. The people are led by an authoritarian government predisposed with constant threats below the surface to handle the petty politics of the surface.   Jubixalia - Guarded, they are against how the natives are treated in Shimestire. Jubixalia is bordered by Verinsten and Quugdrem and occupies the majority of the north. It is led by a theocratic government whose leader is believed to be the mortal form of the goddess, Qaytha. Everything beneath the canopy of the World Tree belongs to Jubixalia by divine right, according to its residents. The land is shadowed by the great World Tree, and is home to many celestial and good fey.   Verinsten - Neutral, trade between the two countries is good, but their personalities are too different for anything long-lasting. Verinsten borders Shimestire to the east, sharing (in part) the Spine of Magnus mountain range which curls eastward in the north. Verinsten is a theocratic monarchy led by a royal family, but the Pantheon pulls the strings of the government. The people are stern but weak-willed, praying for the gods to solve their most mundane problems. It is a land of mountains, steppes, and meadows that is considered beautiful and bountiful.   Derinsul - Guarded, they frequently raid trade vessels by sea. Derinsul is bordered by Verinsten to its west and Arvaise to its east. It is a land of isles and cold forests. The people are led by a plutocratic kleptocracy, and mostly fend for themselves regarding any immediate threats or opportunities. They are a cold, but hot-blooded people who are infamous pirates in the southern sea.   Baehcodge - Unknown. Baehcodge is incredibly secretive and does not mingle with the other nations politically. Each excursion into Baehcodge's territory from any country has gone missing and presumed dead in its frigid and lifeless arctic lands. Most nations assumed that no nation resided in that remote area of the continent, but throughout the land, corpses bearing Baehcodge's Crest are discovered in hidden caverns, isolated groves, and on one occasion, an entire military platoon was found in the nearby swamplands near Jubixalia. They wear heavy armor and carry machine-like gear on their persons that prove to be incredibly powerful.   Arvaise - Friends, frequent trading and mutual seafaring protection from seaborne threats. Arvaise is bordered by Derinsul to its west and is mostly surrounded by ocean. It is a land of rivers, wetlands, and forests. The people are generally happy and hospitable. It is led by a strange monarchy not even the nobles truly understand. But they are satisfied with their lives.   Remara - Neutral, pays a lot of coin for jungle lumber and cloth. Remara is a huge island to the south of Verinsten, southeast of Shimestire, southwest of Derinsul, and west of Arvaise. It is a desert island with fertile lands close to the ocean and rivers. The people of Remara are isolationists led by a strict, but kind king. The people are wanderers by nature, and all of them hold an intense desire to sail beyond the horizon to see what else could be out there. As such, adventurers from all across the continent tend to gather in Remara for potential adventure on the open sea.

Survive and Endure

Founding Date
6 A.E.
Type
Geopolitical, Magocracy
Capital
Alternative Names
The Shimestire Manaplex, The Stire
Training Level
Trained
Veterancy Level
Experienced
Demonym
Stirians
Head of State
Government System
Magocracy
Power Structure
Autonomous area
Economic System
Mixed economy
Location
Controlled Territories
Neighboring Nations
Related Ethnicities

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