The World of Naver - World Map & Info
This story takes place in another world, Naver.
Naver, a world with both a rich history and equally rich number of dangers. Each corner of this land is filled with a mystical energy they call "mana", which allows a gifted few to wield it to create "magic". But that's far from the only unique thing about this strange land....
Kingdoms/Countries
Usra
A land buried in snow and towering mountains, the nation of Usra is a dreadful one. The people are all built strong and their cities stronger, they boast a prideful history of having never changed their borders since their unification from clashing clans, into a single tightly clenched fist.
All people of Usra have a strong sense of patriotism and should they receive a call to defend their homeland, they'd would gladly cross and kill whatever stood in between them.
Canadia
A newly formed country, formerly an alliance of numerous powerful merchants, Canadia now most one of the most profitable lands in Naver, thanks to it's geological trade routes, natural resources and multi-climate regions. Business is always blooming here.
The people of Canadia, generally have little interest in anything other than then next trade venture, or how to make the most profit quickest.
Zarg
Homeland of the Dragonborn and last remaining stronghold for their empire. Had it not been for the blunders of it's previous rulers, Zarg would have held nearly half of Naver in it's grip, but now, it takes everything they can to just hold on to what little they have. Nonetheless, the empire holds its head high, and marches forward.
The people of Zarg were once a proud, even arrogant people, and while some of that can still be seen in their culture, for the most part they have adapted a more practical and solomon stature.
Vinland
Also known as the home of Berserkers, Vinland is the land of warriors, there, anyone with the ability to prove themselves is welcome. Despite their raiding culture, they make great effort to distinguish themselves from the pirates of Kenway's Isle, and pride themselves in their traditions of battle, honor and strength.
Never start a drinking game with a Vinlander, you're likely to lose, and find yourself hungover for longer than you dare desire.
Nocti
Famous for their shipyards and even more famous darkwood ships, the "Country of Night" is quite popular despite its permanent cloudy weather. Sharing strong values, and an even stronger monopoly on the best shipwrights, the industrialism of Noctis is backed by a popular monarchy.
Similar to Vinland and Usra, strong feelings of patriotism, honor and strength, though they also share many passions with Oblivion in terms of crafting and Ying-Sohw with their arts.
Oblivion
Homeland of the Dwarfs, Oblivion supports the craftsmen's dream, being bountiful in most metals and center point to some of the most violent beasts in the world. The people of Oblivion have learned to adapt to their violent island as they all, mostly, live underground or within mountains.
Beware a citizen of Oblivion's crazed mouth, be it a passion for crafting or a trauma from one of the many dangers on the surface, they all love to talk.
Arwic
Land of Orcs, Goblins, Giants and Goliaths, the clans of Arwic, while not formally recognized by many as a "real" nation, still carries its self as one. Similar to Vinland, they value strength, but unlike Vinlanders, they value a more "monster/beast-like" power. They worship dragons as the true rulers of the world, in their eyes, raw power trumps all.
Usually, most members of Arwic will act hostile to any strangers, attacking or killing anyone they can. Only those with strength or a sharp mind may find themselves welcomed with a open hand, instead of a point stick.
Gortril
Home of the elementals, Gortril has an abundance of natural magics and elementals heavy abnormalities. Many would-be conquerors have tried to take hold of this magical place, but the people had nature and the very ground on their side.
As they are part of the elements, all elementals possess "flexible" bodies, that change according to their preference, personalities, experiences, etc. This has resulted in a very gender-open culture that is visible in their country, and ways of life.
Emora
Emora the grand capital of Man, while not originally home to Mankind, they made it theirs trough years of hard-work, blood, mixed failures and stubborn persistence. The land is a natural museum, with ruins, monuments and dungeons littering the entire land. Emora is a standing testament to the pure tenacity and creativity of mankind, a symbol that shalln't fae anytime soon.
Famous for its dungeons and ruins, Emora naturally attracts various glory-seekers and would-be-adventures. Housing the Craftsmen Association and center for the Church of Virtue.
Westmarch
Home to the Dark Elves, Westmarch was once part of a larger nation, but after breaking off, the Dark Elves made it a point to establish themselves as a completely separate entity, focusing the nation's efforts in magi-tech and more dangerous magics. Morals and ethics don't exist when it comes to research and magic, at least not here.
Westmarch is a dark land, the magic is both dead and alive there. Those who practice more "questionable" magics are far more accepted here, by both the land and the people.
Eastmarch
Homeland of all Elves, Eastmarch was once large, but was broken in half. Nonetheless, this is hardly a bother to the people there as their pride in their own natural magic abilities and high-affinity with nature has made them keepers of the woods and self proclaimed "masters of magic".
Eastmarch houses the grandest and most famous schools for magic, each year they hold tournaments in which their students and outsiders compete for massive prizes.
Uy-Ra
Also known as the Nomad Nation, Uy-Ra is both free and wild, much like the people who were born from it. As the homeland of the Ferres, the land of Uy-Ra is sacred, and it is ruled that no one is allowed to establish a claim to the land, unless they wish to face the united hordes of the many "beast-clans".
The lands of Uy-Ra are as varied as the people who call it home, with most of the land being plains. The temperature is also surprisingly warm, a byproduct of the natural-magic veins flowing inside the land.
Ying-Sohw
Holding the most bountiful cities in Naver, Ying-Sohw is the center for art, science and magic-craft. A scholar's or mage's paradise. Both the people and the land are rich with magic, and even the lowest of creatures born here are touched by it...for better or worse....
Beware Ying-Sohw's dark underbelly, not only is it the center of numerous criminal organizations, supported by corrupt officials, but all monsters on the land are extremely fierce and powerful. One must be careful where ever they are in this land, for the shadow it bears swallows many whole.
Derori
Also known as the desert kingdom, a good 80% of Derori is made up of deserts, however the remaining 20% serve as bountiful oasis from the scorching deserts. The precious metals and exotic animals found here are also very sought-after and cherished by the people here.
The only nation with a legal slave-system, however their slaves are still treated with care/seen as people and are able to free themselves should they meet certain requirements.
Landmasses
The Highlands
Home of the Avians, the steep cliffs and looming mountains, mixed with the crashing waves make it the perfect place for creatures of flight.
Kenway Islands
Also nicknamed, "The Pirate Nation", named after the infamous pirate Edward Kenway, the islands act as a safe haven for any fellow plunders, scoundrels and thieves.
Adventurer's Reach
A collection of city states south of the Dark Wilds, famous for their abundant adventurer work and numerous experiences with near-death, monster hordes, and pirate attacks from the south.
The Dark Wilds
Named, "Home of the Monsters" by many, it is an untamed land, lost to civilization.
The Burnt Coast
A line of volcanic beachfronts, glassed over by a long forgotten battle. Scars of damage run deep and long, hollowing out bits of earth. Nothing can grow hear, only death and carnage awaits those who enter.
The Demon Isles
Stronghold of the demons, it was from here that a gateway was opened to allow for the movement of demons from hell to enter the mortal plain.
Dragon's Isle
A moderately large island, home to nothing but dragonkin.
Bodies of Water
The Dark Waters Ocean
Also known as the "Den of Monsters" or "Ship's Graveyard", this large body of water seems small when retelling all the monsters that live within its ink-like waters.
The Atlantis Sea
Area controlled by and home to the merpeople.
The Dragon Sea
Named by the first explorer of the Dark wilds, the name stuck after the acknowledged, abnormally high concentration of dragons in the area.
Trader's Pass
Highlighting the areas around Nocti, many ships from and for various nations travel these waters.
Pirates Reach
A popular area for pirate attacks, thus the name.
Feng-Bao Sea
Aka. "The Sea of Storms", south of Ying-Sohw, it takes more than a good crew to navigate these waters. Home to Leviathans and Hydras.
Arctic North/South Sea
Frozen/near-frozen bodies of water at the 2 poles of Naver. Ice elementals love it here, but so do some species of the undead.
Bon-Q Bay
A bay known as being the crater of a magical explosion. Magic energy is very unstable here.
Golden Wave Sea
While not golden, money does flow through these waters with rich trade existing between the East continental nations.
Cold Waters Deep
Very cold water, many icebergs exist here. Popular hiding place for pirates, but also frequently traversed by research ships and explorers.
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TT-TT
I spent 8 hours designing both the map, and the story behind the countries/factions of this land.
But boy, was it fun!
Got to love a good-round of pure, from scratch world-building!
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