Welcome Guest [Log In] [Register]
Welcome to The Realm of Viscia. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Locked Topic
The Realm of Viscia; All you need to know in one thread.
Topic Started: Jan 23 2009, 10:43 PM (92 Views)
Black Waltz
Administrator
The Realm of Viscia

Introduction
The Realm of Viscia is an original universe created by myself, Black Waltz. It is composed of several different factions, races, organizations, cultures, governments, and many other components. It takes place in a world similar to Earth, abiding the same laws of physics as we do, maintaining a steady gravitational pull, and orbited by one moon. The Realm of Viscia (henceforth abbreviated as RoV) features a completely unique society with its own unique technology and development. You are free to be whatever you want to be in Viscia. Your fate is ultimately what you want it to be. The lives of your character and his/her interactions with the rest of Viscia are completely in your hands.

Geography

Posted Image

As you can see in the illustration above, Viscia is divided into three huge continents. In the West we have Irdeli, a lowland with one large river that spreads into a delta in the prosperous city of Lamnia. Most of Irdeli is either at sea level or slightly above it. Vegetation and crops are abundant in Irdeli, making farming and domestication an easy task. Both the cities of Arwen and Viscurgen are prized for their agricultural dominance. Arwen, the furthest establishment from the Irdeli River, relies on its freshwater lakes and meanders for water. It is speculated however, that these reserves are quickly diminishing.

To the east we have Xen'Drik, a chaotic region filled with perilous landscapes. Fort Hek, a military giant, is surrounded by a group of mountains and large plateaus. Fort Hek itself rests atop a gigantic plateau, extending onto a few nearby mountains by means of bridges. The Wastes are essentially, a deserted wasteland inhabited only by animals, adventurers, and researchers. A small outpost of the same name (The Wastes Outpost) has been built in order to establish a safe ground. The Wastes are extremely dangerous, harboring fierce earthquakes, sandstorms, tornadoes, and other natural disasters. Most of The Wastes is dry, rocky, earth. To the North lies Nemesis, a fortress created centuries ago by the Eight Paths of Divination. (More info can be found lower.) Nemesis is surrounded by a thick desert comparable to the Sahara in Africa. Most of its economy is supplied by its famous gold and adamantium mines which are scattered across the desert.

To the South we have the Isle of Wonder, a land without government rule and a mysterious attraction for adventurers of all kinds. The Isle of Wonder features a light-purple soil which grows plants that seemingly form crystals in place of leaves. When soil isn't present, a dry, thick layer of light-purple rock is present. As one might imagine, there are many more unusual instances to be found in the Isle of Wonder. A fortress called Zenith can be found in the Eastern section of the Isle of Wonder. It was created by the Twin Guardians of Chaos, the archenemies of the Eight Paths of Divination. It is speculated that fierce battles and the eventual destruction of the Isle of Wonder's rule occurred within the beaten walls of Zenith. To the South lie The Underlands, a hostile, arctic, environment. It is currently inhospitable, containing no known outposts or sanctuaries. Icebergs, glaciers, snow, and permafrost may all be found within The Underlands.

Race
(Please see the Races of Viscia sub-forum for more info on all the races.)

Currency
Each continent has its own unique currency that is only allowed to be used inside the prospective continent. Each nation within the continents also have their own unique currency that is regularly used by locals for day to day needs such as purchasing food, etc. There is one set currency which the entire world of Viscia uses though, but is only used for international means. Banks that convert money are readily available for any citizen planning on traveling to a different nation or continent.

Global Currency
The Viscian Dollar (VD)

Currency of Irdeli
The Ilia (worth 0.75 VD's)

Currency of Xen'Drik
The Xenian Guilder (worth 2.00 VD's)

Currency of the Isle of Wonder
The Zenithian Crown (worth 1.00 VD's)


Cities, Towns, and Establishments.
Arwen
 
Founded: 139 Years Ago
Major Exports: Agriculture, Domestic Animals, Fruits, Herbs.
Major Imports: Weapons, Iron, Water (when scarce)
Allied Establishments: Lamnia, Nemesis.
Neutral Establishments: Viscurgen, Zenith, The Wastes Outpost
Hated Establishments: Fort Hek.
Government: Democracy. Run by an elected president.
Economic Status: Neutral. Has a monopoly on medicinal products.


Viscurgen
 
Founded:94 Years Ago
Major Exports: Food, Domestic/Military Animals, wood.
Major Imports: Metal, Weapons.
Allied Establishments: Lamnia.
Neutral Establishments: Arwen, Zenith, The Wastes Outpost
Hated Establishments: Nemesis, Fort Hek.
Government: Matriarchy. Run by a female ruler who harbors complete control over all components of the land besides the military.
Economic Status: Bad. Currently in debt to Arwen and The Wastes Outpost.


Lamnia
 
Founded: 342 Years Ago
Major Exports: Water, Wood, Agriculture, Sea Vessels.
Major Imports: Metal, Medicine.
Allied Establishments: Arwen, Zenith, Nemesis.
Neutral Establishments: Viscurgen, The Wastes Outpost.
Hated Establishments: Fort Hek
Government: Socialist. Industries owned by the government. Education, health, and welfare provided by the government.
Economic Status: Very good. A huge monopoly on water and boats. Is currently receiving debts from many different establishments.


Nemesis
 
Founded: 1,249 Years Ago
Major Exports: Armor, Metals, Spices.
Major Imports: Water, Wood, Medicine.
Allied Establishments: Lamnia, Arwen.
Neutral Establishments: The Wastes Outpost, Fort Hek
Hated Establishments: Zenith, Viscurgen.
Government: Timocracy. Rulers are selected based on their level of honor relative to their society.
Economic Status: Good. No unbalances.


The Wastes Outpost
 
Founded: 2 Years Ago
Major Exports: Weapons.
Major Imports: Food, medicine.
Allied Establishments: Fort Hek.
Neutral Establishments: Lamnia, Arwen, Viscurgen, Nemesis, Zenith.
Hated Establishments: None.
Government: Anarchy. No form of government.
Economic Status: Not applicable.


Fort Hek
 
Founded: 345 Years Ago
Major Exports: Weapons, Metals, Minerals, Armor, Land Vessels.
Major Imports: Water, Medicine, Wood.
Allied Establishments: The Wastes Outpost
Neutral Establishments: Nemesis, Zenith
Hated Establishments: Arwen, Viscurgen, Lamnia
Government: Dictatorship. Land controlled by military.
Economic Status: Extremely Good. Currently the leading economic supergiant.


Zenith
 
Founded: 1300 Years Ago
Major Exports: Minerals, Jewelry, Gems.
Major Imports: None.
Allied Establishments: Lamnia
Neutral Establishments: Fort Hek, Viscurgen, Arwen, The Wastes Outpost
Hated Establishments: Nemesis.
Government: Theocracy. The High Priest is regarded as leader of all Zenith's affairs.
Economic Status: Very Good. Has a monopoly on Jewelry. Does not import.


The Underlands
 
Founded: N/A as of yet.
Major Exports: None.
Major Imports: None.
Allied Establishments: None.
Neutral Establishments: None.
Hated Establishments: None.
Government: Waiting to be colonized, conquered, or developed.
Economic Status: None


Overview of All Nations
As you might be thinking, all the information above might seem a little confusing. In order to rid this confusion, let us go through the fundamental situations of each nation.

Irdeli is a continent that is known for its rich standard of living. People thrive on democracy and freedom. All three nations within Irdeli have joined together to form the Irdeli Alliance. It took many years to create an orderly civilization in Irdeli after the initial settling of the ancestor peoples of Isle of Wonder (IoW) and Xen'Drik (XeDr). Religion is tolerated, but is rarely seen practiced amongst the natives of Irdeli. The citizens of Irdeli have a relatively high standard of living and typically feign interest in much of the outside world. Irdeli's adventurers travel far and abroad in order to seek all the thrills they need to satisfy their desires.

XeDr is almost completely the opposite of Irdeli. It's largest city, Fort Hek, is run by an immensely powerful military government who's infamous reputation has caused it to become hated enemies with the entire Irdeli Alliance. Fort Hek's only ally is The Wastes Outpost, whom it constantly supplies with weaponry and other equipment. The citizens of Fort Hek are utterly miserable, having no civil freedom or rights, subject to everything that their corrupt leader commands them to do. Nemesis on the other hand is run by a government with partial concern for its citizens. Although not as powerful as Fort Hek, Nemesis has a developed culture practiced by many of its citizens. It is known as the Eight Paths of Divination, a belief that eight all-powerful beings constructed Nemesis out of the Earth's raw resources and created all mankind for the sake of developing their established nation and continuing their legacy. The citizens of Nemesis are relatively happy with their current situation, although famine is a major issue.

The Wastes Outpost is a neutral, government-less, resting ground for experienced or inexperienced adventurers wandering The Wastes. A huge tent spans over five square kilometers, allowing it to carry a couple of thousand adventurers at one time. Anyone can enter if they are an adventurer. Citizens of Fort Hek may stay in the Wastes Outpost regardless if they are adventurers or not. Special permissions are given to the adventurers of Fort Hek because the outpost is sponsored by Fort Hek's government. This has caused some controversy inside the outpost at times.

The mysterious IoW in the South has only one established nation known as Zenith. Because of the mystical properties of the Isle's soil and foliage, Zenithians are able to construct rare gems and jewels which cannot be found in any other continent. The people of Zenith are extremely religious, worshiping the Twin Guardians of Chaos, the two brothers who settled upon the land and constructed all mankind in an effort to destroy the very world they stumbled upon. This has caused much hate and controversy between the two original nations, Zenith and Nemesis for centuries. Although at the present, the notion of destroying the entire world is little more than an extremist cause, the Zenithian principles still carry on. A High Priest is chosen at random to lead the nation. Priests qualify for leadership roles if they have been serving for at least 20 years, contribute a wealthy amount to the Zenithian society, and display a noteworthy amount of strength.

Conclusion
Thank you for taking the time to read this entire document. After studying it for a little while, you should get an idea on how the Realm of Viscia kinda works. If you're still having trouble or if you find any important mistakes or errors in this topic, please PM me or other members of staff as soon as you can. Thank you :)
Offline Profile Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Roleplay Information · Next Topic »
Locked Topic