Saturday, September 14, 2024

Volencia

OVERVIEW

       Volencia is a large island nation, nearly continental in size, situated on the planet Spira. The nation is divided into thirteen territories, each belonging to one of the Arsraad Houses. At the center lies the capital city Galomas, built around a crystal-clear crater lake formed by a massive meteor impact. From Galomas, rivers fan out across the island, and each House territory borders the capital, symbolizing unity.



CENTRAL REGION

Galomas: the heart of Volencia, located at the center of the island.
  • Crater Lake: A deep, crystal-clear lake fed by underwater springs.
  • Royal Citadel: A massive fortress built of glittering white stone on an island in the lake
  • Priory of Galoma: Located in the hills just outside the city, housing the tomb of St. Galoma. 
  • Architecture: Blend of fantasy and Art Deco styles, reflecting influences from all thirteen Houses.
TERRITORIES AND HOUSES
  1. House Botono (Northwest)
    • Climate: Resource-rich mountains and fertile farmlands.
    • Major Cities:
      • Danon: A mining town known for mineral extraction.
      • Stonemire: Specializing in Power Stone harvesting.
      • Goldleaf: Center of lumber production.
      • Fieldsend: The breadbasket, known for vast farms.
      • Oilgrove: Hub for petroleum extraction.
      • Riverbend: Fishing and aquaponics center.
    • Landmarks:
      • Dormant Volcano: Located near Stonemire.
  2. House Tenagra (West)
    • Climate: Sub-tropical, lush landscapes.
    • Major Cities:
      • Silverport: Bustling trad hub with extensive railroads.
      • Sunhaven: Tourist hotspot with beautiful beaches.
      • Marketshire: Grand markets and commerce.
      • Stonebridge: Famous for its colossal bridge over the Westflow River.
    • Landmarks:
      • Grand Rail Junction: Central hub connecting all Houses.
  3. House Ranzlamora (Southwest)
    • Climate: Germanic forests, waterfalls.
    • Major Cities:
      • Eichenwald: Capital city with stunning architecture.
      • Starlight Near the Starflow River, known for its luminous waters.
    • Landmarks:
      • Starflow River- known for iridescent stones and bioluminescent life, shared with House DeLaVega.
  4. House Valkris (North)
    • Climate: Mountains and rugged terrain.
    • Major Cities:
      • Stonekeep: Capital fortress city.
      • Ironforge: Known for weapon manufacturing.
      • Highcliff: Fortress overlooking the Northern Sea.
      • Stormwatch: Guards against northern storms.
      • Deepcrag: Built into the mountainside.
    • Landmarks:
      • Fortress of Light: Located on the lighthouse island offshore.
  5. House Horosof (East)
    • Climate: Scrub deserts and salt flats.
    • Major Cities:
      • Gearhelm: Capital city and innovation hub.
      • Steamwaste: Location of early steam-powered computers.
      • Fulgor Flats: Testing grounds for new inventions.
      • Ironspire: Radical architectural designs.
    • Landmarks:
      • Active Volcano: Near Gearhelm, used for geothermal experiments.
  6. House Galifain (Southeast)
    • Climate: Valleys and flatlands ideal for aviation.
    • Major Cities:
      • Skyreach: Capital City located on the floating island.
      • Windfall: Major airship manufacturing center.
      • Cloudhaven: Known for its flight academies.
      • Aetherport: The largest airship port.
    • Landmarks:
      • Floating Irland: Home to Skyreach, moves in a figure-8 pattern.
  7. House Scantillian (South)
    • Climate: Mixed climates with minimal environmental impact.
    • Major Cities:
      • Grunwald: Capital city with a renowned university.
      • Steinbach: Known for medical research.
      • Lichstadt: Center for technological research.
    • Landmarks:
      • The Great Tree: A skyscraper-sized tree formed from their founder.
  8. House Rhinehart (Central East)
    • Climate: Canyon landscapes.
    • Major Cities:
      • Canyon City: Capital built into Kurtz Canyon walls.
      • Redstone: Known for concealed military installations.
      • Shadowcliff: Hiddeny city within the canyon.
    • Landmarks:
      • Kurtz Canyon: A long canyon from the show to Galomas.
  9. House Chandra (South Central)
    • Climate: Rolling hills and peaceful valleys.
    • Major Cities:
      • Ashagar: Capital city with the premiere magic university.
      • Spellhaven: Known for arcane libraries.
      • Mystvale: A city surrounded by magical phenomena.
      • Runeberg: Focused on rune magic studies.
    • Landmarks:
      • Circle of Stones: An ancient magic site.
  10. House Yoris (Northeast)
    • Climate: Rivers, plains, lakes.
    • Major Cities:
      • Waterside: The sole major city and administrative center.
    • Landmarks:
      • Ten Hydroelectic Dams: Spread along major rivers
      • Thirteen Atomic Plants: Located near lakes and rivers.
  11. House Laysaar (Southwest)
    • Climate: Large open spaces.
    • Major Cities:
      • Dunhaven: Capital with major industrial bases.
      • Forgeplain: Known for manufacturing.
      • Ironwood: Blend of preservation and industry.
      • Copperton: Specializes in metalworks.
      • Gearfor: Collaborates closely with House Horosof.
      • Millstone: Focused on textile production.
    • Landmarks:
      • The Great Factory: An enormous manufacturing complex.
  12. House Isoldir (Southeast)
    • Climate: Diverse terrains from tundras to deserts.
    • Major Cities:
      • Belfrost: Capital in the frozen tundra.
      • Sandport: Located near desert and beaches.
      • Green hill: In tranquil valleys.
      • Stormhaven: Near jagged mountains.
      • Wetmoor: In the wetlands.
      • Riverbend: Fishing and aquaponics center.
    • Landmarks:
      • Training Ground; Varied environments for civil servant training.
  13. House DeLaVega (South)
    • Climate: Vast plains, plateaus, mountain ranges.
    • Major Cities:
      • Relora: Capital city.
      • Montana Blanca: City near white-capped mountains.
      • Llano Grande: Located on the Great Plains.
    • Landmarks:
      • Nomad's Trail: Historical route of the people's nomadic past.
      • Starflow River: Shared with House Ranzlomora.
SURROUNDING ISLANDS
  • Lighthouse Island: North of Galomas, hosting the historic lighthouse and the Fortress of Light.
  • Shipyard Island: East of House Galifain, a military shipper maintained by the four Military Houses
  • Coral Wreath Island: South of House DeLaVega, surrounded by coral reefs with carefully marked passages.
  • Fisher's Isle: West of House Tenagra, known for fishing towns with Welsh-like cultures.
  • Seabreeze Island: Near House Isoldir, a tourist spot with sandy beaches.
  • Stormbreaker Island: Off the coast of House Horosof, helps break up storms heading toward the mainland.
MAJOR RIVERS
  • Starflow River: Runs from Galomas through Ranzlomora and DeLaVega territories, known for its iridescent stones and bioluminescent flora and fauna.
  • Westflow River: Flows through House Tenagra, vital for trade and transport.
  • Kurtz River: Cuts through Kurtz Canyon in House Rhinehart territory.
MOUNTAIN RANGES
  • Iron Mountains: In House Valkris, home to their fortress cities.
  • Silver Peaks: In House Botomo, rich in mineral resources.
  • Whitecap Range: In House DeLaVega Near Montana Blanca.
OTHER LANDMARKS
  • Active Volcano: Located in House Horosof, near Gearhelm.
  • Dormant Volcanoes: One in House Botono and two in House Valkris.
  • Fulgor Flats: Testing grounds in House Horosof for inventions.
  • The Great Tree: In House Scantilian, a massive tree formed from their founder.
TRANSPORTATION AND TRADE ROUTES
  • Railroads: An extensive network connecting all Houses to Galomas, with the Grand Rail Junction in House Tenagra.
  • Highways: Major roads link the capitals and significant cities.
  • Airship Routes: Airship traffic is extensive, with major ports in Aetherport (House Galifain) and Galomas.
  • Rivers: Navigable rivers like Westflow and Starflow are used for freighters and trade.
DEFENSIVE STRUCTURES
  • Fortress Cities: In House Valkriss and other military Houses.
  • Mercenary's Guild Headquarters: A fortress in Galomas.
  • Royal Citadel: Self-sustaining fortress at the heart of Galomas.
CULTURAL AND RELIGIOUS SITES
  • Priory of Galoma: Houses the tomb of St. Galoma.
  • Circle of Stones: Ancient magical site in House Chandra.
  • Statues and Monuments: Found in every House, honoring leaders and heroes.
NATURAL PHENOMENA
  • Floating Island: Over House Galifain, home to Skyreach.
  • Shooting Stars: Frequent due to Spira's particle ring shedding.
  • Biru Grazing Lands: Vast plains where Biru are farmed.






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Tuesday, September 3, 2024

An Offer

by Pyrodox 


   An obscure, seedy bar on an obscure seedy planet. Far away from more stringent definitions of Civilization in both distance and principle. Outside this ramshackle wooden structure, aside from the canyon it overlooked in which the mist was rendered blood red by the giant sun, was a congregation of private spaceships of varying degrees of dilapidation. Its owners were bounty hunters, criminals, smugglers, and various other lowlifes.

    One such lowlife bent over his drink with an apparent exhaustion with life. The skunk's unkempt hair and unwashed clothes could not fully mask the handsome features which suggested a better life now gone. As much as he tried to focus on the formless euphoria of alcohol, he could not help but reflect up this past. 

    Alvaro Munez, you’ve done it now. 

    That mantra he had once facetiously repeated to himself so many times during the most exciting moments of his life now reflected despair and ambiguous regret. 

     I did what I had to.

     But what he had to had cost him his will to live. He had blown his chance at a better life, and resignation to his old days of crime held no more allure to him. Life was no longer an option, only death or mere existence.

      He barely noticed the creak of the door and the slight lull in conversation. He glanced to see the reason for the crowd's nervousness: a large, particularly fat dragon in a heavy black leather trench coat. It was an unsurprising reaction, but he did not care enough to participate in it.

      The newcomer leaned over the table, ominously close to Alvaro, and ordered an Ouzo.

      “We have Sambuca.”

      “It’s the same thing.”

       Alvaro avoided looking in the dragon’s direction in a way that made it clear there was some effort.

       “I like the word Ouzo better,” said the dragon, this time to Alvaro, giggling like a fool making small talk.

       Alvaro was no fool.

       “Don’t waste your time. You’re here to kill me, aren’t you? Or capture me? I guess my scent won't deter your tastes.” The dragon twitched at that.

       “Kings generally want those who wrong them to stand trial.”

       Alvaro sighed. That was not the option he preferred.

       “You know, it’s funny,” the dragon said, turning around and leaning against the bar with his prodigious stomach dominating the space up to the wall. “I went through a lot of trouble tracking you down here. I mean, the first time around you made it look just challenging enough to trick an untrained eye into thinking one deserved the handsome finder’s fee (thank you for that, by the way), but this current business? So much less to lose, and yet, so much harder to find…

      “Maybe I learn from my mistakes.” Alvaro eyed the dragon suspiciously.

      “Oh no, no. You’re Alvaro Munez. You’ve spent many years learning from your mistakes. Long enough to make better mistakes than the ones you made with me.” The Dragon glared at him piercingly, his false grin now gone. “You wanted us to find her. Didn’t you?”

      Alvaro hesitated for a few seconds before giving his antagonist a sarcastic grin. “I’m sure the King and his Court found no end of amusement from the irony of a dragon’s rescuing a princess.”

       “Yes, we all had a big laugh over that,” the dragon deadpanned while looking away absently. He turned his eyes back toward Alvaro and squinted. “Except for her.”

        Alvaro grew more tense and peered more intensely into his glass.

        “She was obviously heartbroken. Betrayed by the one man she thought she could trust, one she assumed would respect her. But she’s still being strong. Trying to balance her grief and principles. I can see the appeal.”

        “I loved her so much,” Alvaro sniffed. He could no longer pretend.

        “I know. That’s why you did what you did. Princess Amua, the royal who fell in love with a scoundrel. The scoundrel who learned to turn away from his life of gentleman-thievery. All based on hard-earned mutual respect. Happily ever after…until the princess’ father decided to marry her off to some other royal’s son.

        “One could only imagine the princess’ struggle. Torn between the man she loves and her duty to her people. A way to end the war (Seen it so many times among the Rathi, they should find a better mode of governance). Further complicated by the new guy’s being a perfect gentleman himself, just some poor guy in the same boat as she. And our gentleman thief hated to see her like this….so you simplified the equation for her.

       “You had to prove you did not respect her, saw her as property. Snuck into her room, used a control drug (nice touch by the way, very impressive sell), and spirited her off to some hellish planet just so she could be yours

       “And the gallant knight came with riding on a dragon and rescued her. And they lived happily ever after.”

        At this point, Avaro was sobbing silently. The dragon gave him a genuinely supportive pat on the back. “That’s okay, let it out. That’s what the bar’s for. If it makes you feel better, I’m not going to take you in.”

        “You’re not really a bounty hunter, are you?”

        “No, in fact,” the dragon leaned closer to his face. “I’m going to make you an offer.”

        Alvaro winced at theunholy mix of licorice, frankincense, and spoiled milk that was the dragon's breath. “What do you mean?”

        “Well, this latest episode has convinced my associates and I that you would be quite a good fit for our organization. You proved yourself cunning, adaptable, and persistent. But most of all…you displayed selflessness, a willingness to put the common good over your own feelings and comfort, even it meant society’s seeing you as a villain. And after all, my organization feeds off its own image problem.” The dragon patted his enormous belly, whose rumblings thwarted potential eavesdroppers. Alvaro was beginning to expect that the skull at the end of the overtaxed belt was not just there for the edgy aesthetic dragons are known for.

        “The Church,” he whispered.

        “Yes, the Church,” the dragon whispered back, “There’s a whole world you don’t even know about. A world that could pique your curiosity and fulfill your need for adventure. But most of all, a world that would give you purpose. An opportunity to bring order to a broken galaxy, to do good.”

         “I’ve heard of you. Pyrodox. I’ve never known the connection was true.” 

         “Well, the secret is going to be harder to keep as things get going. You want to find out the truth, about...everything? Well, you’re soon getting the opportunity, because you’re coming with me. Lead the way.”

         Alvaro rose headed toward the door, nervous but daring to hope for the first time in at least a month.

         “Sorry to rob you of a good customer,” Pyrodox winked as he flipped a generous tip to the bartender.