Post by Mog Boss on Mar 21, 2019 19:00:52 GMT
The world of Terra is a wondrous one. Full of plains, mountains, deserts, oceans, rivers, lakes, swamps - and most importantly, powerful civilizations helmed by man and wildlands plagued by dangerous beasts, it is a world that has a great need for adventurers and heroes. That is why Adventurers travel from place to place, seeking glory - or being hired to protect or act for certain nations. Terra has two moons - the green moon, Luna Minor - and the golden moon, Luna Major - they are perfectly aligned with each-other, and no light from Luna Major ever meets Terra due to being behind its sister moon.
Terra had four major Civilizations, two of which have existed for thousands of years in one way or another. The Kingdom of Insomnia, the Republic of Midgar, the Dictate of Akademia, and the Arcadian Empire. Each civilization was gifted or came across one of four crystals with immense power and a deep connection to either the Lifestream, or the Aether. The connection the crystal drew upon heavily influenced the ideals and mindsets of the civilizations in question. These crystals granted those in power with the means to bestow themselves and those around them with great power, or to harness it for themselves and force their way to greatness despite the harsh conditions of Terra's ecosystem.
The ruins of many old civilizations still lay in wait to be explored, civilizations that fought against the planet's nature but to no avail. As for the origins of these crystals, they are widely unknown.
That said, with power comes suspicion. Ten years ago, the Empire of Arcadia was obliterated - a massive flash able to be seen from each opposing civilization. Refugees who fled to the Kingdom of Insomnia remember only that the Mage's guild teleported them out abruptly, and to a field near Mount Gagazet. To which they turned to see the massive explosion. What used to be Arcadia, is now only ruins. The whereabouts of the empire's crystal entirely unknown. However, Akademia, Insomnia, and Midgar figure that there is only one thing that could do such a thing to a nation. Another crystal bearer. And so a "cold war" like state has been entered, the three major nations holding little trust for each-other and doing their best to investigate each-other's crystals. Refugees from Arcadia now remain in Insomnia, some adventurers - some normal civilians, some craftsman. Regardless, they all feel great loss. And have for ten years.
Due to the massive influx of new citizens, and adventurers - the Kingdom of Insomnia has gained four new major businesses. Adventurer's guilds, focused upon specific paths of greatness and utilization of life-stream and aether.
The Warrior's Guild, The Mage's Guild, The Naturalist's Guild, and the Journeyman's Guild. Each guild sees to the development and participation of certain jobs.
Warrior's Guild:
Knight
Paladin
Samurai
Monk
Dark Knight
Dragoon
Viking
Mage's Guild:
White Mage
Black Mage
Summoner
Astrologian
Scholar
Spellblade
Red Mage
Naturalist's Guild:
Ranger
Beast Master
Blue Mage
Geomancer
Journeyman's Guild:
Machinist
Merchant
Chemist
Rogue
Dancer
Bard
The Warrior's Guild, The Mage's Guild, The Naturalist's Guild, and the Journeyman's Guild. Each guild sees to the development and participation of certain jobs.
Warrior's Guild:
Knight
Paladin
Samurai
Monk
Dark Knight
Dragoon
Viking
Mage's Guild:
White Mage
Black Mage
Summoner
Astrologian
Scholar
Spellblade
Red Mage
Naturalist's Guild:
Ranger
Beast Master
Blue Mage
Geomancer
Journeyman's Guild:
Machinist
Merchant
Chemist
Rogue
Dancer
Bard