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setting

setting

the western continent.

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world map.

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Agharttha is made up of two major continents, currently in an ongoing conflict for resources. As opposed to the eastern continent, which is in a constant fight for Imperial power, the western continent realms have maintained independence.

Peace has not always been upheld in the west; the Old Kingdom once dominated the land. Remnants of its power remain, and there are those who seek to restore its visage upon the continent.

₊ ⊹ ₊

A great mountain range runs through the center of the continent, separating the east from the west. Historically, this has always had a large impact on trade and realm relations, and continues to do so. Travel often requires passing north or south of the range. Cutting through is considered an 'impossible task.' Though possible for individuals, for merchants, delegations, and average individuals the conditions are far too dangerous.

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aamoreqi

beacon of the south

Summary

Status: kingdom

Neighbours: Aslore, Nairid, Mharia

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Trade and Economy

Notable characteristics: rapidly growing trade industry

Agriculture: livestock, seafood, grains, spices

Raw Materials: glass, sand, stone, seasalt, gold, copper, gemstones

Crafts, luxury goods and other: glassware, textiles, shipbuilding, art, sculptures, metalware, dyes, pigments, pearls, weaponry

Political Status

Aggression: reserved

Allies: Iden, Seti, Yrrandiel

Enemies: none

Former conflicts: Seti, Iden

Potential conflicts: none of note

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shifting sands, resounding voices

Relationship with magic

Spirits: revered + protected

Magical status: unnatural magics banned

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the realms are generally split into the four cardinal directions

north:moorhouen, eidreven
west: avon, celestine, nairid, shinte
south:aslore, aamoreqi, seti, iden
east:suvir, yrrandiel, mharia

wayward wanderers

the wanderer's guild

Times have not always been easy in Agharttha. After the great war, disparity reached it's peak, leaving those with disadvantage to fend for themselves. The poor grew poorer, and the governing bodies lacked the resources to quickly resolve such strife.

This is when Wayward Wanderers began.

People from all realms grouped together, traveled the lands, and offered their assistance to those in need. With a wide range of skills and talents, word spread of the Wanderers who held out their hands to the weak.

Today, being a Wayward Wanderer is a job, much like any trade. The Wanderers take on the commissions of ordinary people, and the guild has maintained it's reputation for their services over the decades. 

Just about anybody can become a Wanderer, as long as they have skills to offer. There are commissions for all kinds of people, from physical labour to storytelling; if there is a need and people to pay, the guild will take on the commission and a Wanderer will fulfill it.

Wanderers are inherently transient; they help communities all over the realms, seeking out whomever can benefit from their expertise. As such, most have no particular home - the guild itself becomes their home. Wayward operates throughout most realms, and is itself a haven for those who no longer have a home within the realms.

Wayward has become the backbone of the realms over the years; it connects people from all realms and fills in the gaps within communities. Due to their reputation, they are somewhat particular in who they accept into the guild; public criminals are banned, regardless of any skills they offer to ensure they can uphold the trust they have built up with the people.

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