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==Nations & Peoples== The most distinctive feature of Naracel is the remarkable power balance in Narius. Narius currently features four major powers: Tinrell, Taron, Naxis, and The United Republics of Arelia. The true power, however, rests in the hands of the traders, merchants, adventurers, and mercenaries. Naracel is, however, reaching the end of an era. The Freiport is calling in it's debts, effectively annexing many central Islands. Taron is pushed increasingly to reform, while Tinrell is a mere step or two away from tearing apart at the seams. In Naxis, the Machine-mind has lost it's control, and the Naxians are leaving in droves for the open sky, while enterprising nobles and freicaptains carve out petty fiefdoms in former Naxian land. The artisan of yesterday is giving way to the engineer, the farms give way to the factories, and the grand wooden warships of yesteryear cloak themselves in steel and fill themselves with ever-more powerful engines. In this new era, everything has been called into flux. The Freetraders organize into factions, the workers into unions, the merchant houses into trading companies. In this uncertain time, only one thing is certain: Riches will always be there for those with the strength to find it. ===The Impirium of Taron=== The Impirium of Taron, of the easternmost continent is filled with a robust, hardy people, hardy and disciplined, yet they retain an exploratory spirit and ambition burns brightly within them. A visitor from earth might catch himself remembering literature and stories of the old British Empire, or the Kingdom of Prussia. Tinrell holds within itself vast forests, expansive fields, and in the easternmost provinces, massive mountain ranges. ===Tinrellian Empire=== Residing on the westernmost continent, and the Tinrellian empire is characterized by the carefully constructed, elegant architecture one finds wherever a Tinrellian engineer has had his day. The Tinrellians are a people rooted in tradition, focusing on quality and substance above all. In their society, artists and poets are highly prized. Tinrell is, unfortunately, a dying nation. Its focus on individual ambition is demonstrated in both its military and government. The scheming nobles and barons frequently clash, and politicking and internal conflict has left it open to both foreign incursion and internal dangers, and the empire has been slowly crumbling for a century with little to no sign of improvement. This is shown to its greatest degree in the Lanskin Rebellion, where a vast chunk of the interior rebelled against the current monarch's attempted innovations and seceded to form an even more dogmatic and traditionalist kingdom. A visitor from earth might wandering through a Tinrellian city might find themselves comparing it to Babylon, or the Byzantine empire. ===Naxian Technocracy=== Naxis is a strange and enigmatic place, perhaps the most unfamiliar to the outsider. The lands it inhabits is largely desert and wasteland, and their population is a scant few. Their people and history however, are incredible. The Naxian ideal can be traced back to when the Tinrellian empire was at it's height, controlling more than half of the known world, including the southern continent, Naxis, which was in those days a land of vast rolling hills and plains. A genius scholar and inventor, who's name is now lost to the sands of time, did the impossible- he created a thinking machine. A massive construct the size of a hill, it was a delicate, intricate construction of brass and gold clockwork. Upon the announcement of this momentous even, he locked himself within his fortress with his machine. What was done in the years following may be only known to the Naxians themselves. Half a century later, however, the fruits of his labour were made available to all across naxis. Machine-Men, a little more machine than man, built from Serfs and clockwork soon became the de facto source of labor on Naxian farms. Yet another half-century later, something went wrong. The Tinrellian metropole suddenly ceased receiving reports from the inventor's fortress. In a sudden explosion of fury, the machine-men turned on their masters, slaughtering the inhabitants of Naxis. From the fortress of the machine-mind, strange and intricate brass constructs began to take flight. What follows next is burned into history books forever. Normal humans were driven from the continents, and through arcane methods the Naxian seers began sapping the life from the land to power their ships. To this day they remain a vehement enemy of Tinrell, and the two take any excuse to make war. The Naxian Machine-men and their ships are few and far between, but each are powerful and advanced, and will not hesitate to kill trespassers on sight. The Naxians today are isolationist, ruthless, yet inventive and efficient people, of which little is known. They worship the sun, a great heresy to the Tinrellians, who worship the far-stars. Though traders and ambassadors regularly ply the skies beyond Naxis, they stay tight-lipped about their homeland. ===The United Republics of Arelia=== The final great power is the United Republics of Arelia, a federalized alliance of republics, communes, and free-states sandwiched between the southern border of the Impirium of Taron and the Naxian Technocracy's holdings on Arelia. Bound together by necessity, the United Republics are a hotbed of innovation and individualism. Many of the greatest mercenary and merchant captains trace their lineage or success to the URA. It is difficult to characterize the URA due to the fact that it's a collection of different governments, cultures, languages, and peoples. They do as a whole, however, place a great emphasis on one's freedom to determine one's own fate, and eschew allowing one to be controlled by great powers beyond one's control. There are also a great number of smaller, less directly powerful nations and islands dotting Narius.
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