Sept 10, 2023 1:30:28 GMT
Post by YGGDRASIL on Sept 10, 2023 1:30:28 GMT
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« ΔRK // FANTASY » materializes players into the carefully crafted continent of Empyrea: a gorgeous open world featuring a multitude of climes and bordered by an endless crystalline sea. Within its bounds are five great nations: administrative divisions rich in lore and designed with great detail by mysterious Game Masters. Each nation differs in culture and population, its artificially coded citizens and governments realistic— but limited in dialogue and capability, as non-player characters are ever destined to be. It seems, for now, they exist only to enrich the world they inhabit.
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Players are able to explore Empyrea’s nations, connect with other Players, pick up quests, and uncover dungeons and secrets to make the most of their time in the ARK. At the same time, DAKAI doesn’t discourage players from simply existing in the world of their creation; from gentle breezes to the smell of morning dew, Empyrea offers a natural world that hasn’t been experienced by any surviving human in reality for hundreds of years.
The world of Empyrea can roughly be classified a 'middle age fantasy world', though parts of it are far more advanced due to the abundance of and heavy reliance on magic. Technology is developed through magic, and the world's official currency— Platinum coinage— is minted through the use of magic infused machinery. A majority of the world's known machine-magic wonders are invented in and found in the nation of Siegfried, and are generally considered rare occurrences anywhere else in Empyrea, where such a use of magic can be considered an insult to tradition or culture.
Technology in « ΔRK // FANTASY » is derived almost entirely from magic with a minor mix of science. Weapons such as guns and turrets, large military machines such as panzers, and travel conveniences like airships are powered entirely by magic, derived from mined magicore. Any projectiles or explosives are simply magic channeled or used in a different manner, as opposed to bearing any similarities to real world counterparts.[break][break]
It is for this reason that guns and other weaponry are significantly 'chunkier' in the world of Empyrea, owing to the need to create compartment space for magicore batteries. Technology such as slow air transportation, a railway system, guns, and panzers exist, while things that delve further into science fiction- such as hover cars and cyberpunk-esque augmentations- do not.
The region from which all Players spawn. Aurum is characterized by lush forests, flowing rivers, and beautiful grasslands ripe with game. It is bisected by a bountiful river that runs from the inlet north of Helheim to Hakair’s wetlands in the south. Priding itself in its political neutrality as a central hub between all regions, Aurum is overseen by the Freewing Collective– a collection of NPC-run adventurer and merchant guilds.[break][break]
Although not a nation with any organized military in itself, Aurum is a recognised power owing to its central location, wealth, and teeming population of freelance adventurers. New Players of « ΔRK // FANTASY » always begin their adventure in Aurum, where they are given a basic tutorial and their first quests by native NPCs.[break]
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A powerful, lawful theocracy with a prestigious martial history, Arcadia’s people value the ideals of justice, honor, and duty highly, and are fiercely proud of their cultural heritage. A self-sufficient nation, its holy capital— Camelot— is home to the prestigious Academia Empyrea: the continent’s largest college of magic, known for producing the fierce Arcane Knights that stand at the front lines of Arcadia’s powerful military. As magic is sacred to their religion and culture, Arcadians tend to look down on Siegfriedians and their technology— which they view as a blasphemous bastardization of magic.[break]
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Before uniting as a nation, the disparate and weak ancestors of the current Siegfriedian people were rejected and mistreated by others in their nations due to their inability to properly use magic. They would be exiled from their homes and forced farther south and westward into the dusty, barren, and unforgiving regions of Empyrea, where they gathered to form the current Republic of Siegfried. The discovery of rich mines of magicore— crystals infused with magic— led to a miraculous technological revolution that came to establish Siegfried as a world power. Today, Siegfried is a nation of perpetual innovation, inventing wondrous machinery and magic-based technologies that ever bolsters the strength of its impressive Panzer forces.
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Hakair has long been shaped by the pursuit of spirituality and balance in all things. Its lands are particularly rich in magic, thinning the border between the material and spirit world and resulting in fantastical enchantments and spirits crossing from realms beyond mortal understanding. Although these enchantments and spirits can be fickle, their existence and teachings led to the development of Theurgy, and the formation of a culture that strives for harmony and isolationism. Their self-sufficiency has given rise to extreme traditionalism and nationalism in their peoples, who guard their secrets closely.
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A harsh and unforgiving land, Helheim produces people who are born warriors. Proud and independent, their sparse settlements, nomadic dwarven tribes, and long-standing raiding culture are often considered wild, rugged, and “uncivilized” by their neighbors across Empyrea, who do not understand the ancient myths and traditions that shaped them. The tribes of Helheim are at constant war with the nation’s native ice giants and frost trolls, who prey upon their herds of livestock and children. The relentless cold of Helheim’s wilds render most elemental magics difficult to cast and, as such, its peoples have developed the ability to channel their magic inwards, tempering their rage and augmenting their physical capabilities.
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WELCOME TO EMPYREA.
A VAST MAGICAL WORLD AT YOUR FINGERTIPS
THE SETTING
« ΔRK // FANTASY » materializes players into the carefully crafted continent of Empyrea: a gorgeous open world featuring a multitude of climes and bordered by an endless crystalline sea. Within its bounds are five great nations: administrative divisions rich in lore and designed with great detail by mysterious Game Masters. Each nation differs in culture and population, its artificially coded citizens and governments realistic— but limited in dialogue and capability, as non-player characters are ever destined to be. It seems, for now, they exist only to enrich the world they inhabit.
[break][break]
Players are able to explore Empyrea’s nations, connect with other Players, pick up quests, and uncover dungeons and secrets to make the most of their time in the ARK. At the same time, DAKAI doesn’t discourage players from simply existing in the world of their creation; from gentle breezes to the smell of morning dew, Empyrea offers a natural world that hasn’t been experienced by any surviving human in reality for hundreds of years.
MAGIC CURRENCY TECHNOLOGY
MORE ABOUT EMPYREA
The world of Empyrea can roughly be classified a 'middle age fantasy world', though parts of it are far more advanced due to the abundance of and heavy reliance on magic. Technology is developed through magic, and the world's official currency— Platinum coinage— is minted through the use of magic infused machinery. A majority of the world's known machine-magic wonders are invented in and found in the nation of Siegfried, and are generally considered rare occurrences anywhere else in Empyrea, where such a use of magic can be considered an insult to tradition or culture.
TECHNOLOGY
Technology in « ΔRK // FANTASY » is derived almost entirely from magic with a minor mix of science. Weapons such as guns and turrets, large military machines such as panzers, and travel conveniences like airships are powered entirely by magic, derived from mined magicore. Any projectiles or explosives are simply magic channeled or used in a different manner, as opposed to bearing any similarities to real world counterparts.[break][break]
It is for this reason that guns and other weaponry are significantly 'chunkier' in the world of Empyrea, owing to the need to create compartment space for magicore batteries. Technology such as slow air transportation, a railway system, guns, and panzers exist, while things that delve further into science fiction- such as hover cars and cyberpunk-esque augmentations- do not.
GEOGRAPHY THE GREAT NATIONS
AURUM, PARADISE OF NEUTRALITY
The region from which all Players spawn. Aurum is characterized by lush forests, flowing rivers, and beautiful grasslands ripe with game. It is bisected by a bountiful river that runs from the inlet north of Helheim to Hakair’s wetlands in the south. Priding itself in its political neutrality as a central hub between all regions, Aurum is overseen by the Freewing Collective– a collection of NPC-run adventurer and merchant guilds.[break][break]
Although not a nation with any organized military in itself, Aurum is a recognised power owing to its central location, wealth, and teeming population of freelance adventurers. New Players of « ΔRK // FANTASY » always begin their adventure in Aurum, where they are given a basic tutorial and their first quests by native NPCs.[break]
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- A miracle of diversity, Aurum does not have a most populous race.
- Weather is mild and temperate, with few storms but occasional rainfall.
- Most known for its abundance of rich merchant guilds.
- Natives from Aurum are known as Aurians.
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ARCADIA, FONT OF ANCIENT MAGIC
A powerful, lawful theocracy with a prestigious martial history, Arcadia’s people value the ideals of justice, honor, and duty highly, and are fiercely proud of their cultural heritage. A self-sufficient nation, its holy capital— Camelot— is home to the prestigious Academia Empyrea: the continent’s largest college of magic, known for producing the fierce Arcane Knights that stand at the front lines of Arcadia’s powerful military. As magic is sacred to their religion and culture, Arcadians tend to look down on Siegfriedians and their technology— which they view as a blasphemous bastardization of magic.[break]
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- Arcadia's most populous races are Humans and Elves.
- Weather is mild and temperate, but prone to frequent storms and strong winds.
- Most known for its military might and magical education.
- Arcadia's national sport is Duelling, and hosts many tournaments annually.
- Natives of Arcadia are known as Arcadians.
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SIEGFRIED, MACHINE OF INNOVATION
Before uniting as a nation, the disparate and weak ancestors of the current Siegfriedian people were rejected and mistreated by others in their nations due to their inability to properly use magic. They would be exiled from their homes and forced farther south and westward into the dusty, barren, and unforgiving regions of Empyrea, where they gathered to form the current Republic of Siegfried. The discovery of rich mines of magicore— crystals infused with magic— led to a miraculous technological revolution that came to establish Siegfried as a world power. Today, Siegfried is a nation of perpetual innovation, inventing wondrous machinery and magic-based technologies that ever bolsters the strength of its impressive Panzer forces.
[break]
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- Due to their history, Siegfried is home to a good mix of all races.
- Weather is dry and unforgiving, with little rainfall and frequent dust storms.
- Currently possesses the strongest military among the five nations.
- The dust dunes outside of settlements are hazardous. Transport between pockets of civilization is achieved via airship or their rail system.
- Natives of Siegfried are known as Siegfriedians.
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HAKAIR, FIRST LANDS OF MYSTICISM
Hakair has long been shaped by the pursuit of spirituality and balance in all things. Its lands are particularly rich in magic, thinning the border between the material and spirit world and resulting in fantastical enchantments and spirits crossing from realms beyond mortal understanding. Although these enchantments and spirits can be fickle, their existence and teachings led to the development of Theurgy, and the formation of a culture that strives for harmony and isolationism. Their self-sufficiency has given rise to extreme traditionalism and nationalism in their peoples, who guard their secrets closely.
[break]
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- Hakair is a largely mono-ethnic nation, its most populous race is demi-humans.
- Weather is tropical, exceptionally hot, humid, and prone to heavy rainfall.
- Staunch traditionalists, they are technologically behind the other nations.
- The jungles surrounding their scattered settlements are perilous.
- Natives of Hakair are known as Hakairans.
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HELHEIM, HEART OF HOARFROST
A harsh and unforgiving land, Helheim produces people who are born warriors. Proud and independent, their sparse settlements, nomadic dwarven tribes, and long-standing raiding culture are often considered wild, rugged, and “uncivilized” by their neighbors across Empyrea, who do not understand the ancient myths and traditions that shaped them. The tribes of Helheim are at constant war with the nation’s native ice giants and frost trolls, who prey upon their herds of livestock and children. The relentless cold of Helheim’s wilds render most elemental magics difficult to cast and, as such, its peoples have developed the ability to channel their magic inwards, tempering their rage and augmenting their physical capabilities.
[break]
[break]
- Helheim's most populous race is the hardy dwarves.
- Weather is freezing year-round, with long, dark nights and deadly blizzards.
- Its peoples employ liberal use of heating technologies and fire magic.
- Frost trolls and ice giant tribes have become far more aggressive as of late.
- Natives of Helheim are known as Helians.
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