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The Hummingbird

Capital Cities are denoted by italicized text

 

The cities listed are major civilizations with populations of significant measure. Populations given in Genesaris Demographics are not just the total amount within the city itself, but include unmapped outlying villages. Unmarked villages may hold as many as 5,000 people, depending on the region. As a general rule, players may create a village setting with a population value of up to 1% of the city is nearest (generally considered a feudal territory of it) without exceeding 5,000 people. If a player intends to destroy a village containing more than 300 people or .1% of a nearby city's population (whichever is greater) please contact The Hummingbird or Acies.

News:

Cities not yet played in may encounter a name change more suited to their tradition and culture.

ATENTION: Genesaris cities crossed out have been destroyed by Whispernight Ragnarok. New map upcoming to dispaly the remaining cities and one new city to be added to the North.

Lore is being rebooted for all cities and landmarks. Current lore can still be considered accurate, however; most will be new lore.

Island #53 is not available for purchase or ownership by members. Please do not ask to take this island.

Economy is updated to Really Cool Stuff!

 

The Six Kingdoms of Genesaris

 

The Midlands

 

The Great North

 

The Rising West

 

The Southern Swell

 

The Cold South

 

The Arcane East

(The Carmine Empire)

Union City

 

Coastal Grande

 

Aelindra

 

Ballard Bay

 

Shrine City

 

Umbra

 

Mezthaluen

 

Celin City

 

Joran City

 

DragonSoul Summit

 

Cobran Town

 

Altus Arcantum S

 

Strider

 

Kethlerin

 

Kaurilia

 

Lantern Way

 

Scales Village

 

Bloodmage Mts

 

Sossego

 

Kuratel

 

Raven's Landing

 

Saint Desolates

 

Sunset Way

 

Mageside City

 

 

 

Port Town

 

Telerian

 

Stormward

 

Valjer

 

 

 

 

 

Valinde

 

Testerossa

 

Talthanus

 

Vintel

 

Vdara Kingdom

 

 

 

Talix-Engine

 

Reyer City

 

 

 

 

 

Illumad

 

The Lands of Genesaris

 

Independent Nations

 

Landmarks

 

Islands

 

Orisia

 

Cold Mountains

 

Umbridge Isle

 

Orisia’s Capital Versilla

 

Velhatien Desert

 

Nvengaria

 

Major City Izabul

 

Bloodstone Marsh

 

Stonehaven

 

Major City Morgana

 

Great Northern Sea

 

Antigone Isles

 

Major City Drakis

 

Abyssal Enclave

 

Placeholder

Major City Ceyana

 

Slaver's Alcove

 

 

 

Brightstorm Keep

 

Cavern of Blades

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Additional Lore

 

 

Overview

Geography

Genesaris is a high-fantasy with modern elements setting, the birthplace of airships and Altus Arcantium. It is on the north-west of the globe and approximately the size of Eurasia. Currently it has a citizen population of approximately 118,000,000 (one-hundred and eighteen million).

Climate

Genesaris is divided into six regions; the Great North, the Cold South, the Rising West, and the Southern Swell, the Arcane East, and the Midlands. Each region has its own climate, which varies according to season and specific locations within each land.

The Great North – The calm waves of a warm sea extends beyond the northern shores of Genesaris, where summer is eternal and the citizens rarely know the hazards of snow and hail The sun’s warm rays reign here, bringing to life a beautiful dawn with each day. Grasslands, forests and gentle hills provide a peaceful atmosphere, and is among the most populated of lands, holding the largest cities and glorious civilizations. A great bulk of its population resides around Coastal Grande, the greatest capital of Genesaris.

The Cold South – Adversely, the Cold South lives up to its name, the polar opposite of the north. The south is dense with thick forests and natural vegetation and beasts, all shrouded in icy fog and nested in banks of snow. Though it is primitive in comparison to such lands as the North and West, there are no savages here but rather a people who value living off the land, dependent on their own strength and will to survive in the harsh conditions and merciless climate. This is the land that borders the southern coast and allows trade from the islands lying across the vast and violent waters. The people here are hardy, resilient and valued for their longlived wisdom of the earth. However, lying in the farthest seas of the Genesaris region, there is the island of Nvengaria, a beautiful island of all seasons and exotic culture. It is thought that magic guards this mysterious island and protects its people form the otherwise ruthless winds of the South.

The Southern Swell- Also cold, the Southern Swell is further to the bottom western half of Genesaris, and, while dense with forests and woodlands, is home to significantly more advanced cities and villages, if less populated than the other great lands of the continent. Due to the more advanced state of its population, the Southern Swell earned its independent name, becoming its own land.

The Arcane East – Lined by the Cold Mountains and therefore guarded from eastward attacks, the East is otherwise a mighty expanse of green and golden grasslands. The climate varies here as the grasslands expand from north to south, with minor forests and woods the further one becomes from the mountains. Creatures of all ilk reside in the mountains and the hide in the tall grasses. This is the home of the Altus Arcantians and the mysterious Bloodmages, those whose religion is the strongest and dependent on magic, giving the East its name.

The Rising West –The West lives with a myriad of seasons and climates of all kinds, which have given rise to the dry and hot Velhatien Desert and the cool and lush, tropical scenery of Bloodstone Marsh. Down south the mountains rise high and large, thick with trees and woods and natural resources. The sea cuts inland, forming a large peninsula that benefits from the inland waters thick with seafood.

The Midlands – Like the Arcane east, the Midlands is largely grassy with gently rolling hills. This is the heart of Genesaris, experiencing all seasons with snow and spring blossoms in turn. This is the land that unites all others, bringing together the massive population and diverse peoples of Genesaris in the case of national world wars.

Flora and Fauna

Genesaris has plant and animal life recognizable to most characters, such as: flowers, trees, dogs, horses, crabs, salmon, etc. and so on. In addition to this standard there are a number of animals and plants unique to Genesaris.

Many monsters and animals live in the Cold Mountains of the East, and there are dragons, sea serpents, and many mysterious, exotic creatures all across the continent limited only to the imagination and myth.

Note that users aren't limited to what's included in the present material and are free/encouraged to come up with plant and animal life as long as they adhere to the Mild Powers rules. Users can also make bestiary submissions if they want to formalize information about their creations and make them available for public use.

Cities, Provinces, Territories

As previously mentioned Genesaris is divided into six regions, five with its own capital city. These are: Aelindra City, Capital of the Rising West; Shrine City, Capital of the Cold South; Ballard Bay, Capital of the Southern Swell; and Union City, Capital of the Midlands and grand the capital of the entirety of Genesaris. Due to the Altus Arcantians, only small villages and temples pupilate the Arcane East.

These megacities are only a few of the many large and diverse cities of Genesaris. Many of those, with the exception of the desolate Cold South, live with luxuries and benefits of magitech thanks to the prevalence of both magic and technology taught in many cities and the Mage’s Academy of the Great North.

The islands of Geneasris, most notably Antigone Isles, Nvengaria, and Orisia Isle exist under their own government and rule, independent of Union City and the mainland’s government. Due to their distance apart the islands are at peace with one another and no conflict so far has been courted; likewise, no trade or treaties have been made. The island of Antigone do make trades with mainland, but due to the violent and magic-fearing culture of that island, most relationships are strained.

Culture

It is rare for any citizen within the capitals to be illiterate. Indeed, most citizens in Genesaris civilizations are capable of reading, writing, and at the least basic math and are aware of the existence of magic and the blending of such with current technology. Those who choose to study magic are even more aware of metaphysical phenomena spirits, spell circles, psionics, curses, etc.). Ignorance of such things are rare as Genesaris is largely couched in the mystic, magical arts.

Those who live in the smaller cities and villages are less likely to be educated in literature, math, and magic, but education is largely important to Genesaris as a whole and schools funded by the government and allied cities are commonplace, doing their best to teach their students and sometimes sending them off to study abroad in the megacities of the capitals. It is, of course, not unheard of for mages and other spellcasters to have taught themselves their special art, coming into contact with theor magic through intuition and unique talent.

Genesaris’ peoples are often magically inclined, capable of sensing the arcane. Those form the South are physically tough and hardy; most others are physically fit, educated, and lean. Due to the many civil wars of Genesaris past, the people are often knowledgeable in military tactics, and the guards and warriors of the cities most competent in warfare.

Language

Genesarian is the language spoken across Genesaris. Though there are different languages in existence among animals and tribes of people, it is rare for one not to be at least adequately versed in the national language. Dialects of the same also exist, with varying accents being common.

Religion

Religion of all kinds exist in Genesaris, with many different cities, villages, and tribes worshipping a variety of gods an goddesses. Generally tolerant of open ideas and religion due to its size and diversity, Genesaris has many bibles and holy texts and art dedicated to all of these deities and celestial lords. Most believe the Trinity of the Cold Mountains, 3 secretive High Lords dedicated to the overall protection of Genesaris, to be true, and the most popular religion to date is that of Altus Arcantium, God of Secrets and Mysteries.

Education/Magitechnological Development

The majority of Genesaris ranges from early to mid Renaissance period technology, lacking technology for mass communication, computers of any kind, self powered vehicles with the exception of airships, or other modern technologies. There is no technologically based radar, surveillance systems, or other similar items; such things are magically based and have magical substitues. The exception to some of these rules is Antigone Isles, which do have some forms of self-propelled vehicles besides the airship, advancements in communication technology, and other advancements. The majority of Genesaris technology is found along the lines of 16th century up to the earlier part of the mid 17th century, while Antigone Isles has advancements going deep into the 19th century and splashed of more advance works from the first half of the 20th century. Antigone Isles levels of tech are heavily influenced by Steampunk.

The Rising West is the foremost leader in technology on the Genesaris mainland, with actual technological advancements reaching into near the mid 17th century and the application of magic infused with great effect. The Rising West are the principal producers of Airships, and are the epicenter of their advancement as well. The Southern Swell too employs a great deal of magitech, although their tech is less advanced than their northern counterpart, and therefore a little behind them. Their technology often relies more on the magic than the technology itself, but their advances still outpace the Great North in the general sense.

Government and Politics

Although the High Lords are the supreme rulers of Genesaris, they rarely venture from their mountains to associate with human matters. Such things as laws, crime, government proceedings an all else is handed by the High Court of 15 men and women. Located in the Midlands at the grandiose capital Union City, three representatives of the North, South, East and West gather to meet with the three representatives of the Midlands.

The High Court handles new laws which are typically proposed, discussed, and voted on. In the case of near ties (7 to 8) the proposed law is placed on hold to be amended and discussed at a later time. In rare cases, the High Court may handle exceptional federal crimes and regency of other lands. The High Court is seen as the place of wisdom, Union City itself a respected neutral city. Entire wars, ceasefires, alliances and treaties have been declared at the High Court.

Representatives are usually men or women, typically 30 years of age or older though there is no age limit (allegedly the youngest was 24) and are voted on by the people of their homeland.

Instead of local prisons for criminal Genesaris exercises the questionably morale community city prisons, large cities made up of criminals sentenced to live there until their “time” is up. These cities, with the exception of Strider Prison City, have social problems with security, quality in living and resources, and unemployment. It is said that prison cities are better for quick rehabilitation, but those who have researched places such as Reyer Prison City heartily disagree.

Genesaris exercises capital punishment nationwide for criminals that pose an unmanageable threat or show no potential for reform.

Transportation

Transportation varies from city to city depending on their magi-tech saturation and biomimicry level. Examples of common transportation methods will be included in the lore articles of each city. Below are elaborations on those methods.

Animal Propulsion; Horses, large animals, etc.

Whether ridden by themselves or attached to a cabby. The maintenance and upkeep of a living transport makes this a largely inefficient form of inner city travel, but because a large percentage of a given city's population is travelers from abroad, a lot of infrastructure still supports this form of travel.

Mechanical Propulsion: Airships, Spellcycles

Powered by magical crystals known as Exlata, airships are the most popular form of travel. For a small fee, most can ride on a large airship that flies to and from various cities. All megacities and most smaller cities have stations, bays, and areas where airships are able to land. Almost all airships carry weaponry and shields to protect against air pirates.

For travel by sea, basic seaships are used, which vary in size and carry weaponry for protection against sea pirates.

Currently, Spellcycles have been created, similar to motorcycles with a futuristic/steampunk design. Powered by the magical crystals Exalta, these are expensive rides and can only be bought in Joran City and straight from Antigone Isles, the home of their creation.

Magical Propulsion

Inter-city travel is served primarily smaller airships and Crossroads. Crossroads are generally gateways that provide instant travel throughout a city and often to and from cities. Crossroads are keyed to certain areas and the side effect is nothing more than mild disorientation that passes quickly. Guarded by soldiers, Crossroads are cheap, easy, and effective to transporting goods and civilians alike. Sometimes, magical creatures pass through from realms beyond, in which case the soldiers must deal with them. Generally, however, the Crossroads are kept safe and steady.

Foreign Relations

Due to its size and a recent war with Terrenus, Genesaris practices isolationism, suspicious of other lands. Self-sufficient in economy and boasting a large military, Genesaris fears nothing outside of its land. While not entirely oppositional to national treatise and trade, Genesaris is on the larger hand capable of taking care of itself.

Military

Genesaris Military: ~6.25 Million, plus 825,000 Cold South Reservists (Potentially 7.08 million)

Each of the main lands have their own military. Military are troops who are not counted in the civilian population, and work at least part time as part of armed forces designed to protect their borders from foreign invaders. Much like ancient Greece and ancient China, Genesaris is known for warring with itself often. As such, each area has rather extensive military preparations to deal with fighting that might occur between regions, or even within the regions themselves (bickering is allowed to go on to some extent before the capital intervenes). These armies are roughly 'stationed' at certain cities, but while some are in the city itself, others are in neighboring forts and outposts- do not assume that the city holds the entire army inside its walls.

Most cities and towns have a police force or city guard. They may be stationed at certain posts or make routine patrols. These men and women deal with crime such as thievery and murder.

When needed, special operatives are called upon. Edgemasters are often set as soldiers on call to deal with major crime waves, serial killers, assassins, and so forth. Mercenaries may be hired and any adventurer who might want some extra cash.

Economy

The currency of Genesaris is simple and is as follows:

  • 1 chip [Zinc Alloy] = 1  Chip
  • 1 Rosy [Manganese]= 5 Chips
  • 1 Kite [Bronze] = 2 Rosies
  • 1 Raven [Zirconium Allloy]= 10 Kites
  • 1 Merlin [Silver] = 10 Ravens
  • 1 Hawk [Gold]= 10 Merlins

The Chip is made of cheaply made pot metal , easy to cast and easy to gather from the streets, typically a majority of zinc with alloyed with other scrap metal. When one is used up, it is collected and recast into a new chip coin. These are the most common coins, used for everyday small purchases. A single pot metal can buy you a couple of eggs or half a loaf of bread.

A Rosy is made from an oxidized manganese, its color a silvery pink. It bears a picture of a Finch, its namesake. These are uncommon but exist in circulation. 

A Kite is made from bronze. It has the picture of a Kite (bird), its namesake. These are common coins.

A Raven is made from a zirconium alloy, making this coin almost jet black. If one looks close enough, they can see a picture of a Raven etched in. These coins are uncommon, but do make their way around. Some people collect them.

A Merlin is made from silver. It has a picture of a Merlin Falcon etched upon it. This is a common currency for bigger purchases.

A Hawk is a gold coin. It has a depiction of Aletheiar in his Golden Hawk form. These are commonly used in expensive transactions, such as buying property or an airship. They are rare in smaller purchases.

Jewels, gems, and other valuable metals can also be used and traded among the shops and merchants of Genesaris.

Due to inflation, wars, and other variables, the value of currency may heighten or drop to reflect the times, but usually accurately reflects the table above.

History

First Era

Creation of Genesaris: the Gods

Vihij of Darkness, Ekle of Light, and Uyie of the Gray form from nothingness. The Old Gods form Night and Day, followed by the Elder Gods, vanishing thereafter. Using the elements they are formed of, the Elder Gods give form and life to Genesaris, sacrificing their essence until only the God of Thunder, Zare, remains.

>A barrier is raised around the border of the Genesarian continent, sealing them from the rest of Valucre, said to be formed by the ancient avatars of gods to keep Genesaris safe.<

The Exodus Cradle

Life begins in the North, spreading outward to populate the entire continent. As humans advance and gain knowledge, factions and royal houses are formed. Battles and duels proving greatness and dominance are popular. Rebels of authority and assassins evolve into Edgemasters and Stealthmasters.

The Ancient War: the False God

A powerful deity known as Salakahr appears, gathering followers. Promotion of power through fear and violence; prejudice, formation of slavery and segregation and other corruptions spreads throughout the nation.

 

  • The Skinrip Plague

 

A plague sweeps the nation, taking the lives of many and infecting more. Those who are sick or suspected as carriers are rounded up and thrown into the Western Sea. The old and mentally ill follow them, their bodies washing up on a small island, Umbridge Isle.

Revolt against Salakahr

Genesaris brings war on Salakahr; Edgemasters, Stealthmasters, and Phantomblades unite. Salakahr is sealed away in the earth. Slavery is officially outlawed[ii]. Umbrdige Isle grows the sacred black roses of martyrs and the unjustly killed.

The First Era: The Four Lands

The Four Lands are created: the Great North, the Cold South, the Majestic East, the Glorious West. The Great North expands and dominates council positions, seeking more power and land, eventually assassinating the most influential of the Cold South lords. The Cold South retaliates, killing and razing the royal houses of the North.

  • Declaration of War: North vs. South

 

Five years of war and exchanges of treaties, alliances, and betrayals ravage Genesaris. The South is defeated. The Great North rules Genesaris and brings prosperity and economic balance.

The Five Lands

The East, West and South unite, eventually forcing the North back to its original, limited territory, declaring independence among their own respective lands. The Union City Council is formed in the new Midland: now known as the Five Lands.

The Second Era: the Years of Strife

National wars are kept in check by the Council; civil wars and riots between the city-states and various kingdoms rise instead. Eventually, the lands break apart. The Council approves the next war. Airships are created by Krysta Uhltoria.

>>>>Declaration of War: North and East vs. South and West

Wars based over land and religion rises. The legendary airship Godhanger becomes piloted by her and Ryer Shantell under the guidance of Zare, the Lord of Thunder. The power of this airship and the crumbling of both armies ends the war.

Altus Arcantium

The Elder God Zare leads Uhltoria and Shantell to the peace and isolation of the Eastern Grasslands. They become the first of a new people, worshipping Zare who speaks of a prophecy known as the Black Hourglass Dream. The young leader Altus Arcantium is blessed by Zare, raising new if unorthodox beliefs. At death, Altus Arcantium rises to godhood, cementing the new religion named after him.

Magestorm Years

Mild since the creation of Genesaris, the magestorms suddenly sweep Genesaris with a ferocity never seen before. The airships vanish with the first. Another sweeps the east, forming the Bloodmages, an offshoot of the Altus Arcantians specializing in blood magic. Cities and lands are struck, transforming creatures into new species, giving rise to new kinds of magic, raising elemental creatures, and more phenomenon. Another magestorm, causes just an earthquake, apparently with no true effect on the surface

Third Era: Era of the Darkness

The barrier of Genesaris falls as the High Lord Vikturiel disappears, exposing Genesaris to other lands; Terrenus, Tullus Mater, and Iselyr. The chaos this unexpected event incites destabilizes authorities; seeing more chances for power, another war started by the North begins to take place, though it doesn't last long as the other lands quickly shut them down.

The Black Hourglass Dream Prophecy

Arcantian Fourth Leader Black Solar Dawn kidnaps Odin Haze. Odin Haze escapes, but returns to save Solar from the death penalty set by his own people. Taking Solar to Terrenus, Solar performs an unorthodox penance as Odin’s guest. Sometime later however, when things appear to be at least somewhat calm, Odin Haze travels to Genesaris and destroys a being known as Ziren Rhizae.

Prophecy and the Declaration of War: Genesaris vs. Terrenus

Arcantian Third Leader Bright Lunar Dream awakens as the Black Hourglass Dream, with White Crimson Night as his anointed Seer. The prophecy is set in place as Odin Haze’s murder of Ziren causes a disruption of the balance of night and day the Arcantians consider inviolable and sacred; Eternal Night sweeps Genesaris along with the rest of Valucre, causing massive damage. Light is eventually returned but the Altus Arcantians declare war on Odin Haze, seeing him as a threat to the balance.

The Return of Airships and the Traitor

Deciding to serve Odin instead of his own people, Solar builds the first airship since the Magestorm Years; Salt Pie 2. Raising Godhanger, the war begins with a furious start. The Arcantians win the first battle and the rise of Eleos, which Odin Haze razes. Pyrrhic victories on both sides and heavy losses end with a ceasefire, both ships sunk in the sea.

The True Prophecy

Partial awakening of Solar as the true Black Hourglass Dream. He does not know it, although the High Lords and his own anointed seer, Zane, do. After the last victory won by Odin Haze, Solar is fused with Vikturiel, the missing fourth High Lord. In the meantime, Justin is working on forming a sort of allegiance with the southern island Nvengaria with its Countess Cordeliane, betrothed by default to the unwilling Super Eclipse, Shawn Veruacor.

...

The Rise of Orisia and the Black Queen’s Reign

Sensing a certain shift in the future, Aletheiar Alazar Resurrection, de facto leader of the High Lords, makes a visit to the Black Queen’s masquerade.

The Return of the Darkness

It is revealed the Black Queen is the balance of Darkness to Light.

Current Year: Year of the Falcon, Third Era

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