A prequel to the Mana-Verse story line taking place thousands of years before it's events during the time of the ancient precursor civilization, after a devastating war between the Pandorians (precursors) and their sentient machines leaves all but one land mass untouched those not living on the floating cities must eek out a living on the surface where the forces of magic have been disrupted and monsters and berserk machines roam the landscape.
Players play as adventurers, brought together by random chance and unknowingly essential to saving this dying world. Thematically similar to Mana-verse but with a darker more atmospheric tone.
Lore
It is the 531st year of the Pandorian Empire, 257 years after the great magitech war that left all but the continent of Haven untouched, the majority of the Pandorian survivors take shelter in floating ark cites known as New Pandora and New Eden while those lesser on the food chain eek out a living across haven in it's various regions in settlements hoping to survive the rampant monsters and remaining berserk machines.
The Empire of Pandora
The greatest civilization of this era, forged from a settlement called Pandora on the largest landmass known as Haven; the empire grew from a mix of different races banding together to control the local monster population only for that union to endure and grow into a government of its own. Over time the Pandorian empire expanded and mastered both magic and technology creating magitech and extending their rule far beyond the confines of Haven.
Before the great war the Precursors had conquered the entire world save for a handful of smaller nations or species. However in the wake of the conflict's resolution the world and by extension the empire was devastated only a shadow of it's former glory, the vast majority of the population taking refuge in two floating city arks known as New-Pandora and New-Eden. The rest not rich or magically talented enough are forced to remain on the surface now lawless outside the various scattered settlements due to the lack of resources to maintain order outside the Arks.
The Great Magitech War
The greatest most devastating conflict in Imperial history, at the height of their golden age the empire used vast numbers of magitech constructs known as guardians-from cleaning to fighting the empire relied heavily on these intelligent machines to make their day to day lives easier and safer, this golden age however came to a violent end when the machines grew too intelligent and resenting their lot in life turned on their creators en mass leading to conflict so brutal that millions would die.
The Empire unable to effectively fight the machines as they relied on them for their military now and only had small number of living soldiers still in service were forced to rely on a deadly weapon known as the "Atomos" based on a demon from folklore the Atomos caused all mana within it's range to effectively become inert preventing the life giving magic from powering the machines--however it would also kill any organic life as well. With no choice and the two other landmasses of the world all but fallen to the machines the empire unleashed Atomos destroying vast swathes of their number----however Atomos ran unexpected wild when exposed to wind elemental mana and shifted like a storm across most of the world destroying entire continents and it's life giving mana.
Only stopped by a massive magictech barrier created by the empire was Haven spared from that fate--however the other two landmasses were left barren and are now known as "The Deadlands" The Empire would build two massive Ark cites to house most of their remaining populations and retreat into the sky hoping to restore the world to it's former glory.
Haven's Regions
Haven is split into five separate regions below are their names and as the RP continues any locations or settlements will be added to the list.
--- Mor'Dall ---
Birth place of the empire, notable for it's lush green fields and hills and scattered forests. Once had multiple settlements but many were destroyed in the war leaving many ruins across the untended great road.
Pandora - The former capital of the Pandorian empire, over hundreds of years this settlement grew into a massive city and houses the largest number of people on Haven in one place, while the empire has mostly retreated from the surface the majority of their forces still defend this last Bastian of civilization although much of the lower city has become slum like in the wake of the empire's fall.
--- Faelands ---
The homeland of the various Fae races, surrounded by a circular forest enchanted by great magics preventing easy access by land with magic currents of wind preventing access by sky, while there is no general government of the Fae they have banded together to remain the one free land from the empire even in the wake of the war. While conflict between to two sides have long since ended relations are still considered cool as many mortals find Fae to be dangerous despite their playful natures. Despite this there are Fae who occasionally leave the Faelands and integrate with mortal cultures peacefully.
Midsummer - The closest thing to a Fae capital, when the empire attempted to invade the Fae land centuries ago the various tribes all banded together under a queen known as Titania who ruled from city during the conflict. While a mere figurehead in modern times Titania still governs the beautiful city woven into the great trees of the fairy forests and acts as mediator between her own peoples and the mortals beyond the forests. Few if any mortals have ever set foot willingly within these lands however.
--- The Jagged Peaks ---
A massive stretch of high peak mountains across much of the edge of Haven, granting a natural defense from sea attack to Mor'Dall the mountains are rich with ore and are home to the Dwarves who joined the empire after a short conflicts hundreds of years ago. Scattered Dwarven settlements stretch across the mountain ranges deep under them as well as on the surface. While the Dwarves remain imperial subjects the empire generally lacks the resources to enforce law upon them however relations still remain mostly warm. The lands surrounded the jagged peaks are generally more arid in nature with sparce farmable land leading to most dwarves preferring to live underground.
Great Rock - The last of the Dwarven great cities, and home of the current reigning royal family. The sprawling underground city coils through the mountain range and connects through the serpent road to other smaller deep settlements and mines. Unlike the empire the dwarves have not relied on Magitech guardians and prefer Golems as such their kingdom as not fallen into disuse like the lands above.
Little Twister - A small town boarding between The regions of Jagged Peaks and the Mor'Dall, the western themed train town was once a bustling hub of trade between the rail systems that at one point crossed the whole breath of Haven, nowadays much of the tracks beyond Little Twister remain in poor repair---leaving only the dwarven side of the railway operational, however trade between Mor'Dall and Great Rock and other small towns remain consistent.
--- Emerald Wetlands ---
A large swath of wetland covered in massive ancient trees, while fertile and overflowing with life and mana the wetlands are near impossible to build in due to the swamps and are mostly uninhabited outside the occasional intelligent monster tribe or Fae. However one notable curiosity does inhabit these untamed jungles an ancient city slowly being consumed by the swamp remains---and is an avid point of discussion for the scholars of the empire.
"The Mire" - A small settlement of beastmen (intelligent mostly non-aggressive monsters) who have come to live near the edges of the wetlands. Mostly a trading post with a shantytown built along it's edges they tend to welcome all outsiders as long as their coin is good.
Tall-Terra ruins - An ancient civilization built by a long dead race, little is known about this enigma of a city only that despite the primitive (Aztec like) design the Tall-Terrans were clearly a magically advanced culture with their stone work and golems surviving thousands of years after they vanished. However many scholars note that within a few hundred years these great stone structures will fully vanish as they sink below the swamp. Many adventurers travel to Tall-Terra in hope of striking it rich--only to never return as the guardians and traps still are very functional.
--- Mor'Fell ---
A former region of the empire found close to the great sea, once littered with farms and sea side towns it was also home to the former great city of Eden where a majority of sea side trade with the other continents occurred. However when the machines began their uprising Mor'Fall took the brunt of the conflict and was abandoned as the remaining armies battled on the fields beyond the city of Eden to prevent the spread into the homeland. Generally considered the most dangerous location in Haven due to the number of roaming guardians however the great road still remains the best method of by passing this old battlefield and reach Eden.
Eden - Second largest imperial city on Haven before the end of the war, the city was under heavy siege by the guardians and while it survived and remains a place of port for sea fairing trade much of it lies in ruins the empire lacking the resources to restore it. Crime and poverty run rampant and its considered a safe haven for pirates leaving the name to be someone ironically kept.
The Graveyard - The plains were the final battle of the war was fought, in the hours before Atomos was released on the world the armies of the empire and even the Fae banded together in a last desperate attempt to prevent the invasion of Haven, thousands died but the battle was won leaving a vast swath of these plains to covered in ruined machines with many of them still slightly functional but in disrepair. While some attempt to scavenge magitech parts most avoid this area via the great road as many guardians are still quite active despite their states of disrepair.
--- Scattered Islands ---
The Blue Isles - A chain of island-states ruled by a single Royal Family. Isolated enough to escape the brunt of the war, and with next-to-no magic being employed in its lands, the Isles are very much self-sufficient, with not much more than rudimentary trade and commerce with Eden, months from its shores. Indeed, the Isles have always been not much more than a small blip on a map - if included at all. Ironically, that worked to their advantage in the wake of the war.
--- The Dead Lands ---
A general catch all term for the two other continents of the world that fell victim to Atomos, their mana became stagnant and without the life giving substance flowing through them became unable to support life-the few that explore these regions describe it as if someone took the color from the world. While it is possible to enter the deadlands they have a negative effect on the body causing a slow stagnation of one's mana and leaving most machines unable to function at all. Short trips into the Deadlands are not like to cause permanent damage but extended stays can leave the body inflicted and in some cases unable to cast magic at all.
The ruins of old civilizations dot the dead lands but none have ever been able to do exhibitions deep enough into these lands to see if any parts of them were ever spared.
Races of Haven
While not a comprehensive list of species on this world these are the primary races discovered here, any race you choose to play beyond these will have had their origins in the dead lands and as such are either close to extinction or much less in numbers nowadays.
Humans - Most common race in the Mor'Dall and Mor'Fell regions, common life spans of fifty to eighty years and capable of casting magic. They are the founding race of the empire and one of the few races to not be led to near extinction due to the war.
Elves - A former race from across the sea on the second largest continent. The eleves come in a variety of types and banded together to prevent the empire from expanding into their lands over four hundred years ago---only to be brutally defeated and enslaved by the empire. When Atomos was unleashed the vast majority of elves were wiped out with their limited numbers now spread across Haven. Elves are tall and slim and naturally pretty, they are long of life living for up to two hundred years and are fairly magically talented. Elves have managed to become a greater part of imperial society due to these abilities in the years following their enslavement.
Dwarves - A short and stoic race known for their beards, stone craft and mining abilities. Like the elves they had other dwarven cultures strewn across the world but in the wake of the war only the tribes on haven remain. Unlike the Elves they willingly allied wit the empire to avoid a war they knew they could not win and have prospered through trade since. Dwarves are known for being stubborn but are fairly friendly if not blunt.
Fae - Fae is a catch all term for the races of the Faelands, too numerous to list any species born from natural magic is considered a fae and as such they come in countless forms and sizes. Fae are generally all either incredibly long lived or outright immortal and as such tend to have difficulties seeing mortal races as their equals. They are often known for living in the moment and preferring to do things that bring them happiness or pleasure. Humanoid Fae are known to be impossibly beautiful and it is not uncommon to see half-fae folk within haven as many Fae will "acquire" partners from mortal areas when someone catches their fancy.
Beast Tribes - Like the Fae this is more a catch all term, beast tribes may have their own names for their people but they are essentially sentient monsters who are for the most part non-hostile to the other races, they tend to most live within the wetlands but traders or mercenaries are not uncommon across Haven.
Demons - Entities from another dimension, demons are beings of chaos and tend to pop up when the barriers of reality become thin in an area. Like Fae and the Beast tribes demon is more of a catch all term than a singular race. However unlike the latter two Demons rare desire peaceful interaction and will either attack, corrupt or enslave when they have the opportunity to be let lose. Lesser demons are susceptible to magical covenants and dark mages often use Demons as their minions. Due to the lack of mana in the Deadlands Demons are abundant adding another danger of trying to explore the wastes.
Once players have their characters ready post in the secrect origins thread, any questions please PM or post to me on Discord. I will post the opening post when everyone is ready to do so, again any lore questions please dont hesitate to ask me.