torchbearers_npc (
torchbearers_npc) wrote in
torchbearers2025-11-24 06:28 pm
Setting
Halogi
Almost three hundred years ago, the First Lunar Cry rent the heavens of Halogi, bringing a torrential downpour of water and monstrosities from the moon. Every hundred years since, a new flood pours forth, extinguishing what hope nascent civilizations may have with another tidal wave of destruction. There are pockets of survivors on land who always persist, though, determined to rebuild after each onslaught, to try to reclaim what has been lost. It is nearing the end of the 100-year 'calm' as storms still wrack the lands, drowning them, and a group of adventurers from all over Halogi find themselves very suddenly whisked from where they were and to the Balamb Region, near one of the largest gardens left, Reclamation. Uncovering what brought them together, what the smoke that fills their dreams is, and the history of the world that once was will give them a fighting chance to stop the next Lunar Cry and, perhaps, reverse a calamity from ages past.

Trabia
Crystal Presence
Wind - Overabundance
Ice - Limited
Earth - Limited
Terrain
Trabia is the northwestern island chain in the world. The three main islands are all very mountainous with the northwest mountain featuring the highest peak that remains in the world. There is a dead forest on the northeastern island, but there are few remaining trees on the southern island. On the southern island is a massive cavern that is filled with the bones of giant creatures from generations long ago.
Races
The most prominent races in this region are Elezen, Hrothgar, Roegadyn, and Lalafell. The most prominent beast societies are the Poroggo and Kobold.
Main Landmarks
Fort Vandread
"We rule as three and for the people. Let no man, woman, or child ever know fear in the face of danger. We protect, we fight, and we prepare."
Fort Vandread stands as a protector of the Trabia Region. Its people and leaders certainly think so. It is ruled by a triumvirate of generals, each in charge of a specific sort of offense or defense for the fort and the region at large. The Order of the Stormcleaver is the Paladin Order that calls the fort its home.
General Bora Doubek - In charge of the fort's land offense, General Doubek is a hrothgar and primarily responsible for organizing troops across the island to protect travelers and guard the local mines and their workers. He is a fierce Paladin who lives for the thrill of battle.
General Glaztrach - In charge of the fort's water offense, General Glaztrach is a roegadyn and primarily responsible for the small contingent of ships and the fishers and gatherers who walk the island's shores. She is a mercurial woman, the voice of reason one moment, and throwing caution to the winds in the next.
General Ilmex Beaumier - In charge of the fort's defence, General Beaumier is an elezen and primarily responsible for the daily operations of the fort. He sees that everyone is fed and trained, all laws are adhered to, and punishment is meted out when needed. He is a prim and proper man who is an absolute stickler for the rules.
Daily life in Fort Vandread is highly regimented. All citizens are trained to fight from the moment they can pick up a weapon. Those who show absolutely no aptitude for it are relegated to jobs that keep them inside the fort at all times and they are not permitted to leave. While there is some choice in profession, jobs are primarily assigned by the generals and their subordinates based on whatever 'practical' talents a child displays. Those with the greatest fighting prowess are tapped to become paladins, the highest members of society. The society tends to be very communal, as well, with everyone taking meals at appointed times in assigned mess halls.
The justice system within the fort is very 'might makes right.' While there are certain rules that will see people punished (e.g., murder and theft), most smaller matters are resolved with duels to first blood... or a fist-fight for those feeling more rough and tumble.
Mossegarde
"There's no place like our home. These walls were built to last, and so they will. Have faith in our forefathers and mothers!"
Mossegarde is a lalafell settlement in the northern most reaches of the Trabia region. While it is called a 'garden' by its inhabitants, it lacks the characteristic resources of a true garden. It is a city built into a cliffside, warren-like in its construction, with crystals secreted from the southern mines in some distant age to act as most of the lighting and power. There are catacombs in the lowest reaches of the garden, but that area is blocked off with large boulders and citizens are forbidden from going down there.
The local 'economy' is mainly comprised of gathering what they can from the ocean and seeking out any other forgotten tunnels that may have supplies to repurpose for the settlement. Due to the presence of a number of veins of ore, they also have a substantial blacksmithing and armory business to keep anyone going out into the wilds or delving into the unknown tunnels protected. Thanks to their location, and some fairly powerful magic users and engineers that hide the entrance to the settlement, there aren't terribly many things inclined to attack them, which makes it 'safer' than many areas of the world these days.
There isn't a specific government structure in Mossgarde. People have a largely live-and-let-live attitude. The only 'leaders' are the most experienced members of the settlement that people turn to for advice. Those who want to leave Mossgarde in any permanent way are generally viewed with confusion and concern. Staying is natural, leaving very unnatural. While they don't shun those who have left or outsiders, they're viewed with heightened suspicion for the Ideas they might bring into Mossgarde.