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Overview
Magice Apprendare 3.0
History
Life on Inspera began on the Isle of Lore, its inhabitants blessed with innate magical ability and in turn tasked with protecting it against those who might abuse or diminish it. These magical creatures expanded outward across the Island, settling the land and growing their numbers, eventually establishing four distinct tribes: Spring, Summer, Fall, and Winter.
Though originally aligned in their purpose, the distance and distinction between them, over time, bred discontent. The differences between the tribes, either real, or imagined, fanned the flames of conflict; first an ember, then a blaze, growing over the centuries until it threatened to consume them all. Alliances were made, and then broken, borders established and then disrespected. Every tentative measure of peace would eventually fall, leaving the tribes scrambling to reclaim their part of their promised land.
The Winter tribe, in particular, cut a fearsome path for itself along the Isle of Lore, meeting each sign of resistance with swift, decisive action, spreading their influence. Each year, their stranglehold on the region grew, and the other tribes, in turn, grew desperate.
Driven further and further from their homelands, the Autumn tribe wandered north, pushed into a small territory along the coasts. Fighting back against the dominating Winter tribes proved hopeless, and so they sat their sights elsewhere entirely, making the unprecedented move of sending an expedition team up and across the Inland Sea.
Their risk would soon prove fruitful as another land mass came into sight over the choppy waves, a land much larger and expansive then the Isle of Lore, and ripe for the taking. More Autumnal creatures made the voyage across the sea, expanding upward across the eastern coast and farther inland. It was here that they would discover the first Seat of Power, and here the Kingdom of Murias would be born.
Word quickly spread back to the Island, sparking upheaval amongst the remaining tribes and a mad migration toward the new continent. Many of the remaining Autumnal creatures were slaughtered as Spring and Summer made their way north, sewing further aggression amongst the waring tribes. Summer was the next to make the journey across the sea, journeying north to find their Seat of Power and claiming the land of Gorias. Finally, Spring followed, heading westward to open lands and establishing their own kingdom of Falias.
Unfortunately, these newly established countries did little to calm the tensions that were now centuries in the making. It seemed on this new continent there was always more land to discover, more land to fight over, and fight they did, constantly pushing each other back and forth across the continent, clawing at every scrap of influence they could take.
Winter, for their part, stayed put, content at first to consolidate their hold on the Isle of Lore and let the other tribes continue to decimate one another, as they always had. But they underestimated the expanding Kingdoms, and by the time they realized they were becoming outnumbered, well, there was little land left to take. Or, at least, that's what the other groups would have had them believe.
Winter began their journey along the Gorias-Murias border, heading quickly and quietly upward, avoiding the massive settlements and shrouded in secrecy. It was a long and arduous journey over the Vindius Mountains, but in the end they would be rewarded with the fourth and final Seat of Power, and the abundance of ice and snow which surrounded it.
Separated from the other Kingdoms, Findias quickly grew fond of their seclusion, and wary of the constant territorial battles that plagued the land. Conversely, Gorias, Murias, and Falias grew wary of the Winter tribe's inevitable return, suspicious of their self-contained nature. And so was born an era of conflict anew.
Murias was the first to march north, quickly finding themselves outmatched and outnumbered in an unfamiliar terrain. Gorias was next, faring even worse in the unforgiving tundra.
As the Winter and Spring kingdoms finally faught, Gorias and Murias came together in a tentative alliance. Falias, by now, had claimed much of the land to the west, and Findius, their enemies above, held strong. Alone, neither group had the advantage of numbers, nor land, but together, representing a third of the continent, they found themselves on equal footing.
It was this agreement that would eventually bring an end to the constant war between nations. No one Kingdom could achieve true dominance outside of their homeland, and each was suffering the consequences of the never ending territorial struggles. Gorias and Murias, in a show of amity, invited the leaders of the other two kingdoms to neutral grounds to finally draft a treaty for peace.
It was there, gathered around the Stone of Destiny, that a new era began. Borders were agreed upon, trading relationships were established, and, most importantly, each leader stepped forward to prove themselves worthy, both to one another, and to the land of Inspera herself.
Overview
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Magice Apprendare 3.0
History
Details about this universe's history
Life on Inspera began on the Isle of Lore, its inhabitants blessed with innate magical ability and in turn tasked with protecting it against those who might abuse or diminish it. These magical creatures expanded outward across the Island, settling the land and growing their numbers, eventually establishing four distinct tribes: Spring, Summer, Fall, and Winter.
Though originally aligned in their purpose, the distance and distinction between them, over time, bred discontent. The differences between the tribes, either real, or imagined, fanned the flames of conflict; first an ember, then a blaze, growing over the centuries until it threatened to consume them all. Alliances were made, and then broken, borders established and then disrespected. Every tentative measure of peace would eventually fall, leaving the tribes scrambling to reclaim their part of their promised land.
The Winter tribe, in particular, cut a fearsome path for itself along the Isle of Lore, meeting each sign of resistance with swift, decisive action, spreading their influence. Each year, their stranglehold on the region grew, and the other tribes, in turn, grew desperate.
Driven further and further from their homelands, the Autumn tribe wandered north, pushed into a small territory along the coasts. Fighting back against the dominating Winter tribes proved hopeless, and so they sat their sights elsewhere entirely, making the unprecedented move of sending an expedition team up and across the Inland Sea.
Their risk would soon prove fruitful as another land mass came into sight over the choppy waves, a land much larger and expansive then the Isle of Lore, and ripe for the taking. More Autumnal creatures made the voyage across the sea, expanding upward across the eastern coast and farther inland. It was here that they would discover the first Seat of Power, and here the Kingdom of Murias would be born.
Word quickly spread back to the Island, sparking upheaval amongst the remaining tribes and a mad migration toward the new continent. Many of the remaining Autumnal creatures were slaughtered as Spring and Summer made their way north, sewing further aggression amongst the waring tribes. Summer was the next to make the journey across the sea, journeying north to find their Seat of Power and claiming the land of Gorias. Finally, Spring followed, heading westward to open lands and establishing their own kingdom of Falias.
Unfortunately, these newly established countries did little to calm the tensions that were now centuries in the making. It seemed on this new continent there was always more land to discover, more land to fight over, and fight they did, constantly pushing each other back and forth across the continent, clawing at every scrap of influence they could take.
Winter, for their part, stayed put, content at first to consolidate their hold on the Isle of Lore and let the other tribes continue to decimate one another, as they always had. But they underestimated the expanding Kingdoms, and by the time they realized they were becoming outnumbered, well, there was little land left to take. Or, at least, that's what the other groups would have had them believe.
Winter began their journey along the Gorias-Murias border, heading quickly and quietly upward, avoiding the massive settlements and shrouded in secrecy. It was a long and arduous journey over the Vindius Mountains, but in the end they would be rewarded with the fourth and final Seat of Power, and the abundance of ice and snow which surrounded it.
Separated from the other Kingdoms, Findias quickly grew fond of their seclusion, and wary of the constant territorial battles that plagued the land. Conversely, Gorias, Murias, and Falias grew wary of the Winter tribe's inevitable return, suspicious of their self-contained nature. And so was born an era of conflict anew.
Murias was the first to march north, quickly finding themselves outmatched and outnumbered in an unfamiliar terrain. Gorias was next, faring even worse in the unforgiving tundra.
As the Winter and Spring kingdoms finally faught, Gorias and Murias came together in a tentative alliance. Falias, by now, had claimed much of the land to the west, and Findius, their enemies above, held strong. Alone, neither group had the advantage of numbers, nor land, but together, representing a third of the continent, they found themselves on equal footing.
It was this agreement that would eventually bring an end to the constant war between nations. No one Kingdom could achieve true dominance outside of their homeland, and each was suffering the consequences of the never ending territorial struggles. Gorias and Murias, in a show of amity, invited the leaders of the other two kingdoms to neutral grounds to finally draft a treaty for peace.
It was there, gathered around the Stone of Destiny, that a new era began. Borders were agreed upon, trading relationships were established, and, most importantly, each leader stepped forward to prove themselves worthy, both to one another, and to the land of Inspera herself.
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