History & Lore of Atria
The majority of the world is controlled by the city of Galven and their Galven Guard. While it remains a good force in the world, many feel that Galven has become oppressive. Their control of resources and the people have forced many to leave the town in seek of more freedom. Despite this, they press on as the balancing force from evil. Without their guard and their coin for leverage, the dungeons would overflow into the mainland.
Numerous cities have sprouted up within the world, outside of the control of Galven. Due to shortages of natural resources and a long history of insults; a seemingly never-ending war exists between many of them. Galven turns a blind eye, so long as their citizens continue to keep the dungeons in check and their resources remain unworthy for attention.
Players may become citizens or militia members of the cities of Arbor, Pedran, Lillano, Calor and Vermell. Neutral townships of Bowan and Albus co-exist peacefully. The city of Roache, on the island of Scelus, persists in a state of purgatory for lawlessness; it teems with pirates, thieves and murderers without the eyes of the law or Galven.
The Galven Guard assumes relentless watch over the more dangerous areas in the land such as the dungeons and caverns. Young citizens with excellent physical traits and intellect are plucked as conscripts from a young age for the Guard. Frequently they shall request help of Atria citizens when the burden becomes overwhelming.
Galven is the oldest and largest city in the world. It has historically remained independent from the affairs and wars of the rest of the world. This convenience is afforded to it due to the abundance of natural resources in their lands and surrounding area as well as their strong military presence. They offer little support to no support to other towns of the world but ask for nothing in return. They maintain their isolation and distance from the surrounding cities partially in contempt of those who do not bow to the crown, largely out of indifference.
Galven’s King looms in his castle above the city, rarely directly interacting with his subjects. The majority of his rule and interaction with the world comes through the enforcement and mouth of the powerful Galven Guard.
Deep within the woods to the north-east of Galven lies Arbor, an oasis of civilization within acres of dense trees. The citizens of Arbor are natural survivalists who hunt wild animals and frequently venture into the surrounding forest for building materials and firewood. Although not hostile to outsiders, Arborians tend to be wary of new influences and are rarely impressed by cunning technology or magic spells.
Daily life in Arbor is quiet and peaceful. With little need to venture outside of the woods the citizens tend to prefer a solitary lifestyle, taking to activities such as woodcarving to pass the time. Although they do not usually to trouble themselves with events in the outside world, recent surges in log-cutting, bandit attacks and poaching have left some citizens wondering whether it is time to consider a more aggressive approach to defending their home.
Tomas is Arbor’s chief ranger, having inherited the role from his recently retired father. The chief ranger is responsible for scouting the forests around the town, keeping an eye out for dangerous wildlife, bush fires and bandit activity. Tomas advises Arbor’s citizens on matters such as where to gather firewood and which routes to take to the main road. His knowledge of the surrounding woods is matched by nobody, and the town relies on his guidance. If he were to go missing, the forests around Arbor would suddenly become a far more dangerous place for the town’s citizens.
The picturesque town of Lillano lies east of Galven, perched atop a small gathering of islands which are linked by bridge to the mainland. Surrounded by natural beauty, Lillano is considered to be a cultural capital and is home to painters, poets, musicians, architects and all manner of artistic individuals. The town’s abundant sculptures and gardens attract tourists who travel from all corners of Atria to see the town for themselves.
Lillano also boasts a longstanding academic tradition and the town’s university is home to some of Atria’s most well-regarded scholars and researchers. Many contributions to the field of magic have come from the Lillano’s libraries and lecture halls. This has not gone unnoticed by leaders of the other towns and are those who wonder whether Lillano’s continued advancement in the arcane arts betrays a more sinister purpose.
Sir Ferrin is a noted architect, musician and painter. Although not originally from Lillano, he set up a studio in the town after having a number of his works purchased for display there by wealthy citizens and patrons of the arts. Ferrin can be credited with Lillano’s unique architectural style, having supervised the town’s rebuilding following a catastrophic fire some years earlier. Without his presence the town would be robbed of a living master and lose the cultural guidance it has built its reputation around.
The last outpost of civilization in Atria‘s harsh Northern lands is Pedran. Nestled within a valley, the town’s rugged stone buildings hold warm fires and comfortable beds for the miners who toil away at the nearby rock faces. For generations the local economy has revolved around gathering and working with rich seams of ore which are found across the mountainous region, although diminishing yields in recent years have cast doubts over the town’s future.
Pedran is regarded for its resilient warriors in addition to its skilled blacksmiths. Children begin combat training at an early age and learn to craft their own weapons from iron that they have mined. Self-reliance is an important part of life in Pedran as the town is isolated from most of Atria by dense forests filled with wild animals and vicious bandits. The citizens are no strangers to threats from outside and will fight with determination to protect their way of life.
Troen has been mentoring and training warriors for over four decades. A master of hand-to-hand combat, Troen is personally responsible for developing many of the fighting styles which make Pedran’s fighters a terrifying enemy to encounter on the battlefield. Although his body is growing weaker with age, his mind is still sharp and he continues to advise the town’s military leaders in matters of strategy. Pedran cannot afford to lose his tactical ability nor his skill as a trainer if they are to survive during these turbulent times.
Over the mountains to the south-east of Galven is the market town of Vermell. The town’s crafters exploit the abundance of nearby natural resources and create all manner of items to be exported for sale. Vermellian goods can be found in the stores of every town in Atria.
The town has undergone significant renovation work in recent years. Wooden huts and canvas tents have been demolished to make way for fine brick buildings and halls of stone, leaving almost no evidence of the town’s beginnings as a humble fishing community. Vermell’s workshops and factories have also attracted a population of laborers hoping to find employment and a community of itinerant workers is now a permanent presence outside the town walls. Work is not always available, but the town’s well-funded militia will pay a decent wage to any able bodied soul who can grab a weapon and defend Vermell against its enemies.
If you want to do business in Vermell then it pays to know the name “Ambis.” He is not the richest merchant in town, nor the most popular, but he has an uncanny ability to anticipate what people need and sell it for the right price. Ambis is the son of a local fisherman, as a child he started his first business repairing nets at the dockside. His ascent from rags to riches is considered to be a perfect example of the opportunities Vermell can offer. If he were to go missing it would be disastrous for both the town’s morale and the local economy.
The seaport of Calor sits upon the cape of Atria’s mainland to the far south of Galven. Its citizens hail from all over the globe, arriving by ship to make themselves at home behind the city’s sandstone walls. Calor is a melting pot of different cultures, with many languages being spoken on the streets and in the taverns.
The merchants of Calor are renowned throughout Atria for their collections of rare artifacts, fine art and exotic spices, although citizens of neighboring communities privately express misgivings about the town’s inhabitants and their refusal to fully integrate into Atrian culture. Frequent outbreaks of violence and hostility provoked by Atrian mainlanders have left the Calori citizens feeling isolated and paranoid, with some deciding to use whatever tactics are necessary to defend their town and secure their place on Atria‘s soil.
Kalika was the captain of the first fleet to navigate across the ocean, and she established the first permanent settlement in the location that would become known as Calor. News of her safe arrival prompted more explorers to set out and see what the new world had to offer. The new settlement boomed thanks to the trade routes it had opened up, and under the careful eye of Kalika, Calor became a thriving town to rival any in Atria. Her continued presence is a stabilizing force in Calor’s chaotic climate, without her the town would likely succumb to lawlessness and disarray.