Valeria
The Central Kingdom of Nerepis, the heart of the Nerepian world. The largest country connects with the Kingdom of Quaria in the north, and the Kingdom of Airun in the south-east, but it has relations in the Kingdoms of Dalara, Wedrowth, and Etruria. The Valerian terrain richly consists of acres of flat fertile land, but there are a few occasional rolling country hills and valleys, exploratory woodland areas and snaking rivers to distinguish the landmarks.
Valeria is the home to the Nerepian culture and society, where there is a diverse range of peoples, cultures and magical arts due to so many people emigrating from the other six kingdoms. While Nerepolis is capital city to the central kingdom, it is also the stronghold for the Valerian Senate and home to the Empress of Nerepis and her influential family.
Having a vast amount of agricultural land, Valeria is well known for its farming industries and mass food productions. As long as the farmers have a successful harvest each year, and one has enough money to purchase the food, the people of Valeria will never grow hungry again. Their sources of water also hail from the Valerian lakes and rivers that flow throughout the country, being collected and filtered to make it consumable for people.
Due to the variety of people from all over the world, there are a numerous skilled fighters and talented magicians living within Valeria, so magic and might exist along side with each other. The Valerian society has, in one way or another, incorporated the magical arts into everyday lifestyles and as such, there is an equal balance to warriors and wizards among the population. An individual may train and work hard to become a warrior or they may study and be taught to develop their magical arts as a wizard if they have matured any innate magical powers when they were younger. As a result of this equality, the country has it’s own military force composed of both fighters and magicians. The Valerian Kingdom seems to react and enhance a magician’s capability for Marker magic when drawing and writing their spells.
Quaria
Located in the North of Nerepis, Quaria is the Kingdom of bitter coldness and cruel weather of heavy snow and wintry ice. Despite the harsh conditions, there is an undeniable beauty that spans from the Northern coastal land of Nerepis to the five large islands and the dozen smaller and inhabitable islands neighbouring them.
The islands are loosely confederated but each has their own individual leadership—there is no official ruler of the country.
The Quarian natives hunt for their food, either by fishing in the icy waters around their islands or searching and killing the northern animals residing there. Plant life is very scarce because of the poor conditions of the North but the natives make up for it by foraging berries, leaves and roots from sources that survive the cold, and seaweed from the oceans.
Each of the five islands has their own societies with various different customs and traditions among the Quarian people, believing in their culture’s faiths and worshipping their numerous deities.
The trained skill seems to surpass mystic magical arts, as sorcery and wizardry are rare among the communities, particularly in the most northern regions of Quaria. The Quarian population is therefore composed of defiant fighters outnumbering disciplined magicians.
However, magic is not totally lost within the Frozen North Kingdom, as a small number of magicians exist among every Quarian town and village to serve as advisors, healers and magical guardians of their homes. The White Hall of Quaria is the only formal institution where young magicians of the Northern communities can be sent to learn the lore of magic. Magicians may find that their Psychic magical art is heightened when practiced upon the icy lands of Quaria.
Dalara
The desert plain of the south is what dwells in the Southern Kingdom of Nerepis. Once a great nation, Dalara is now a wasteland of sandstorms and collapsed ruins of ancient cities, its shadow still lives on as a reminder of the tremendous province that stood long ago. Despite the ruined buildings and desert wilderness, civilization still reside in this kingdom among the old structures, where they have set up village camps and shanty towns on the ancient stones.
A Chief-Master, one who is highly skilled in combat and fighting, leads his or her own barbaric clan in this ruthless wilderness. There is much fighting between the different clans in that a true ruler of the country cannot be decided.
The indigenous Dalarans hunt their food from the wild animals of the sandy landscapes and their vegetation comes from the unusually flora of the desert, where most of them are harmful and have dangerous and hallucinogenic side effects, but the Dalaran people have learnt over the years to prepare these plants into edible sources. Their water is quite limited but they do manage to obtain some from few small lakes or from the occasional rainfall.
Due to the barbarian ways of the Dalaran clans, many of the people are strong and tough fighters, taught by the respectful Chief-Masters of their clans, as formal schooling is very lacking in the desert. Only a handful of the desert people practice the magical arts, for the arcane teachings disappeared long ago with the magnificent nation. But it is believed that the magic of Restorative is quite potent when utilized upon the sandy Kingdom of Dalara.
Airun
Airun is the south-eastern Kingdom of the Mountains, connecting to Mainland Valeria in the North, and in the South, the mountain boundaries conceal the deserts of the Dalaran plains. A number of mountains make up the region of this country, where the Six Mountains and one great Imperial Mountain are governed by the Lords and Ladies of this Kingdom. There is also the rare areas of flat fertile lands, which are sparsely scattered throughout the mountainous kingdom, and inhabited by a small handful of villages and communities. The great cities of Airun are all located within the heart of the mountains, which were once created to survive a great storm caused by an unknown force many years ago. The exposed lands of Airun are treacherous, as Airun has an unusual, yet unique seasonal pattern that differs from the main seasonal pattern of the rest of Nerepis.
Named after their respective mountains, the Airunese Lords and Ladies manage the Mountains of Airun, where they have their own sets of rules and customs. Generally, their legitimate blood heirs succeed leadership of the Mountain once their Lord/Lady retires or passes away, however it is not unheard of for a Lord/Lady to adopt a trusted individual into their Mountain if they cannot secure a legitimate blood heir. The great Imperial Mountain is home to the Airunese King, where he resides within the capital city of Airun, Aietha.
Each city does not live completely in the dark as for some phenomenal reason; every sunrise the interior walls inside the mountain illuminated a vivid light, each mountain having its own colour. The glowing walls would extinguish their lights once the sun had settled for the night.
The people rely on the vegetation and the wildlife on the mountainsides to ensure their survival and their source of water comes from an underground reservoir that flows through the entire country, allowing the population of the seven mountains to draw water from the large rivers under the mountains. The villagers gain their source of food from growing crops and rearing animals and their water supplies come from wells that link to the underground reservoir.
Every Airunese city has its own training facilities in where civilians can go to train as a fighter or a magician. Which they choose to become is dependent on which Mountain and training facility they travel to. As such, each Airunese Lord/Lady have a small cohort of either fighters or magicians or a mixture of both but the King of Airun commands a larger militia of the finest Airunese fighters and magicians. Due to a civil war several years ago, the Kingdom is still scarred and suffering from it. As such, a few Mountain cities prohibit the practice and way of the magical arts, though magicians are still welcome to the mountain cities as long as they do not utilize their magic. A magician’s abilities in the magical arts of the Elements are at their highest peak when they call upon the elemental forces of the Mountainous Kingdom.
Wedrowth
Set in the West of Nerepis, the great Kingdom of the Forests is separated and neighbours the western costal borders of Valeria. The entire Kingdom is virtually a jungle of Nerepis.
Living in tree huts or within cavernous opening of the trunks at the bottom of the trees, the forest contain several communities, big and small, which are all guided by the respectful Shaman-Chieftains of each Wedrowthian tribes. But the Kingdom of The Forests is under the rule of the High Priest, who resides in a large settled village within the heart of the jungle – Fiorde.
They live off the fruit foraged from the trees, the wild animals of the woods and natural vegetation growing along side with the mighty trees. Numerous little rivers meander through the country towards ocean, which provides the habitants of Wedrowth the necessary water to live off.
As suggested by the titles of their leaders, the Wedrowthians are a spiritual society, where there are several stone shrines and temples to worship the Magical Entities as divine deities and the magical arts are a daily practice of life in their culture. Magicians within the Kingdom of Wedrowth tend to capture and cooperate with Magical entities without any trouble.
Obviously not everyone is gifted in the magical arts so Wedrowthian fighters specialise their skills at assassination, close contact fighting, stealth, forestry skills and expertises in the caring and nursing of Magical Entities to survive in the wild environment. Though they have no magical capability of their own, they still have faith in the magical entities to watch over them and keep them safe.
With many more Magicians than Fighters in Wedrowth, the High Priest can request the aid of his fellow spiritual siblings to assist him in defending the Kingdom. He may also enlist the Wedrowthian fighters as reinforcement if necessary.
Etruria
The hilly landscape and mountainous island is home to the Etruria, Kingdom of the Volcanoes. The Kingdom is situated southwest of the Realm, separated from the mainland, where the volcanic country is neighbouring with Wedrowth to the North, and Dalara to the East. Aside from the four Volcanic Mountains, the Island of the Etrurian terrain consists of tropical forests and murky swamps. A parallel of this miserable scenery is seen in the towns and cities of Etruria, where overpopulation has been a rising problem over the last century. An increase in poverty has caused the rapidly expanding population to build and live in shanty settlements around and within the run-down areas of Etrurian towns and cities.
The most densely populated settlement is at the bottom of the largest dormant volanco of Etruria, Mount Kanavaar. This is where the Etrurian capital city is located, which is also under the same name of its volcano. It is in Kanavaar where the King of Etruria rules from his home, along with his council of Etrurian Lords that are elected personally by the King to administrate and govern the Kingdom and its people.
Due to the humidity and warm climate, the Etrurian jungles produce various exotic fruits and vegetation that can be collected and processed before it can be edible for human consumption. A beneficial side effect surrounding the four Volcanoes is that there are a few regions with rich soil, which is used for farming of crops and rearing of farm animals. Water is obtained from the few rivers running through the country or filtered wells connecting to the lakes near the cities and towns.
Etruria has a mixture of fighters and magicians from several schools in the settled regions but as a result of the economic depression, only the rich can afford to be trained as a fighter or educated as a magician, while the poor must be self-taught at home. The costs of such equipment and quality are too expensive for the poor so they mostly manage with hand-to-hand combating and second-hand weaponry for their fighters, and inheriting precious devices and using worn-out books for their magicians. Fighters of the richer and poorer societies seem to overpopulate magicians, with the majority of wealthy fighters being recruited into the Etrurian Army, which also has a small number of wealthy magicians to aid military. Upon the kingdom of Etruria, the resultant spells of magicians will be slightly augmented when they employ their talents in the Protective branch of the magical arts.
Miaronde
Similar to the lost civilisation of Dalara, Miaronde was a famous Kingdom that once located within the seas touching the costal shores of Valeria, Airun and Dalara. A distinct difference to Dalara is that while there are still the ancient ruins serving as a reminder of that glorious culture, Miaronde has no such evidence. Rumours and hereditary stories of this great society was said to have existed around four thousand years ago. Encouraged explorers and sailors have wandered the far corners of the ocean in search of anything to prove its existence, but every voyage turned out unsuccessful. Critics have speculated that Miaronde may have nothing more than a fictional tale, while a minority of people believe that the Miarondian nation is still out there somewhere in the Nerepian seas. Expeditionary Magicians have found that, while they were searching for this missing Kingdom in the central seas, a certain section of the ocean mysteriously amplified their magical arts so that Epocha spells were less strenuous to cast.