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Mago

Mago is a wild, uncharted subcontinent, a long chain of islands and a central mainland along the eastern coast of Arasaka. It neighbors the Caspary Empire and Kleubraizia. Mago is thick with untouched jungle, green mountains, and flora deeply tied to the Feywild. Though rich in resources, the land remains sacred, uncolonized, and protected by Mardros, goddess of Nature herself. Ancient and ever-shifting, it resists exploration and conquest alike.   Mago is sacred land rather than a nation-state. It is a spiritual and ecological preserve, governed by the will of Mardros and watched over by fey, beasts, and primordial forces. It serves as a living artifact of Baltharos's ancient past, a place where nature reigns and civilization never took root.

Structure

There is no formal government. Rahaa Dreamer, First King of Jascana, Sovereign Soul of the Feywild, loosely reigns over the region spiritually, and Murky the Ancient Black Dragon defends it physically. Fey courts and natural spirits maintain the balance with divine guidance from Mardros.

Culture

Mago’s “culture” belongs to its wild inhabitants, fey, dryads, ancient tribes, and evolved beasts. Harmony with nature is paramount. There are no cities, only sacred groves, ancient ruins, and hidden sanctuaries. Those who live here do so by abandoning outside ambition.

Public Agenda

Remain untouched. Prevent colonization. Protect the sanctity of Mardros’s most sacred land.

Assets

  • Dense magical jungles
  • Direct Feywild portals
  • Divine plantlife and magical fruits
  • Ancient ruins and lost artifacts
  • Dinosaurs, dragons, and spell-wielding beasts
  • Murky the Dragon, divine guardian
  • Rahaa Dreamer’s spiritual influence

History

During the time of the six elder gods and the Rampage of the Behemoths, Mago (then Mardari Havun) was blessed and preserved by Mardros. It survived the collapse of the ancient world and remains largely unchanged since the mythic age. Expeditions from Nineveh, Hugo City, and Caspary Empire have failed to penetrate or document its terrain.

Demography and Population

Population unknown. Includes satyrs, dryads, fairies, ancient jungle tribes, and defectors from failed expeditions who now live peacefully. No cities or census exist.

Territories

Composed of a central mainland and surrounding jungle islands lining the eastern coast of Arasaka. Terrain includes thick jungle, enchanted forests, green mountains, swamplands, and ever-changing geography due to Feywild influence.

Military

No military force. Defended by Murky (divine dragon), enchanted flora, evolved dinosaurs, wild beasts, and fey entities who act as natural wardens.

Technological Level

Stone-age at best, but magically advanced due to divine and Feywild influence.

Foreign Relations

None. Mago has no diplomacy, no trade, and no alliances. It is viewed as hostile, unknowable, or mythical by most nations.

Laws

No known laws.

Agriculture & Industry

None in the modern sense. Wild fruits and plants grow in abundance, sustained and protected by Mardros's divine presence.

Trade & Transport

None. Roads are impossible due to shifting geography. Fey portals and magical travel may exist but are unreliable to outsiders.

Infrastructure

None. No roads, ports, or settlements. Sacred groves, ruins, and Feywild nexuses make up most landmarks.

"Untouched. Eternal. Alive."


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