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Berrais

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Roughly 1200 years ago, Berrais was shook to its very core. The Convulsion, an unknown disaster, occurred, rending continents apart and scattering civilization to the winds. Though the people of Berrais survived, life became difficult as Technological Advancement had suffered a hard reset and Law had reverted to survival of the fittest.   During the Convulsion, the continent of Basdarran suffered the brunt of the disaster as the once largest continent in the known world was torn asunder, becoming an archipelago. The Basdarran Archipelago, once home to the mightiest civilization known as the Harkson, now houses a scattered peoples and a collection of warring "Princedoms", ruled by the Isle Princes.   The Isle Princes came into power, in the 4th Era, through access to technological marvels which they used to garner respect and power in their local areas. In the case of the Isle Princes, they did not, as such, discover their marvels, more re-discovered them. Each Isle Prince's power originally came from the ruined Harksonian civilization.   As the Harksonian civilization stretched to each corner of Basdarran, technological marvel was easier to come by in the field, rather than in a laboratory. As the Princes knew this as a fact, instead of consolidating their power, they chose instead to expand their realm and claim as much land as possible in the name of progress. This lead the Princes to eventually confront each other, leading to the War of Princes at the end of the 12th Era. The consequences of the war was minor in terms of territory, but was significant in the cost of lives. As a result began the Era of Peace, this put on hold the Princes' dreams of expansion, as they sought to restore their realms and re-establish their power.   It is now the 14th Era, and peace has seen change on the Basdarran Archipelago. This respite has allowed the formation of two unique powers, The Academy and the Adventurers Association. The Academy is a source of contention for the Isle Princes, while all of them label the Academy as a seditious and/or dangerous organization, they also discreetly come to the academy to request tours, tutorship and access to their technological marvels, which they pay through the nose for a year long restrictive license on the technology.   As for the Adventurers Association, they have managed to become well respected and sought after by all the powers in Basdarran. They came to prominence during the Era of Peace as a collection of individuals who lapsed into a role of exploring Harksonian Ruins. This was done in the name of protecting the populace, but led them to possessing several Technological Marvels which they gave they gave to the people of the Basdarran Archipelago, and while in the Isle Prince territory, to the Princes of those domains. Their general fairness have led them to receive wealth and riches, from the Princes and the People alike, in return from them to continue their services and to go across all lands.   While anyone can be a member of the Adventurers Association, the very best and most respected come from the Adventurers Association's Crucible. To be selected to join the Crucible is the dream of every 18 year old across the Archipelago. It is at the Crucible that the next generation of Basdarran are forged into mighty Adventurers, through rigorous teaching, arduous testing and torturous assignments.

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