A Brief Introduction to the Tomorrow Lights Setting [rough draft]
The Witchingland
742 Succeeding-Crowning
Roughly 3.500 million mi² - Area
Lo, in the distant seas
Lo, past our blessed trees
There stands the land of lost arts
There blooms the men of hearts
Lo, in the foreign Witchingland
Lo, past the godly Riching sands
- Anonymous Vogleonian Poet, Hymn of the Newlands, 32 FF
Xecro had never expected humans to exist, under the burning Blue Sun and Dozens of Moons, the people of Xecro had never expected them to burn into existence as the avatars of Arcane, but in the truest act of defiance, the human race exist on the planet simply because they willed it to.
- Grand Duke Jeniqel eb Illtolon, Monarch of Evuntho 342 SC - The History of the Witchingland, A Study
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In ages past, Sagas would warn of the Witching Sea, a region within the Deamingtane that no ship should dare venture, as the fury of the Gods and Magics themselves called the place home. It was the spawning of monsters and eldritch weather patterns, and no ship that dared to attempt to pierce the obelisk of fog never returned. The Arcanist of the world had come to a simple conclusion, that the laylines and beats of baser Magic were born from the swirling nothing that made up that cursed region of the Deamingtane, and this, simply, was how things were to be. However, blamed on the incantation of a Mage lost to time and history, the fog simply fell one day, fading into the air and sunlight as if it was nothing to be seen, as if days earlier it hadn’t gave birth to the worst Leviathines the world had known. There, in the wafting waves, was an entire new landmass, a new continent, something that would come to be known as the Witchingland. Then, sailing out of this fog, with strange banners, strange languages, and strange flesh, came man. Landing their vessels on Kraehuthian continental shores as soon as they spied that the fog had lifted from their land. With eyes burning light, and cantrips common amongst their kin as the First Year Scholars, these humans explained thousands of years of history and life from beyond the fog, as if they were placed out of their own realm, their own plane. They lingered with an arcane energy, and mastered the arts given to them by the continent with nearly as much ease as they drew air into their lungs.
In return, the humans gave their tech, their knowledge, as the powder of flame and the wooden and iron weapons that you fed them into spread throughout the world from the Witchingland. The Age of Matchlock, the New Discovery, something that would rock many of the Kraehuthian continents to their core, with the Core of the Arcane giving birth to an entirely new race, one that had never been seen or even theorized before. Joining the ranks of the Wendigos, Alvgoblins, Gargoyles, Falravens, and Dweorkin now stood the kith and kin of Humanity. The nations of the Witchingland, the polities that called it home, now daring to mingle with the world that they were born into, daring to reach out and see where they could make themselves known. It wasn’t long before the Ancient forces of the Old Oesharlin Empire, and the other archaic nations of the Witchingland, would find themselves marching to lands distant and far, Grawtary, Charra, and even Aiserrealme, and in return, the march would be given back as alliances crossed, families intermingled, and the humans engrained themselves in the world of Xecro.
Many years have passed since the Fog Fell, nations, great and small, across the world of Xecro have fallen and risen, stories have been told and wasted, and wars have raged across the entire continents wide. Now, the Great Moment, the rarely gained peace that both the Witchingland and the continent of Kraehuth found themselves in at large, if only for a second.
A Mention of the Arcane Atmosphere
Being created from the literal energy of the centerpoint of the laylines on Xecro, the Witchingland has always been the victim of strange weather patterns and random incarnating beasts that simply begin to exist at random points during time. There is hardly any reason or rhyme to many of the occurrences of new monsters being born of the wild, or a plague of honestly Cthuvian properties, or even the weather shifting to be a single season for an entire year, as that would imply that the Arcanoscholars had a full understanding of the nature and intent of Magic, something that they hardly could even conceptualize. The Witchingland stands as the only continent on Xecro to be faced with such issues, and is hardly ever predictable in one way or another. This giving the name Witchingland even more credience, with the background energy of the arcane acting akin to a director in a horror-play as it wishes.
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Polities and Entities from the Witchingland
The Major Power
Anderalrike, Empire of
Anderalrike stands as a nation forged from nothing besides baser conflict and conquest, with the claims of imperial flair keeping the marching of the armies across border after border. Born out of the fits of the first Duke of Lassemcourt, the nation would lay claim to a long forgotten legacy of the Anderal dynasty, more legend than history. Organizing the collapse of ruling houses in larger nations, instigating displeasure between vassals and leagues, and without qualms about forging alliances with heathens to the Passage Faith, the slow but steady expanse of the Duchy was nearly secured. Proclaiming itself a proper Kingdom when their troops found themselves as far south as Efophie, and with the declaration of the Anderali Empire coming once they occupied the space they currently do. A historical event, both for the mundane and the arcane of the Witchingland, as once the crown was settled on the First Anderali Emperor, the sky began to burn into a raging storm, and in the place of proper rain, a liquid in similar consistency, heat, and color as human blood would begin to pour in sheets. This was interpreted by Sages across the land to be that the Anderali monarchy was a finite concept, and that the rule of the Lassemcourt dynasty was far from secure. This, of course, was cracked down on, with many Soothsayers losing their lives when attempting to speak on what they properly saw. That stood as 742 Years before the Great Moment, and with the prediction long since fallen in the minds of the ruling classes, in a stunning display of cognitive distadance, little attention is given to the growing dissatisfaction of the citizenry. The term “Sick Man” being thrown around in reference to the state, with a growing anti-monarchist bend becoming more and more common with the common folks, with banners displaying a grey field dotted by stylized crimson rain drops starting to find common presence across the country’s largest cities.
The Jotraunian Khans
Galtevania, Khanate of
One of the Free Khanates of the West, so called as their lack of any form of serfdom among the peasantry, never having existed in any large form throughout their entire history across the Jotraunian Peninsula, with Feudalism being an import concept, that the Khans took bits and pieces from as they saw fit. Galtevania stands as one of the more advanced Khanates in the sense of economic and military development, staying in tune with the rest of the Witchingland, with universities and grand cities dotting her fields. During the rise of Anderalrike, the Galtevanian court welcomed many of the dynasties and houses of the neighboring states, with most of them being granted lands throughout the Khanate, lands they still rule to this day, however, during a treaty signed with Galtevania after the Anderali Rise, their titles were, at least formerly, renounced in Anderali land. This, however, doesn’t stop most of the nobles of Galtevania from campaigning for the Khan to seize what they can from the ruining monarchy to the east, looking to pick apart the crumbling Empire.
Marchalen, Khanate of
Generally regarded as the heart of the Midliumic trade routes, sending goods between their bustling port cities and those of the Anderali, with Rookrim and Zaljei even going as far to declaring themselves to be twinned cities. Past this, the Khans of Marchalen have taken a liking to continental culture, offering exclusive trade deals and open border policies with many of the nations outside of the Witchingland. This caused Marchalen to have a rather metropolitan feel across the nation as a whole, but those that decide to stay, becoming utterly embunded in the local culture. Some port cities, such as Olushir, slowly inching to a human plurality, rather than a flat out human majority.
Maghanlia, Khanate of
Often described as a Mercenary Company With A State, Maghanlia, once a proud and militarist state, attempted a war of expansion against neighboring Gosctheria, a war that they lost. Reparations, restrictions, and a trade power shift would cause the Khanate to become a shell of it’s former self, and humbled to a new degree after the wounds had finally healed. Professional soldiers culturally died out as a viable option for the Khan to protect the realm, with the general concept of a Maghanlian state seeming weak even among the nobles and lords. Slowly, Mercenary Companies began to set up shop throughout the Khanate, even finding employment as the Khans personal guards, as military officers, and as official governmental contractors. By and large replacing the old royal army, even taking the role of authority figures in some cities. Large parcels of lands have been purchased and pushed into the hands of these companies to keep them stated, with their slow integration into the Khanate and the government as a whole seemingly starting to give birth to a floating class of warrior-landlords, throwing their weight around in a similar fashion to barons and earls.
The Far North
Vroetan, Kingdom of
A linguistic, religious, cultural, and political isolate in this corner of the continent. Having gone the mile to establish constitutional order for the citizenry, with the current King slowly surrendering more and more power to the Senate as eyes dawn on the rumbling across the border. Vroetan marks itself as a profit first nation, domineering on trade that cycles through the North Deamingtane Sea, taxing the Tyrnatel Bay shipments, and many of it’s port cities acting as resting points for continental sailors on their way to far distant places. This has allowed the Northern State to push funds into education, establishing one of the head Arcanoschools in the Wichingland, located in four separate campuses on the Mizi-Isles, with each of them focusing on a separate category of spellcraft.
The Phraelinian States
Urovicinia, Kingdom of
Urovincia has been in an over seven hundred year decline, a slow but steady bleed that has been going through nearly every single facet of the country. Trade, by and large, simply doesn’t flow into the Anderaliland due to the support the Kings of Urovicinia gave to those that took a stand against the Duke of Lassemcourt, the monarchy being indebted to neighboring Heveliea due to heavy trade-tax on Anderali Iron. A phrase has sprung up across most of the Phraelinian nations in reference to a shoddy trade deal.
“You’re trying to sell me the Crown of Urovincinia.”
Heveliea, Kingdom of
A thalassocracy on the East, having one of the most powerful navies on the entire Coastlands. Past their dedication to a weighty standing army as well, Heveliea manages her wealth and power via a careful balancing act with tariffs and trade management that flows into their nation, managing to balance their books to zero on a nearly daily basis. This all is in part due to a rather decentralized administration, with royal agencies to control nearly every aspect of governing a state, with the King still reserving the right to veto any decision made by any of them at any given time.
Rieuxinia, Duchy of
Despite the current peace of the land, Rieuxinia has a long history of military stands against Eovvia, proving to be more than a thorn in the side of the Crownlands. A royal order of Knights, simply known as the Lantern Order, have made large gains in nearly every last conflict fought between the two nations, and even now, their ranks and influence in the nation swells as troops dare to arm themselves with musket and spell, as Eovvian men prep to attempt to seize the insolent Duchy once again.
Eoavvia, Crownlands of (The New Oesharlin Crownlands)
Eoavvia, the last remnant of the former Oesharlin Empire, with the current ruling dynasty claiming to be a long forgotten cadet house of the Imperial Nation. The nation, in a stunning sense of delusion amongst people and ruling class, officially do not recognize Riuxinia, Heveliea, Dhurzoia, Urovincinia, Anderalrike, Coistelaen, Tersinny, or Airostinie as independent nation states, insisting that they are simply “provinces in rebellion”. Despite most of the world applying the term Eoavvia to the nation, roughly the region they inhabit, officially they call themselves the New Oesharlin Crownlands, claiming all the old territory of the Empire. Claiming to be the sole representative of the imperial grace on the Witchingland. These claims have been ignored, but the actions Eovvia have taken in attempts to match these goals have been more real with each passing day. Time and time again they have attempted to “Pacify the Riuxinians”, but to no avail, the Matchlock toting Legions of Eoavvia fall time and time again to the cavalry and arcanists of Riuxinia, putting the would be Empire in it’s place time and time again.
Osanoirusi Mouth
Dhurzoia, Duchy of
Often called the last step of the world, Dhurzoia is known simply for it’s dedicated and hard working labourers, hellbent on completing every last task that they begin every last day. The Duke of Dhurzoia is commonly referred to as the Peasant’s Ruler, simply for his tendency to march through the streets of his country in commoner clothes, with the lack of any guards or protection, picking up odd jobs and being a pillar of the community in any town he visits. This is commonly reflected throughout the Kingdom amongst royals and nobles of all castes. Oddly, against the Phraelinians all around them, they carry the same faith as Anderalrike, despite their specific breed of it leaning to the Lunar Cult.
The Betruitho Gulf
Gosctheria, Queendom of
Being an oddity in the Witchinland for it’s preference to the females of the ruling house, having officially adopted the moniker of a “queendom” in 523 SC, Gosctheria made itself known as the home of North Betruithii Culture with lump sums of thalers falling into pushing forward the arts in all manners. Playwrights, poets, and oil panters all flock to Gosctheria in order to receive their training in their respective fields, with the language and accent having been adopted as the stereotype for a hopeful with their head stuck in the clouds because of this. This heavy funding, however, doesn’t stop the Queendom from being a serious force across the continent when they throw their weight around, during the Maghanli-Gosctheri War, Officers of the Queens Royal Divison outplanned the Khan’s First during the Battle of Wakpenlep, before leading the Landings of Zaejera, before turing the war in the Queendom’s favor, eventually forcing the capitulation of the Khanate.
Broshlitzia, Princedom of
Officially, the last hold out against the Anderali Rise, the last nation to hold against the Kingdom of Lassemcourt, the final yell into the dark. There’s still debate on the exact reasons for the Treaty of Weplawe, that which secured the independence of Broshlitzia, however, there is general thought that the heavy investment that the Broshlitzi military had put into the taming of the chaotic forces of the Natural Arcane, and the sheer amount of Arcanist inside of their military, that the Lassemcourt King simply assumed that it would be better to have a spotless record on his Rise to Emperor rather than suffer a defeat at the tailend of it. Technically, the treaty was only intended to last fifty years after signing, that having been nearly 700 years ago, without a single move from the Anderali in order to secure the land.
Broshlitzia itself is largely agricultural, with even it’s major cities not being much in comparison with the rest of the world’s wonders. It’s charm comes from it’s rustic nature, homegrown goods, and the Wild Mages that wander it’s lands.
Viryasida, Duchy of
Viryasida, closely tied to Gosctheria, dynastically, the land having been settled aside in order to marry off Gosctherian royal males into a suitable family, Viryasida having fit this bill nearly perfectly. While they’ve entered personal unions many times, there had never been a situation where the possibility of a Gosctheroviryasida Real Union could take place, this being due to long winded succession laws in both countries.
The Wegeleni Coastlands
Upper Wegelenzia, Realm of
Upper Wegelenzia, often simply called Wegelenzia, is a highly centralized nation, focused on keeping order inside of it’s borders and a strong conviction to that end. Wegelenzia is sometimes nicknamed as the Matchlock Empire, or in general is referred to as the Capital of Advancement, not just on the Witchingland, but on Xecro as a whole. Blackpowder and early Arcanism were both trademark findings of the Wegelenzian nation, and these went hand in hand with the nation’s expansion across the Peninsula. While the title of Realmholder is something that the average citizen of Wegelenzia can never honestly hope to achieve, social mobility inside of the nation is relatively easy, and the citizens enjoy some of the largest degree of personal liberty on the continent. A booming middle class continunes to push forward the envelope on the exact meaning of the nobility, nearly pulling the entire peasantry along with them, the Middle Class stands as one of the largest in the Realm. Lower ranked noble titles, Baron, Count, and High Count, are ranks that can be bought with the land they offer, allowing one to vote in the Realm’s Court in the election of the actual ruling lords, Dukes and above, and those Elector Lords going on to elect the proper Realmholder.
Achletui Lands
Coistelaen, Kingdom of
The Land of Sands, resting nearly entirely inside of the aptly named Coistelan desert, the Kingdom is marked by this life and existence, with rolling hills of sands bluffed against sheer cliff mountains. Cities are sparse, proper settlements are rare, and the people that call this land live a hard life, but they do forge an existence in harvesting the rare fruits and goods that seem to only allow themselves to be produced inside of the Kingdom, with the rare Rosefruit being one such commonality popularized nearly the world over from this little kingdom in the sands.
Tersinny, Princedom of
Tersinny, existant only really for the geographic location it finds itself in, a people forged a life into the high rises of the Anzovmo Hills that cut off the region from the rest of the continent. It’s become a hotbed for bandit activity, with a hardly existent government, a hands off approach if there ever was one, the Mountain Price hardly is ever heard from by the outside world.
Ariostinie, Kingdom of
The ancestral homeland of the Achletui peoples as a whole, having migrated throughout the mountain chains and deserts to the North, Ariostinie stands as the shiny example of what the Achletui people are capable of when they are given proper land to govern and thrive in. A coastland, they are offered the freshest bounties of the seas, and operate a long traderoute that leads from Fuchyco all the way to Noltin, where Arcanly purified freshwater and salted fish travel north in order to assure the survival of the more destitute people in the region. The entire Ariostinian culture seems to be based off of self sacrifice, with a commonality to take your day to help your neighbor, parents, kin, and friends with whatever tasks they may need help with, work itself being considered a blessing. Peace being a concept that can only be found as a unified whole, instead of an individual, helping the community to help yourself. Soldering and government work in general being seen as the obvious evolution of this idea.
Aipresh Gulf
Nidtse-Frevarea, United Kingdom of
The Wars that led up to the unification of the Nid-Fre Dynasty are nearly lost to time and age, but the etchings in caves on the isles tell in soddy pictograms of grand warfare and horrific droughts, something that would only see proper resolution with the rising of the Nidonian and Frevarea Kingdoms. These two states seemed to be on the same path that the rest of the Xelommi Isles were, the threat of war was real and an honest possibility, however, some quick stated diplomacy by the Nidtse Regent found a suitable candidate for marriage, and through the years, a real union was forged out of the nations.
Ovcardling Markstate
Regarded as an artificial creation in the Witchingland, the Markstate orginally began life as the Wegelenzia Ovcard Order of Knights, eventually simplified to the Ovcardling Order once the Sticanior Crusade was called by the High Sovereign of Wegelenzia. This saw the land, then known as Dwa’voshin, taken to war with this Knightly Order, backed by Wegelenzian gold. Slowly, through years and years worth of warfare, the Knight Order would gain a foothold on Dwa’voshin, pushing the tribes and chiefdoms back further and further, and in the warpath behind them, Wegelenzians would find new settlement, constructing towns and settlements on the ashes of the old Dwa’voshans. The city of Stricanior, the Jewel of the South, was expanded across the strait, becoming the largest city on the continent in a bid by the Wegelenzian Realmholder to secure the land for themselves. However, as the war closed to an end, and the Ovcardling Order stood victorious over the mounds of the dead, the Grandmaster sent a simple message to the Realmholder.
“This is our land, we died for it, as humble servants, do not test us.”
Thus, instead of directly annexing the land, the Wegelenzian realmholder created a March out of Dwa’voshin, and eventually, the Marchlord declared sovereignty fullsail, with a hefty treaty to the Wegelenzians, and now holds the title of Marklord. The Wegelenzians dared not draw the ire of the former battlehardened Crusaders, not wishing to bring war to their own lands.
Life in the Markstate is dominated by the Ovcardling Order Remnants, with it’s hands being in nearly every last drop of policy making, however, life for the Dwa’voshans have improved in the Markstate of recent years, with their language being adapted as the second official language of the State.
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/// Heya all, this is my first draft for trying to write up a proper description for a setting I've been knocking back and forth for sometime, some of my lads suggested I post it here, so here yall go. Hope you enjoy, a lot of this is destined to be rewritten and given more detail, but right now it's just a proof of concept. Whatever questions, comments, or concerns you have, throw them at me.