Sarea

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"Even to the most veteran of adventurers and explorers, this new, magical frontier is perilous; there are reasons behind the failures of our earlier incursions and expeditions, and we are about to find out."

Summary

This island, seemingly having appeared into existence from nothingness, is now a newfoundland that much of Rhyst has set their sights on. From the earliest account of missing individuals or rogue vessels bound for what was then an empty swathe of ocean we can derive that it has perhaps been no more than ten years since cartographers have had to rewrite their maps. Not much information has been circulating regarding the Isle as few of the early expeditioners had made it home. It is common knowledge, however, that Isegrád and Arlandria believe it to be the center of some enigmatic, mystical phenomenon. Of the few visitors of whom had the fortune to succeed in returning, they, too, confirm that it is a microcosm of magic.
Those who returned not only spoke of the fantastical environment effusing with energy, but of how it was one of the harshest frontiers they had the misfortune of exploring. The abundance of magical fauna and flora alike--- of which commoners would be lucky to have encountered in singular lifetimes-- flecked the thick, unwelcoming terrain of the Isle. Creatures, capable of weaving intricate magicks to ward off invaders, met with many early explorers-- often with lethal efficacy-- and if they were lucky (or strong) enough to survive such encounters, the greed and knives of your comrades were not far from each other's necks. Wealth beyond measure could have been found as rare, valuable resources that were scarce everywhere else in the world could be found literally growing off of every other tree. Yet, what lingered in the backs of many-a-scholar's mind was the singular question: "Why?"
After ten short years of sentient history on this island, it is littered with ruins of past attempts to colonize-- perhaps an apt reminder of how the old world fares against this new, mystical environment for those to come. Now come, however, the major expeditions from Rhyst's great nations; they have made stable footholds on the Isle, yet any further towards its centre would be met with pure, unadulterated wilderness. A few camps and makeshift homes could be found, often occupied by the lucky or venerable few that had survived past expeditions. Though by now, whether law and order would have been maintained in such territories is an ever present uncertainty.

The Island

Recently, the island was named Sarea. For all intents and purposes, this island didn't seem to exist on most maps a mere few years ago. Other than that, reports say it's fairly ordinary: terrestrial, with snowy mountains to the north and a temperate southside. Deeper investigation fails to bring back results as lone visitors seem to get lost there, but... those who have returned provided information that indicates it's more magical than other locations by far, and more lush as well. Life seems to thrive atop this place, for whatever reason.

The Factions

Both Arlandria and Isegrád have spearheaded the exploration of this apparently fresh island. While it wasn't even close to being public knowledge before, there are all sorts of propaganda missives about it now, claiming that this is the "newfoundland" and that it holds the secrets to all magic. Whether it's an attempt to get willing souls to go try and save the world or whether the island actually does hold the secrets to all magic and they're looking for a leg-up on the competition can't be determined easily. What can be determined easily, though, is that it's serious either way.

The other hotspots were given an outpost, then a fort. This island has been given more attention from both major factions than any other event in recorded history, with each sending a monumental percentage of their Empyrean and their Hedera- their chosen elites- to ensure it proceeds as planned. Every operation before has ended in failure, with small groups getting lost there and even larger ones falling to mysterious ne'er-do-wells at the shoreline. Now, they're sending veritable legions instead, and naught but the end of the world could hope to halt this adventure.

History

Notable Locations

Providence

Fort Urosil

Lett-Mora

Lilymire