Dallurn

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Map of Dallurn

Dallurn is one of the kingdoms located in the realm of Ethion, and is the only kingdom on the planet with connections to PARADIGM. Dallurn is located on the westernmost peninsula of the main continent. It is surrounded on three sides by ocean, and has land borders with Selven, with nearby southern neighbor Bosco. Additionally, the kingdom Caelum and Dallurn combine their sea trade routes. At present, Dallurn is a place savoring in general peace with its neighbors, with a population of almost twenty million people.

See Acalypha for the main city in Dallurn that PARADIGM has access to.

Crest of Dallurn

Administration and Government

It is a state in which the current regime is a monarchy and is ruled by a King, who is the head of the government. Next to the King is the power exercised by the government. The part of the government responsible for the supervision of the Magic and the guilds is the Magic Council. It supervises guilds, including outlawing their activities, has the ability to appoint Wizard Saints, gives official orders and sends complaints to the Guild Masters. The rest of the government is broken up with surprising diversity, ranging from territorial lords to elected mayors, different from town-to-town, though the King remains in full privilege to overrule any local governments. Its capital is a gigantic city by the name of Crocus, and the monetary unit in Dallurn is Jewels.

Life in Dallurn

Life in Dallurn (and true to most of the surrounding kingdoms) is a generally pleasant day-to-day with hard working citizens, though trouble could always brew around every corner. Wildlife and monsters can be dangerous in travel, ranging from giant beasts to intelligent Vulcans (prime-ape like monsters with super human strength, sometimes rumored to have magical abilities). On top of this, the distance between settlements across the kingdom can lead to overreach of opportunistic bandits or other groups of greedy or nefarious purpose. For the quality of life, technology and magic have a subtle intermingling. Steam technology has been discovered and is in use (with many train lines connecting spaces across the kingdom), and on top of this, personal vehicles exist in the form of magic cars which use a wielder's mana as fuel, sitting among more simpler engineered counterparts running on fuels. Electricity is not entirely unheard of but fairly sparse in its usage. One of the major impacts on Dallurn (and Ethion as a whole) is its presence of magic, detailed below.

Wizards in Dallurn

Magic users on Ethion, generally referred to as 'Wizards', often learn by way of inherent synergies with their personality or body. While it can certainly be trained, the results are both very hit-and-miss between individuals, and also vary greatly. Because of this, a plethora of different magics users exist, from hand-to-hand fighters who wrap their bodies in elements, wielders who use different magics to take on the likeliness of animals or even beasts, individuals who can stow and magically equip varied weapons and armor, or even craft runes that set certain rules in an area of (as a handful of examples). It's also woven its way into the daily lifestyle through items that use mana to activate, such as household appliances or motor vehicles. However, the biggest culmination of impact of Wizards comes in the form of guilds. Guilds have the following traits:

  • Guilds always have a name, and a crest. Members of the guild wear the crest somewhere on their bodies like a tattoo, both of pride and proof that they are a member. These are generally difficult to forge.
  • Guilds always must have an appointed guild master, who is responsible for answering for the guild to the Magic Council, who oversees all magical affairs in Dallurn.
  • Guilds may have public job boards, where clients can post different requests the guild may take up for adventure and reward. Teams for jobs are generally self organized.
  • Guilds do not need to separate by rank, except to include the presence of an S-class rank. S-class jobs may at times be posted, which need at least one S-class wizard on the team before lowers may join.

Notable Locations

Some locations as per Dallurn's map (to be expanded as relevant)

  1. Crocus: Capital of Dallurn, sprawling city with a massive arena for the annual games, and the palace proper built up on a rising plateau in the city center. Visible from the city is an endlessly tall tower visible away from the mountains.
  2. Library of Infinity: Present before even Dallurn's lineage, this massive tower rises out from the ground and into the sky, and houses a massive library within. Few know its origins, and despite many attempts to pillage or claim it, the tower has particular guardians loyal only to the honest pursuit of knowledge that protect its internals.
  3. Oshibana Town: Notable for being a waypoint of connecting railways across the eastern side of the kingdom.
  4. Balsam Village: While small, an extremely flashy and oriental looking coastal town known for being a small getaway location.
  5. Acalypha: An impressive looking city with sprawling canals and a high energy in the air. Most notable for the fact that it contains the Soaring Heights guild, which is PARADIGM's prime contact in the world. Well connected to bits of the eastern territory by train.

Notable Factions in Dallurn

The factions in Dallurn that PARADIGM has interacted with (good or bad) has limited to date roughly to those below.

  • Soaring Heights - The wizard's guild of Acalypha, the guild being PARADIGM's primary contact and client through its guild master.
  • Elemental Four - A group of four elemental wizards once belonging to a guild known as Phantom Lord. Phantom Lord was disbanded when their guild master was caught in shady crimes.
  • Astral Tomes - Guardians of the Library of Infinity, these ancient astral constructs are housed within and possess access to the tower's defenses and knowledge. It is said their only purpose is to prevent the misuse of knowledge.
  • Kin of Grimoire - An outlaw band of powerful wizards whose spirits have been tied into their magic, creating potent rule-breaking magic. Said to be creating the Ultimate Wizard in an effort to combat The Black Wizard Zeref, the one who ended the last age of man.