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Quests Of Change
Quests Of Change

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The World Of Quests Of Change: Part One (Alpha 0.1)

The setting of Quests of Change is sizable and varied, home to a wide range of environments and cultures. The world is made up of three fractured realms: the Realm of Mortals, the Realm of Corruption, and the Realm of the Pure. While the vast majority of mortals will spend the entirety of their lives within the Realm of Mortals, some of the most experienced and powerful adventurers may trek into the latter two realms. While the Realm of Corruption and the Realm of the Pure are each comparable in size to the Realm of Mortals, these alternate tangents of reality are only accessible through the use of the most potent magics.


Realms:

Realm Of Mortals: Also known as Earth, the Realm of Mortals is the most varied of the realms of reality. Home to vast seas and deserts, lush forests and jungles, harsh tundras and mountain ranges, and countless cities, the Realm of Mortals contains the most heroic adventurers and some of the most dangerous monsters alike.

Realm Of Corruption: Inhospitable and eldritch, the Realm of Corruption is the home of demons and fiends. Ruled over by the perverter of form, the Realm of Corruption is completely consumed with hedonism and debauchery. Unlike beings of the Mortal Realm that are most often stay relegated to their home realm, Demons regularly attempt to spread the corrupting influence and wanton sexuality of their realm to others.

Realm Of The Pure: The home of Gods, Demigods, and Angels, the Realm of the Pure is a sacred and incorruptible place of order and justice. This realm is made primarily of vast seas of clouds and floating isles full of vibrant flowers. While the Realm of the Pure is viewed by some as a paradise, it's regulations and high standards are strictly upheld. Though beings native to this realm are effectively ageless immortals whilst within it, many Demigods and Angels have fallen victim to the corrupting influence of demons when visiting the Mortal Realm.


Countries of The Realm of Mortals:

There are a multitude of countries that may be explored throughout the Mortal Realm. While characters of any race and class, alongside the descriptions of each country, you can find the most common races and classes found within that area.


Centrilia: The largest country in the Realm of Mortals Home to vast forests, plains, and mountain ranges. The capital of Centrilia, Roa, is a sprawling city run by several guilds, each with their own unique specialization. While their are countless guilds, some with incredibly niche specializations, the most influential of these guilds are the Guild of Magic and the Guild of Adventurers. Every race can be found here, though deep-sea merfolk are the most uncommon here.

Native Races: All

Common Classes: All

Ruler: Council of Guilds (Sitting head of the Guild: Cybil The Flame-Fist)


Hendrea: A country of vast open plains, and sizable merchant outposts, Hendrea is a land that functions as the realm's hub of trade. The native home of the Beastfolk, every five years, the leadership of the country is cycled to a member of League of Beastfolk, a group made up of representatives of each subrace of Beastfolk. Hendrea is the second-largest country within the realm. While many take up permanent residence within given outposts, it is common for inhabitants of Hendrea to live nomadically, regularly traveling between outposts.

Native Races: All Beastfolk

Common Classes: Knight, Berserker, Pugilist, Naturalist, Thief

Ruler: League of Beastfolk


Talizan: A beautiful country full of dense, lush forests, and a seemingly endless labyrinth of interconnecting rivers, Talizan is a peaceful land home to a wide array of wildlife, though it has a bloody past, leaving it littered with moss-covered ruins. Home to farmers, hunters, and artisans that can be found within small villages peppered throughout the land, Talizan is the ancestral home of the Dryads. After first queen of lions took the throne of Hendrea, many wolf beastfolk aimed to make Talizan their new home. While the overgrown ruins of forgotten cities and temples serve as reminders of bygon wars between the two, they now live united under the rule of a shared throne. While the capital of Talizan may be the city of Mityr, the largest settlement in the country is the Merfolk city of Underflow, found beneath Lake Talizan.

Native Races: Wolf Beastfolk, Dryad, Freshwater Merfolk

Common Classes: Archer, Naturalist, Priest, Thief, Beast-Tamer

Ruler: Tarviel, of the First Tree


Sol: Sol is a pristine oligarchy of perpetual day. Though small in size, Sol is quite potent in regards to its military might and influence. This is largely in party due to the fact that Sol serves as the home of the devout church of Purification, also known as the church of Solys. This country is home to many of the most gorgeous beaches and gardens within the Realm of Mortals.

Native Races: Solar Elves, Humans

Common Classes: Priest, Knight, Inventor, Pugilist, Archer, Esper

Ruler: Lorelei Lumina, Archbishop of the Church of Purification


Luné: A land blessed by the goddess of the moon, Luné is a land of perpetual night. Home to sizable cities full of gothic architecture, the land totes a surprisingly warm climate; a gift from the moon goddess. The country was founded by the Lunar Elves, though it is also home to sizable amounts of cat and bat beastfolk. Luné is a center of the arts, home to a multitude of museums and opera halls, but the country is also home to various crime families as well a its fair share of hedonism. The darkest secret of Luné is that its undercity is home to the only permanent rift between the Realm of Mortals and the Realm of Corruption.

Native Races: Lunar Elves, Cat Beastfolk, Bat Beastfolk, Arancrian

Common Classes: Knight, Arcanist, Elementalist, Priest, Thief, Esper

Ruler: Clemetis


The Frostlands: The frozen tundra and mountains of the Frostlands are some of the most unforgiving regions of the Realm of Mortals. While a small number of towns can be found throughout this perilous land, it is a largely lawless country in which the strong strong survive and the weak either leave or perish. While many succumb to the harsh snow of the Frostlands, some elementalists specializing in ice magic who aim to perfect their craft come here to study the ways of the cold.

Native Races: Human, Wolf Beastfolk, Ogre, Anquandri

Common Classes: Archer, Berserker, Pugilist, Elementalist, Beast-Tamer

Ruler: None


Empire Of Waves: A small yet proud nation that lies on the ocean floor, the Empire of Waves is home to the militaristic Deep-Sea Merfolk. While the elusive Emperor of this nation is always increasing the potency and size of its military, the Empire of Waves has never been attacked by another nation in it’s thousand-year history. While their military might may be potent, this is largely in part due to the number of dangerous monsters that populate the surrounding waters and islands.

Native Races: Deep-Sea Merfolk

Common Classes: Archer, Knight, Elementalist, Naturalist, Priest

Ruler: Emperor of the Waves


These are just some of the various regions found within Quests of Change with more planned for future updates.


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