The world of Theia. Part 1: Ionis.

mapa ricardo5

Every story, every adventure needs a place to… well, take place. So this is Theia, the world where Tempest Blades takes place. Actually, it’s just one of the continents in Theia, where the story of this particular arc of Tempest Blades takes place.

But first a few data on Theia: it’s a planet similar to Earth, slightly bigger –with the corresponding increased gravity- orbiting a sun within the habitable zone. It has two moons: one is round like ours, the other is a smaller, elongated one (no one really knows what the hell it is) that appears only when something on the mystic side takes place. It also has a thick ionosphere, with the result of massive storms rolling over the continents, and affecting the development of telecommunications and high altitude flight. Thus they have developed differently. Weather is mostly the same, but a bit more extreme and has both similar species to Earth (and from two other planets) and endemic ones. It also has a highly stable magick energy field atop the magnetic one.

Ionis is the central east continent of the planet, the most densely populated despite being the second or third ‘colonized’. It’s part of a larger landmass, divided by mountain ranges such as the Jagged Mountains and inner seas on the south. The Grasslands is where the most eastern continent starts. Nowadays the continent is organized under the rule of the Free Alliance, a coalition of city-states and small kingdoms and republics that formed after the Great War took down the Old Kingdoms. There are no nominal borders within its territory, although each city-state has under its protection the smaller ones, as well as towns.

The freefolk nations shares space with humans with relative peace and their settlements rule themselves but in an alliance with the city-states as formal members of the Alliance. Freefolk and human intermingle with such frequency that it’s almost impossible to distinguish one from another (unless someone uses magick). Samoharos are a rare sight in the continent, only visiting ports such as Portis, Saint Lucy or the Seven Watersnakes.

Weather and vegetation are similar to that of British Columbia. There are still cultural, economic and sports-related rivalries within its regions, which sometimes can spill into minor conflicts. But for the most part, Ionis has endured a century of peace since the war ended. Think the European Union or the Carolingian Empire.

The map, for the sake and brevity, only depicts places that are mentioned in the actual story or are really important (such as the three main cities). There are more places there, but it would have been madness to fit all in that space. So this is a primer on the places marked there. In alphabetical order.

Belfrost: the short name of Belger’s Frost, in honor of Belger, the famous explorer that mapped most of the continent and founded the city as last stop before going into the Grasslands, where he would get lost forever. Now is considered the “city of spies”.

Carffadon: important commercial and touristic town in the Emerald Island due to its key location on the banks of the river Breen. Home of artists, poets, merchants, and pubs.

Emerald Island: the major power of the region, it coalesced into a single rule under King Castlemartell the leader of the Alliance during the war and now ruled by his daughter, Queen Brenda ‘The Long-Lived’. It has the largest overall population of freefolk outside the regions neighboring the World’s Scar.

Lemast: tiny town in the shadows of the Jagged Mountains. Only memorable for their particular architecture, the strange mausoleum in the middle of a cemetery and the regiment posted there to guard it.

Longhorn Valley: the place where the war was won by the Alliance and where the Light Explosion took place.

Manfeld: the oldest city in the continent is now a major commercial, cultural and industrial center. Its high walls, location upon a hill and easy access to water made it the perfect defensive spot and was the only mainland city to don’t fall during the war, although the siege that took place did a number on the city. It also has the largest population of city freefolks.

Maze, The: a  most peculiar region of the World’s Scar. It is said that it’s the exact spot where a certain goddess entered the world the first time. As such, is a place with reality warping properties, gravitational waves and endless roads that can get you lost. Also, it has dangerous predators there. It is the most important place for the freefolk nations as it is considered the location of the birth of their culture and where they discovered how to use magick. Visiting the place at least once in their lives is a significant goal of every freefolk on the planet.

Mercia University: one of the many universities on the continent. Recognized by its advanced programs in arcanotech –first of its kind-, design & engineering and freefolk-human relationships. It has an exchange program with Ravenstone.

Portis: the merchant city. It controls all the islands and maritime trade routes from and to the continent (think Venetia during the Renaissance). Famous for its legendary swordsmen and swashbuckling escapades that inspired hundreds of novels. Rumored to be founded by sailors that worshipped a strange sea deity. Most megacorps such as that from the Galfano Family have their main offices there.

Ravenstone: THE place to learn magick. It’s a mostly an only-freefolk school, although it does take human students with an aptitude for magick. Reaching it’s hard, but that’s on purpose, given that housed students of all ages, it needs to be a safe place for them. Located deep into the Maze region of the World’s Scar, it’s the perfect place to practice magick without blowing up the neighborhood.

Saint Lucy: capital of the Emerald Island and one of the three main cities. Founded on the remains of an ancient capital by King Castlemartell and named in honor of his deceased wife. It’s also known as the ‘city of blinding lights’. Queen Brenda rules from there.

Samheil Mountain: tallest peak in the Emerald Island. It is said to be haunted by fey –will-o-wisp creatures- and it’s the place where Fionn decided to settle after his return.

Sandtown: Its original freefolk name is lost, but it is believed that it was the location of the capital of the freefolk Kingdom of Umo (or Ulmo, spelling varies from tribe to tribe), before its fall almost a millennia ago due to a terrible catastrophe. Nowadays it’s a small town that houses Queen Brenda’s secret retreat and the nominal seat of the Free Alliance ruling council. Although nowadays the council rotates location between the Three major cities (Portis, Manfeld, and Saint Lucy).

Seven Watersnakes: a most fertile region on the continent, home of farms, cities, and ports. The region was in ancient times home to three quarreling kingdoms whose inhabitants’ exploits formed the basis for the Romances of Monstegur, a popular series of books, movies, and video games.

Skarabear: town located in the extreme north of the Emerald Island. Hometown of Fionn, it is the prime example of human-freefolk friendly coexistence, thanks to its legendary daughter and son and their exploits during and after the Great War. While part of the Emerald Island, it’s a town that tends to consider itself independent of the main rule from Saint Lucy and while friendly to outcasts, its inhabitants keep to themselves for a mysterious reason.

Thunder Pass: the nominal south-eastern border of the continent. Known for the endless thunderstorms that take place there. Currently the home of the power farms that provide energy to the continent.

World’s Scar: it’s a canyon… that crosses the whole planet (yes even under the ocean it’s rumored to have walkable spots. The place with most magick energy. In older times it was considered the geographical northern border of Ionis, but with the inclusion of the northern freefolk settlements of the Boreal Forests that became part of the past, with now the start of the Tundric lands the new frontier. Legend says that it was created when a certain goddess entered the world in her full form.

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Creating the map of your setting is not an easy task. Coming with shapes, names and geologically coherent structure is an intricate work of love. Thankfully I have a great illustrator -who is also a science buff- on my corner: Mr. Marco García.

He usually draws dinosaurs, cryptozoologist guides, and storyboards, but he agreed to help me with this, providing we stuck to geology and geography rules, with one exception (which is a magical place that violates the laws of nature on purpose). His input has been invaluable and even helped me to reexamine how some bits of my worldbuilding should go on.

The image above is the result of such collaboration. It is the location where the adventures of my characters from Tempest Blades takes place (at least the first novel-arc) It is not a complete map of the world (there are like 3 more continents still on the works) and of course the places pointed in the map are not the only ones in existence, just the ones used in the novel.

I have to say, I love the little details and the coherence between rivers, marshes, and mountains. Even the little, unnamed islands and the waves. As a first approach to this, I can’t be any happier. And if you want to see more of Marco’s work, go to his DeviantArt page.

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