Refracted Light Mods (
modsoflight) wrote2017-03-18 08:57 pm
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The World of Astraen
In the beginning, Chaos reigned. The roiling tumult of Chaos spilled forth from all corners of the universe. Life, death, order, light, none existing in this swirling vortex. But suddenly, in a shining burst of light, Cosmos, the Goddess of Order appeared. Wielding a blade of pure light she drove back Chaos and forged the planets and the stars. It was from this that Astraen was born. As order was brought to the universe, Cosmos brought forth the Lifestream, seeding the planet with the vibrant energy of life itself. From the lifestream came the flora and fauna, the animals, the monsters, and finally, the mortals.
But Cosmos could not rest and watch her creations forge their own destiny. With Chaos surrounding Astrean from all sides, Cosmos once again rode to battle. But, before she left, she gave Astrean one last gift - the Eidolons. Springing forth from earth and flame, wind and water, Cosmos forged the very elements into powerful beings to watch over mortalkind and guide them to their greater destiny. And so, Astraen as abided for eons, mortalkind working alongside the Eidolons and from their guidance raising massive cities of stone and steel. With the Eidolons at our side, all things are possible.
Races: There are a number of different sentient races that call Astraen home. While in times past many were tribal and great wars were fought between them, today in the large metropolises they live together in (relative) harmony. After all, in an environment where allegiance is the major mark of a being, who cares if you're seven feet tall with horns or three feet tall with white fur?
While all races can be found in either of the great nations, some races are known to favor one over the other.
Humes: Humes are a populous and versatile race known to have large communities all over Astraen. Humes are naturally sociable and are skilled at adapting ideas and customs from other races and making them their own. This also applies to the Jobs they take on, humans are just as likely to excel in feats of strength as magic. They are among the taller races, standing between five and six feet tall, and rarely live past 100 years. Humes have a very diverse range of skin tones and hair color, making them somewhat unique among the races who tend to have much less variance (although the Bangaa easily exceed them in skin color). Humes can be found in almost every part of Astraen and equal numbers exist in both Dalvarus and Liciae.
Bangaa: The Bangaa are a lizard-like race that are commonly found in the warmer climates of Astraen. They are a physically powerful people with exceptional hearing, but struggle with common magic in Astraen due to their vocal structure being different from most other races. The Bangaa are long-lived, living to be as old as 200 and are a non-dimorphic race. They do not share the visible major sexual characteristics commonly found in other races making it difficult to determine their assigned sex for non-Bangaa. Due to their vocal structure, they have a tendency to slur the "s" sound, making it sound like a reptilian hiss. Bangaa are not true lizards, they are still capable of growing limited hair, usually on their faces. Like lizards, however, they can be just about any color in the rainbow. Bangaa are most commonly found in Dalvarus.
Viera: The Viera are a rabbit-like race that typically dwell within the great verdant forests of Astraen. An aloof and mysterious people, Viera communities are often completely gender-segregated, with male and female Viera living apart and only interacting when absolutely necessary. Swift, agile, and exceptionally long lived, Viera can live to be about 300 years old. Viera are extremely sensitive to the flow of the Lifestream, and in places where the Lifestream flows particularly thick, it can drive them into a frenzy, dramatically enhancing their physical strength at the cost of turning them into an enraged beast. Viera tribes typically have light hair, often white or blonde, but some will dye their hair to darker shades if they live in more cosmopolitan societies. Viera are most commonly found in Liciae.
Nu Mou: The Nu Mou are a dog-like race, short of stature and with a shaggy look that often gives them an aged appearance even when very young. They are squat and often stand hunched-over, enhancing their reputation as one of the smaller races. Standing at full height a Nu Mou seldom tops 5 feet. Nu Mou are rather fragile physically, but they make up for it by being extremely sensitive to the flow of magic which they can shape with uncanny proficiency. Living to an age of about 300 years old, Nu Mou are often regarded as wise and scholarly, and their unparalleled mastery of the mystic arts simply cannot be ignored. Nu Mou are most commonly found in Liciae.
Moogles: Moogles are a lagomorphic race, short in stature with long fuzzy ears and a coat of white fur. A bright red pom extends from the top of their heads and two small bat wings extend from their back, although the wings are not large enough to support actual flight. As with the Bangaa, Moogles are non-dimorphic so their assigned sex is not readily apparent to non-Moogles. Moogles are typically between two and three feet tall, almost never topping four feet. Clever and inquisitive, Moogles are said to have been the first to have mastered flight through the construction of airships, although some pursue more martial or mystic pursuits, both of which they excel at. They also run a courier service known as the Mognet, which carries letters and packages throughout Astraen and is the only reliable delivery service that can cross country lines. Moogles also maintain the Aetheric Network used for instant communications, the various message board and chat functions being their invention. These are all considered Mog.net productions, and the software is used in both kingdoms. Moogles are a rather cosmopolitan bunch and can be found in equal numbers in either nation.
Au Ra: Au Ra are a tall, proud race closest to Humes in appearance but possessing decidedly draconic features such as horns and a lizard-like tails. Males can easily top seven feet, whereas female Au Ra are much smaller, usually standing around five feet. While folklore suggests they are descended from dragons, modern scholars vigorously refute this as while there are a few superficial features they share, there are many other traits Au Ra possess (such as the huge height disparity between genders) that is decidedly unheard of in dragons. Au Ra are most commonly found in Dalvarus.
Lalafell: Lalafell are a short race, standing only two or three feet tall, with pointed ears and a deceptively strong frame behind such a short stature. Cunning and clever, they're known to prefer warmer climes and are known for great prowess in agriculture and commerce. While their builds are both short and rotund, they are extremely agile, and can run astonishingly long distances and for long periods of time. Like Humes, Lalafell have a large degree of variance in both skin tones and hair color. Lalafell are most commonly foun in Dalvarus.
Miqo'te: The cat-like Miqo'te are a tribal race that have two distinct tribes, the diurnal Seekers of the Sun and nocturnal Keepers of the Moon. Intensely insular, the Miqo'te are much like the Viera in that they prefer to keep company among themselves, although not to as an extreme degree. Instead, their socities are much more focused on rank and class stratification. Quick and agile hunters, the Miquo'te tend to prefer warmer climes with lots of prey. Despite their clannish nature, Miqo'te are very adapatable, and those that move to the city often discard their status-based social mores entirely. Miqo'te are most commonly found in Liciae.
Elezen: The tall and graceful Elezen are the elder race of Astraen, being said to have predated all other races. They rose to prominence millenia ago, raising mighty empires with powerful magitek weapons and mastering the world. However, a calamity laid them low, casting down their great cities and destroying much of the civilization they had built. The Elezen of today are much diminished, although their remnant communities do their best to preserve the lore, culture and knowledge of times past. It is said the great ruins that lie under Dalvarus were once an Elezen city. Elezen remnants are scattered all over the world, and as such they can be found in equal numbers in either nation.
The Mognet:
Owned and operated by a privately owned, publicly funded Moogle consortium, the Mognet, and its newer advanced version the Mog.net, are the primary means of communication within Astraen. The Mognet is the public courier service that travels and delivers letters, packages, and other physical mail throughout and between the nations. The Mog.net is a new digital platform. Harnessing the magic weave to create powerful network, Mog.net is cutting edge magitek that allows the transmission of text, audio, and video through the mystic ley lines cast by large crystal towers constructed throughout the network. Mognet has worked in conjunction with private developers in both Dalvarus and Licaie to make handheld Linkshell devices that allow transmission of these instantaneous communications. Far removed from the audio-only earpieces of yesteryear, the Linkshells now come in a variety of brands and functions, generally featuring a smooth crystal screen that responds to the touch and latent thoughts of the user. The most popular of these devices are the iMog, which is trendy in Liciae, and the Golem, which is more common in Dalvarus.
Linkshell Communication: The Linkshell is the primary form of communication and serves as the primary network for Refracted Light. It functions similarly to a Smartphone, allowing you to send text, audio, or video. Additionally, each Nation, as well as the Crimson Rose, all have their own message board open to their civilians which can be used for public posting. The Crimson Rose's message board is open to all nations in an effort to bring the nations together, but also has a private board just for Crimson Rose members. Typically the function of the private message board is to discuss moderation of the public board, as while the two nations are at peace Liciae and Dalvarus citizens are constantly starting arguments and flame wars in the public message boards.
Beastiary:
Aside from the sentient races, there are a number of other creatures that roam the world of Astraen. Some are helpful, many are quite harmful, but they all coexist in some degree of harmony.
Chocobo: The chosen steed of the land, Chocobos are birds ranging from four feet to eight feet in height with long, powerful legs, short wings, and a distinctive cry of 'Kweh'. Originally these birds are a bright, cheery yellow in plumage, but thanks to a mixture of selective breeding and the usage of certain plants in their diets, the birds can come in a wide range of colors from ivory white to midnight black, and every color of the rainbow - some breeders are attempting to breed birds with silver or golden plumage. There is a persistent rumor that these normally flightless birds can be taught to fly.
Bomb: The most perplexing of all the monsters that roam the world, Bombs seem to have only one purpose: to throw fire at things and then blow themselves up apparently just for the sake of it. Generations of research and speculation have yielded no definite answers as to their purpose or biology but the general opinion is Chaos is just kind of a jerk.
Tonberry: The object of many a cautionary story about the dangers of children misbehaving. Tonberries are mysterious, small creatures that sneak wordlessly through the darkness carrying only a knife and a lantern and even a single stab can bring tremendous damage or even kill outright. The little research done on these creatures has noted that the damage seems to be worse on people who have done greater harm in their lives, leading some to speculate that a Tonberry is an agent of karma. If that, or anything else is their motive, is entirely conjecture and the Tonberries themselves sure aren't telling.
Malboro: Malboros are a kind of carnivorous plant that lurk in the darkest parts of the forests of Liciae. They first lure in their meals with a cloying sweet scent, and once they sense something warm, they immediately spew a nasty bile from it's "stomach" so foul that not only it poisons anyone unfortunate enough to be hit by it, it temporarily blinds them, irritate their throat so severely that most survivors report having lost the ability to speak, and paralyze them. Once weakened, the Malboro attempts to pull the victim into it's body with it's tendrils. While exceedingly dangerous, many Chemists take great risks to hunt these things, as their bile is quite useful in any number of potions and weapons.
Behemoth: Enormous and tremendously dangerous and aggressive creatures, Behemoths are purple furred canine creatures of immense size and strength. Incredibly hostile, Behemoths wander the world and ruthlessly attack anything they come across with a combination of immense physical strength and a powerful arsenal of black magic spells. Worse, as they grow they only get better at this. Younger Behemoths are quadripedal monsters who use sheer physical force and rudimentary black magic, while older ones eventually develop into bipeds and begin to use weapons and more powerful, and complex spells eventually developing into the near-legendary Behemoth King. Very few warriors can claim to have defeated one of these monsters and even well-equipped parties can find themselves in great danger.
Sylph: Slyphs are a beastfolk in the woodlands of Liciae, resembling little fairies made out of freshly-budded leaves with a head that resemble a cabbage, unlike other creatures they reproduce asexually with seed pods and the concept of gender is foreign to them. Other than when they first 'bloom', and when they die, they spend their entire lives flying above the ground. They are very shy, and place a strong emphasis on their strange and complex from of etiquette - those that try to follow are treated well, while those the Slyphs considered rude are harassed with pranks until they are forced to leave. Villages that are near Slyph will often find items misplaced in strange locations, their houses clean, or gifts of forest fruits left in their shoes, depending on the Slyph's mood.
Cactuar: Cactuars are common in the arid, desert territory around Dalvarus where they are regarded largely as a nuisance than a serious danger. They make an annoying habit of leaping out of rocky outcroppings and spraying travelers with needles. A painful and irritating creature but little more.
Unless you run into one of the big ones.
Coerl: Coerls are large predatory felines notable for whiskers that are as long as their entire body length and a beautiful spotted coat - though some Coerls have been known to sport a deep deep coloration. The elongated whiskers aren't merely for show, as they act as venomous whips to paralyze their prey after ambushing them to prevent their escape. Their fur is popular among the upperclass of both countries, and there is a recent trend of keeping Coerl kittens as pets, though they soon grow too big for most owners to handle.
Flan: Flans are another of the more bizarre creatures wandering Astraen, found in any environment. To put it bluntly they're little more than living blobs of goo that hunt by waylaying passing creatures then absorbing them into themselves to dissolve them, gaining mass and strength as they do. Some of these creatures have elemental affinities and cast weak spells corresponding to said element while also possessing the appropriate weaknesses and immunities.
Adamantoise: Another of Astraen's great beasts, the Adamantoise is a huge reptilian creature that resembles giant turtle crossed with a dragon. In fact, they're sometimes referred to as Dragon Turtles. For the most part though, Adamantoises are relatively harmless and content to live alone in their lairs and would prefer very little interaction with the outside world. Relatively harmless, however, is not completely harmless. Adamantoises are fiercely territorial and will savagely attack any intruders who invade their space. Usually fleeing is enough to quell an Adamantoise's fury but a particularly ill-tempered or incensed one will pursue intruders vast distances, never stopping until they or it are destroyed.
Goblin: Goblins are small, green-skinned humanoids that are generally considered vile little troublemakers among the other races... and that reputation is largely deserved. Goblins are covetous, cunning little creatures and Goblin "merchants" have a reputation as scammers and thieves. In the wild, Goblins will often ambush travelers and while a lone Goblin isn't much threat, there's never only one and they usually have other monsters accompanying them and have no compunctions about killing to get what they want. While a handful of them may not follow this path they are few and far between and even the most tolerant will hesitate to turn their back on a Goblin. Also they smell. Real bad.
Kraken: The original Kraken was a terrible squid that haunted the seas, easily dwarfing the whales and galleons it hunted until it was slain fifteen years ago. Unfortunately, the beast had brooded, and it's numerous offspring swam into freshwater rivers and swamps. They're now a nuisance all over Liciae, their sheep-sized but still babyish transparent bodies making them very difficult to see on cloudy days as they lie in ambush for anyone or anything that strays too close to them, upon which they latch on and drag below the water to tear at with their beaks. Older Kraken offspring can be found in lakes and swamplands, having lost their transparency and become more aggressive hunters.
Dragon: Supposedly, the original, oldest and most powerful species on Astraen brought into being the first time Bahamut's breath mixed with the various elements. This origin is hotly debated, mostly by the remaining Elezen, but regardless of where they come from nobody can doubt the power of a Dragon. Even hatchlings are nearly the size of a grown adult and there are stories of great beasts whose wingspans cast shadows over whole cities. While used in plenty of Dalvaran artwork, Dragons themselves hold no allegiances, not even to each other and are solitary creatures who run the full gamut of morality. From rampaging beasts burning communities and devouring fields of livestock to wise and benevolent beasts guarding ancient ruins and libraries.
The Archons:
Mysterious and implacable, the Archons are strange creatures of gold and silver that appear without warning and lay waste to entire settlements. They typically appear in flashes of light and put the settlements to the sword, burning and razing them with military, almost mechanical precision. They are implacable, unyielding, and merciless, and none are spared their sword. It is unclear if they are sentient and if they can communicate, but pleas for mercy are not granted. Archons are brutally efficient and will usually slay everyone within the settlement, when they were first observed they left no survivors and people were only finding the aftermath but recently some have managed to escape and report. The presence of Echo bearers has enabled some settlements to survive or some people to escape, and people are beginning to report on them and record their forms.
Magic:
While different cultures and societies might disagree and argue over the nature of the gods and the Eidolons, everybody agrees on the power of magic and few traditions are as ancient or widespread as the practice of it.
In essence, magic is the act of using the energy filling the world to generate various effects called spells. While it has taken many forms over the years, the most common and versatile form of magic remains magecraft wherein a spellcaster draws on the magic energy within themselves to cast their spells. Theoretically, every living being has a pool of magic within them but being able to use that energy to any appreciable effect takes years of practice and study. Much like a muscle needs to be exercised to grow strong, so does a Mage's magic pool and much like a skill needs to be studied and practiced so do their spells. These spells can take any number of forms, some requiring studying dusty old tomes and memorizing incantations, others requiring special stances or motions, and in some cases, even songs.
Crystals
Almost as old as the traditional practice of magic is the discovery and usage of Crystals. Crystals are naturally occurring formations that have the unique property of absorbing and containing magic. In practice, crystals are typically used as batteries of a sort, storing up magical energy for later use. Highly versatile, crystals are used for any number of things. Some Mages embed crystals in their staves to act as additional reservoirs of power to bolster their spells or allow a backup for when their own reserves run dry. Others use "inscribed" crystals to store precast, single-use spells to be used on the fly and still others embed them into weapons and armor to bestow certain abilities and effects on them.
Crystals are far from a perfect substitute for traditional spellcasting though. The amount of energy stored in them is finite and once it runs dry it will need to be recharged either by a Mage or some other source, with Mages demanding large prices for a charged crystal and even more for an inscribed one. In addition, a crystal can be charged with only one type of energy at a time as attempting to use two will cause a reaction that will destroy the crystal in a dangerous explosion.
More recently, the use of crystals have led to the emergence of a brand new form of magic....
The Crystal Network
Around most major and moderate hubs of Astrean stand enormous crystal pillars. Known as Nodes, they are points within the Crystal Network that connects the world. With the peace treaty, the Crystal Network is finally open between nations, allowing near instantaneous travel between the cities and major towns for a (relatively) small fee.
Magitek
Originating in Dalvarus, Magitek is a new and powerful way to use magic. Magitek uses large, charged crystals combined with ingenious artifice to power elaborate machinery. Dalvarus has used this technology for years to expand their empire and stories abound of looming Magitek tanks and walkers marching relentlessly across battlefields while caster towers roll behind hurling curative spells down on troops armed with firearms and mechanized suits of armor.
With the treaty in effect in recent years, Dalvarus has shared some of the secrets of Magitek with Liciae leading to even further innovations thanks to the Kingdom of Light's mastery of spellcraft. Now, non-military applications of the technology are rapidly becoming more commonplace and even becoming status symbols to some degree. Thunder crystals carry a charge to power devices that generate light and images, wind crystals power devices that carry messages across long distances and fire crystal devices can generate heat and light. Although Dalvarus guards most of the secrets of Magitek carefully, particularly military applications, there's no doubt that the lives of the citizens of both kingdoms and beyond have changed significantly with this new method of magic use.
But Cosmos could not rest and watch her creations forge their own destiny. With Chaos surrounding Astrean from all sides, Cosmos once again rode to battle. But, before she left, she gave Astrean one last gift - the Eidolons. Springing forth from earth and flame, wind and water, Cosmos forged the very elements into powerful beings to watch over mortalkind and guide them to their greater destiny. And so, Astraen as abided for eons, mortalkind working alongside the Eidolons and from their guidance raising massive cities of stone and steel. With the Eidolons at our side, all things are possible.
Races: There are a number of different sentient races that call Astraen home. While in times past many were tribal and great wars were fought between them, today in the large metropolises they live together in (relative) harmony. After all, in an environment where allegiance is the major mark of a being, who cares if you're seven feet tall with horns or three feet tall with white fur?
While all races can be found in either of the great nations, some races are known to favor one over the other.
Humes: Humes are a populous and versatile race known to have large communities all over Astraen. Humes are naturally sociable and are skilled at adapting ideas and customs from other races and making them their own. This also applies to the Jobs they take on, humans are just as likely to excel in feats of strength as magic. They are among the taller races, standing between five and six feet tall, and rarely live past 100 years. Humes have a very diverse range of skin tones and hair color, making them somewhat unique among the races who tend to have much less variance (although the Bangaa easily exceed them in skin color). Humes can be found in almost every part of Astraen and equal numbers exist in both Dalvarus and Liciae.
Bangaa: The Bangaa are a lizard-like race that are commonly found in the warmer climates of Astraen. They are a physically powerful people with exceptional hearing, but struggle with common magic in Astraen due to their vocal structure being different from most other races. The Bangaa are long-lived, living to be as old as 200 and are a non-dimorphic race. They do not share the visible major sexual characteristics commonly found in other races making it difficult to determine their assigned sex for non-Bangaa. Due to their vocal structure, they have a tendency to slur the "s" sound, making it sound like a reptilian hiss. Bangaa are not true lizards, they are still capable of growing limited hair, usually on their faces. Like lizards, however, they can be just about any color in the rainbow. Bangaa are most commonly found in Dalvarus.
Viera: The Viera are a rabbit-like race that typically dwell within the great verdant forests of Astraen. An aloof and mysterious people, Viera communities are often completely gender-segregated, with male and female Viera living apart and only interacting when absolutely necessary. Swift, agile, and exceptionally long lived, Viera can live to be about 300 years old. Viera are extremely sensitive to the flow of the Lifestream, and in places where the Lifestream flows particularly thick, it can drive them into a frenzy, dramatically enhancing their physical strength at the cost of turning them into an enraged beast. Viera tribes typically have light hair, often white or blonde, but some will dye their hair to darker shades if they live in more cosmopolitan societies. Viera are most commonly found in Liciae.
Nu Mou: The Nu Mou are a dog-like race, short of stature and with a shaggy look that often gives them an aged appearance even when very young. They are squat and often stand hunched-over, enhancing their reputation as one of the smaller races. Standing at full height a Nu Mou seldom tops 5 feet. Nu Mou are rather fragile physically, but they make up for it by being extremely sensitive to the flow of magic which they can shape with uncanny proficiency. Living to an age of about 300 years old, Nu Mou are often regarded as wise and scholarly, and their unparalleled mastery of the mystic arts simply cannot be ignored. Nu Mou are most commonly found in Liciae.
Moogles: Moogles are a lagomorphic race, short in stature with long fuzzy ears and a coat of white fur. A bright red pom extends from the top of their heads and two small bat wings extend from their back, although the wings are not large enough to support actual flight. As with the Bangaa, Moogles are non-dimorphic so their assigned sex is not readily apparent to non-Moogles. Moogles are typically between two and three feet tall, almost never topping four feet. Clever and inquisitive, Moogles are said to have been the first to have mastered flight through the construction of airships, although some pursue more martial or mystic pursuits, both of which they excel at. They also run a courier service known as the Mognet, which carries letters and packages throughout Astraen and is the only reliable delivery service that can cross country lines. Moogles also maintain the Aetheric Network used for instant communications, the various message board and chat functions being their invention. These are all considered Mog.net productions, and the software is used in both kingdoms. Moogles are a rather cosmopolitan bunch and can be found in equal numbers in either nation.
Au Ra: Au Ra are a tall, proud race closest to Humes in appearance but possessing decidedly draconic features such as horns and a lizard-like tails. Males can easily top seven feet, whereas female Au Ra are much smaller, usually standing around five feet. While folklore suggests they are descended from dragons, modern scholars vigorously refute this as while there are a few superficial features they share, there are many other traits Au Ra possess (such as the huge height disparity between genders) that is decidedly unheard of in dragons. Au Ra are most commonly found in Dalvarus.
Lalafell: Lalafell are a short race, standing only two or three feet tall, with pointed ears and a deceptively strong frame behind such a short stature. Cunning and clever, they're known to prefer warmer climes and are known for great prowess in agriculture and commerce. While their builds are both short and rotund, they are extremely agile, and can run astonishingly long distances and for long periods of time. Like Humes, Lalafell have a large degree of variance in both skin tones and hair color. Lalafell are most commonly foun in Dalvarus.
Miqo'te: The cat-like Miqo'te are a tribal race that have two distinct tribes, the diurnal Seekers of the Sun and nocturnal Keepers of the Moon. Intensely insular, the Miqo'te are much like the Viera in that they prefer to keep company among themselves, although not to as an extreme degree. Instead, their socities are much more focused on rank and class stratification. Quick and agile hunters, the Miquo'te tend to prefer warmer climes with lots of prey. Despite their clannish nature, Miqo'te are very adapatable, and those that move to the city often discard their status-based social mores entirely. Miqo'te are most commonly found in Liciae.
Elezen: The tall and graceful Elezen are the elder race of Astraen, being said to have predated all other races. They rose to prominence millenia ago, raising mighty empires with powerful magitek weapons and mastering the world. However, a calamity laid them low, casting down their great cities and destroying much of the civilization they had built. The Elezen of today are much diminished, although their remnant communities do their best to preserve the lore, culture and knowledge of times past. It is said the great ruins that lie under Dalvarus were once an Elezen city. Elezen remnants are scattered all over the world, and as such they can be found in equal numbers in either nation.
The Mognet:
Owned and operated by a privately owned, publicly funded Moogle consortium, the Mognet, and its newer advanced version the Mog.net, are the primary means of communication within Astraen. The Mognet is the public courier service that travels and delivers letters, packages, and other physical mail throughout and between the nations. The Mog.net is a new digital platform. Harnessing the magic weave to create powerful network, Mog.net is cutting edge magitek that allows the transmission of text, audio, and video through the mystic ley lines cast by large crystal towers constructed throughout the network. Mognet has worked in conjunction with private developers in both Dalvarus and Licaie to make handheld Linkshell devices that allow transmission of these instantaneous communications. Far removed from the audio-only earpieces of yesteryear, the Linkshells now come in a variety of brands and functions, generally featuring a smooth crystal screen that responds to the touch and latent thoughts of the user. The most popular of these devices are the iMog, which is trendy in Liciae, and the Golem, which is more common in Dalvarus.
Linkshell Communication: The Linkshell is the primary form of communication and serves as the primary network for Refracted Light. It functions similarly to a Smartphone, allowing you to send text, audio, or video. Additionally, each Nation, as well as the Crimson Rose, all have their own message board open to their civilians which can be used for public posting. The Crimson Rose's message board is open to all nations in an effort to bring the nations together, but also has a private board just for Crimson Rose members. Typically the function of the private message board is to discuss moderation of the public board, as while the two nations are at peace Liciae and Dalvarus citizens are constantly starting arguments and flame wars in the public message boards.
Beastiary:
Aside from the sentient races, there are a number of other creatures that roam the world of Astraen. Some are helpful, many are quite harmful, but they all coexist in some degree of harmony.
Chocobo: The chosen steed of the land, Chocobos are birds ranging from four feet to eight feet in height with long, powerful legs, short wings, and a distinctive cry of 'Kweh'. Originally these birds are a bright, cheery yellow in plumage, but thanks to a mixture of selective breeding and the usage of certain plants in their diets, the birds can come in a wide range of colors from ivory white to midnight black, and every color of the rainbow - some breeders are attempting to breed birds with silver or golden plumage. There is a persistent rumor that these normally flightless birds can be taught to fly.
Bomb: The most perplexing of all the monsters that roam the world, Bombs seem to have only one purpose: to throw fire at things and then blow themselves up apparently just for the sake of it. Generations of research and speculation have yielded no definite answers as to their purpose or biology but the general opinion is Chaos is just kind of a jerk.
Tonberry: The object of many a cautionary story about the dangers of children misbehaving. Tonberries are mysterious, small creatures that sneak wordlessly through the darkness carrying only a knife and a lantern and even a single stab can bring tremendous damage or even kill outright. The little research done on these creatures has noted that the damage seems to be worse on people who have done greater harm in their lives, leading some to speculate that a Tonberry is an agent of karma. If that, or anything else is their motive, is entirely conjecture and the Tonberries themselves sure aren't telling.
Malboro: Malboros are a kind of carnivorous plant that lurk in the darkest parts of the forests of Liciae. They first lure in their meals with a cloying sweet scent, and once they sense something warm, they immediately spew a nasty bile from it's "stomach" so foul that not only it poisons anyone unfortunate enough to be hit by it, it temporarily blinds them, irritate their throat so severely that most survivors report having lost the ability to speak, and paralyze them. Once weakened, the Malboro attempts to pull the victim into it's body with it's tendrils. While exceedingly dangerous, many Chemists take great risks to hunt these things, as their bile is quite useful in any number of potions and weapons.
Behemoth: Enormous and tremendously dangerous and aggressive creatures, Behemoths are purple furred canine creatures of immense size and strength. Incredibly hostile, Behemoths wander the world and ruthlessly attack anything they come across with a combination of immense physical strength and a powerful arsenal of black magic spells. Worse, as they grow they only get better at this. Younger Behemoths are quadripedal monsters who use sheer physical force and rudimentary black magic, while older ones eventually develop into bipeds and begin to use weapons and more powerful, and complex spells eventually developing into the near-legendary Behemoth King. Very few warriors can claim to have defeated one of these monsters and even well-equipped parties can find themselves in great danger.
Sylph: Slyphs are a beastfolk in the woodlands of Liciae, resembling little fairies made out of freshly-budded leaves with a head that resemble a cabbage, unlike other creatures they reproduce asexually with seed pods and the concept of gender is foreign to them. Other than when they first 'bloom', and when they die, they spend their entire lives flying above the ground. They are very shy, and place a strong emphasis on their strange and complex from of etiquette - those that try to follow are treated well, while those the Slyphs considered rude are harassed with pranks until they are forced to leave. Villages that are near Slyph will often find items misplaced in strange locations, their houses clean, or gifts of forest fruits left in their shoes, depending on the Slyph's mood.
Cactuar: Cactuars are common in the arid, desert territory around Dalvarus where they are regarded largely as a nuisance than a serious danger. They make an annoying habit of leaping out of rocky outcroppings and spraying travelers with needles. A painful and irritating creature but little more.
Unless you run into one of the big ones.
Coerl: Coerls are large predatory felines notable for whiskers that are as long as their entire body length and a beautiful spotted coat - though some Coerls have been known to sport a deep deep coloration. The elongated whiskers aren't merely for show, as they act as venomous whips to paralyze their prey after ambushing them to prevent their escape. Their fur is popular among the upperclass of both countries, and there is a recent trend of keeping Coerl kittens as pets, though they soon grow too big for most owners to handle.
Flan: Flans are another of the more bizarre creatures wandering Astraen, found in any environment. To put it bluntly they're little more than living blobs of goo that hunt by waylaying passing creatures then absorbing them into themselves to dissolve them, gaining mass and strength as they do. Some of these creatures have elemental affinities and cast weak spells corresponding to said element while also possessing the appropriate weaknesses and immunities.
Adamantoise: Another of Astraen's great beasts, the Adamantoise is a huge reptilian creature that resembles giant turtle crossed with a dragon. In fact, they're sometimes referred to as Dragon Turtles. For the most part though, Adamantoises are relatively harmless and content to live alone in their lairs and would prefer very little interaction with the outside world. Relatively harmless, however, is not completely harmless. Adamantoises are fiercely territorial and will savagely attack any intruders who invade their space. Usually fleeing is enough to quell an Adamantoise's fury but a particularly ill-tempered or incensed one will pursue intruders vast distances, never stopping until they or it are destroyed.
Goblin: Goblins are small, green-skinned humanoids that are generally considered vile little troublemakers among the other races... and that reputation is largely deserved. Goblins are covetous, cunning little creatures and Goblin "merchants" have a reputation as scammers and thieves. In the wild, Goblins will often ambush travelers and while a lone Goblin isn't much threat, there's never only one and they usually have other monsters accompanying them and have no compunctions about killing to get what they want. While a handful of them may not follow this path they are few and far between and even the most tolerant will hesitate to turn their back on a Goblin. Also they smell. Real bad.
Kraken: The original Kraken was a terrible squid that haunted the seas, easily dwarfing the whales and galleons it hunted until it was slain fifteen years ago. Unfortunately, the beast had brooded, and it's numerous offspring swam into freshwater rivers and swamps. They're now a nuisance all over Liciae, their sheep-sized but still babyish transparent bodies making them very difficult to see on cloudy days as they lie in ambush for anyone or anything that strays too close to them, upon which they latch on and drag below the water to tear at with their beaks. Older Kraken offspring can be found in lakes and swamplands, having lost their transparency and become more aggressive hunters.
Dragon: Supposedly, the original, oldest and most powerful species on Astraen brought into being the first time Bahamut's breath mixed with the various elements. This origin is hotly debated, mostly by the remaining Elezen, but regardless of where they come from nobody can doubt the power of a Dragon. Even hatchlings are nearly the size of a grown adult and there are stories of great beasts whose wingspans cast shadows over whole cities. While used in plenty of Dalvaran artwork, Dragons themselves hold no allegiances, not even to each other and are solitary creatures who run the full gamut of morality. From rampaging beasts burning communities and devouring fields of livestock to wise and benevolent beasts guarding ancient ruins and libraries.
The Archons:
Mysterious and implacable, the Archons are strange creatures of gold and silver that appear without warning and lay waste to entire settlements. They typically appear in flashes of light and put the settlements to the sword, burning and razing them with military, almost mechanical precision. They are implacable, unyielding, and merciless, and none are spared their sword. It is unclear if they are sentient and if they can communicate, but pleas for mercy are not granted. Archons are brutally efficient and will usually slay everyone within the settlement, when they were first observed they left no survivors and people were only finding the aftermath but recently some have managed to escape and report. The presence of Echo bearers has enabled some settlements to survive or some people to escape, and people are beginning to report on them and record their forms.
Magic:
While different cultures and societies might disagree and argue over the nature of the gods and the Eidolons, everybody agrees on the power of magic and few traditions are as ancient or widespread as the practice of it.
In essence, magic is the act of using the energy filling the world to generate various effects called spells. While it has taken many forms over the years, the most common and versatile form of magic remains magecraft wherein a spellcaster draws on the magic energy within themselves to cast their spells. Theoretically, every living being has a pool of magic within them but being able to use that energy to any appreciable effect takes years of practice and study. Much like a muscle needs to be exercised to grow strong, so does a Mage's magic pool and much like a skill needs to be studied and practiced so do their spells. These spells can take any number of forms, some requiring studying dusty old tomes and memorizing incantations, others requiring special stances or motions, and in some cases, even songs.
Crystals
Almost as old as the traditional practice of magic is the discovery and usage of Crystals. Crystals are naturally occurring formations that have the unique property of absorbing and containing magic. In practice, crystals are typically used as batteries of a sort, storing up magical energy for later use. Highly versatile, crystals are used for any number of things. Some Mages embed crystals in their staves to act as additional reservoirs of power to bolster their spells or allow a backup for when their own reserves run dry. Others use "inscribed" crystals to store precast, single-use spells to be used on the fly and still others embed them into weapons and armor to bestow certain abilities and effects on them.
Crystals are far from a perfect substitute for traditional spellcasting though. The amount of energy stored in them is finite and once it runs dry it will need to be recharged either by a Mage or some other source, with Mages demanding large prices for a charged crystal and even more for an inscribed one. In addition, a crystal can be charged with only one type of energy at a time as attempting to use two will cause a reaction that will destroy the crystal in a dangerous explosion.
More recently, the use of crystals have led to the emergence of a brand new form of magic....
The Crystal Network
Around most major and moderate hubs of Astrean stand enormous crystal pillars. Known as Nodes, they are points within the Crystal Network that connects the world. With the peace treaty, the Crystal Network is finally open between nations, allowing near instantaneous travel between the cities and major towns for a (relatively) small fee.
Magitek
Originating in Dalvarus, Magitek is a new and powerful way to use magic. Magitek uses large, charged crystals combined with ingenious artifice to power elaborate machinery. Dalvarus has used this technology for years to expand their empire and stories abound of looming Magitek tanks and walkers marching relentlessly across battlefields while caster towers roll behind hurling curative spells down on troops armed with firearms and mechanized suits of armor.
With the treaty in effect in recent years, Dalvarus has shared some of the secrets of Magitek with Liciae leading to even further innovations thanks to the Kingdom of Light's mastery of spellcraft. Now, non-military applications of the technology are rapidly becoming more commonplace and even becoming status symbols to some degree. Thunder crystals carry a charge to power devices that generate light and images, wind crystals power devices that carry messages across long distances and fire crystal devices can generate heat and light. Although Dalvarus guards most of the secrets of Magitek carefully, particularly military applications, there's no doubt that the lives of the citizens of both kingdoms and beyond have changed significantly with this new method of magic use.