KINGDOMS: Kronis, the kingdom of time, is home to the most notable historians, clockmakers, and inventors. It is covered in oaks and willows, which are said to whisper secrets and omens when the moon is full. It is dotted with ponds and streams. There are cities throughout the vast woodlands, with labyrinthine apartment complexes, dirt-paved roads, and a clock tower in the town square. Kronis generally keeps to itself, but will occasionally make a big spectacle of sending out their Oracle to declare a prophecy involving other kingdoms. Istoria is the kingdom of stories, home to the Weavers, who spin tales that range from the most imaginative to scarily close to reality. It’s a meadowy land, with flowing rivers and a few scattered orchards. The greatest warriors hail from the kingdom of Doxa. There are many great universities within its borders. It has rocky mountains and pine forests with a few scattered lakes. Kosmima is the fourth kingdom. They pull their magic from the great Star Tree and are divided into several guilds–the Guild of Conjurers, the Guild of Alchemists, and the Guild of Sorcerers. They come together in one government known as the Alignment of the Guilds. There are thick forests around the borders, but more meadows within. In the center is a tall, spiraling tree with worn bark, dark purple leaves, star-shaped lavender-colored flowers, and glowing fruit. MAGIC: The people of Kronis can see the future and often have photographic memories. Typically, visions of the future–sometimes along with vague, ominous prophecies in the form of poetry–come during the night, in the form of a dream, but they can come at any time. They are usually short flashes of what is to come and almost always come true–although it is possible to avoid the future, it is difficult. Most of the time, visions are small, personal things, but occasionally, big visions come to people who are the least expected to receive one. Very rarely does one receive a vision that doesn’t personally affect them. However, it has only been recorded a few times to receive visions of success. Since they can’t control when their visions come, some serious seers use crystal balls or tarot cards to aid with predicting the future. Some Weavers their stories, others orate them. It is known that they can manipulate emotions using their words and summon small illusions from their stories (but not people). They are very good liars due to their storytelling abilities. Doxans heal more quickly than those from other kingdoms, have photographic memories, and are proficient with weapons even without training. Conjurers can summon any inanimate object small enough to hold with one or two hands easily. It’s harder to summon objects unable to be held, and harder still to summon objects larger than the Conjurer. It is usually done with a hand movement, like a snap or clap, or a verbal summons, typically the object's name. However, said object can be mentally summoned with practice. Some people, all with over a decade of practice, can summon living things–but not without consequence. The living thing might come back missing parts. Conjurers can also conjure items from nothing, but they must be small enough to hold in their hands and don't last as long. Alchemists can create potions that heal, harm, and enhance–or change common substances, such as wood or stone, into more valuable substances, like gold. Sorcerers are spell-casters. Weaker Sorcerers can only charm others into doing their bidding, but stronger ones can cast curses or healing spells.
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