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Arces Lore:
Cadriel: Small but exceptionally wealthy, Cadriel owes its prosperity to a near monopoly on magical inventions. It is a global hub for arcane innovation, and the Royal Magical Institute is considered the premier place for mages to study. The kingdom aggressively recruits talent, using scholarships, patronage, or quiet pressure to pull magical minds into its fold.
Ruled by a Queen and her King-Consort, Cadriel’s leadership is brilliant, secretive, and deeply distrusting. Political independence and magical dominance have won them powerful enemies. While they maintain outward diplomacy, impressing them is difficult, and any extension of what appears to be generosity is likely to come with some long strings attached.
Sabrique: Sabrique is a vibrant, trade-rich country composed of multiple territories, each ruled by one of five powerful Merchant Princes (one of whom is a woman but retains the title). The nation thrives on commerce, culture, and spectacle, earning a reputation as a haven for artists, performers, and free-thinkers. Its open, cosmopolitan nature makes it a place where creativity flourishes—and where secrets can change hands quietly.
Though Sabrique claims political neutrality, each prince operates with personal agendas and prioritizes their own territory’s prosperity above national unity. This fractured power structure invites subtle power struggles, covert alliances, and manipulation. Movement between the different social spheres is rare, often seen as a sign of failure to maintain one’s position.
Lucita: Lucita is a coastal kingdom, separated from the mainland and known for commanding the largest navy on the continent. Its maritime dominance makes it nearly impossible to conquer by force. The nation's economy revolves around sailing, fishing, shipbuilding, and ocean-based trade. However, this seaborne power comes with a price—Lucita depends heavily on imported food and resources from mainland nations, placing it in a delicate web of political dependencies.
The reigning King of Lucita is widely respected as a fair and balanced ruler. Behind his calm reputation, however, is a sharp political mind skilled at steering the nation away from entanglements it cannot afford. His diplomacy keeps Lucita from becoming isolated, while the navy ensures no one tries to force the issue.
Rothal: Rothal is a militant, nationalistic kingdom with a history of aggressive expansion. Though it has pulled back from conquest in recent years, its neighbors remain uneasy, suspecting Rothal may strike again if it senses weakness. Its uneasy alliance with the other three kingdoms is based more on caution than trust.
The kingdom's power is split between the Monarch and the High General, who commands both the military and the loyalty of a significant portion of the population. This balance is unstable—the High General holds as much influence as the crown, and internal political friction continues to grow. Some believe the military is simply waiting for the right moment to seize full control, while the monarchy carefully maneuvers to retain authority. The fact that Rothal continues to conscript mages into the military against their will, even during a supposed peacetime, hasn’t helped ease suspicions.
Magic in Arces: Arces is a land rife with both magic and science, and it pursues both with equal interest. Most people can learn simple spells, and magical artifacts designed for easy use are commonplace (often produced by the Royal Magical Institute in Cadriel). Likewise, scientific discoveries in engineering, medicine, and weaponry are frequent and of great public and political interest.
However, beyond the mundane use of magic for the common folk, there are natural-born mages. They have immense power drawn innately from the world around them, allowing them to harness spells using themselves as conduits. Their abilities make them desirable both for magical advancement and as weapons of war.