Basics in Halika | World Anvil
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Basics

What is Halika?   Halika is a fantasy world with what might be seen as late medieval or early modern technology (technology is dramatically uneven in this world). It has fairly light magic, but some areas could be seen as high fantasy: magic all originates from the actions of the Four Architects, and is scattered arbitrarily by their actions.   So what is up with The Architects? Basically, they are four extremely fallible Gods that haven't been around for 2000 years but left behind reservoirs of magic that can accessed through specific rituals or channels. To see what those are, see the Magical Arts section.   As well as magic, the Architects made numerous sentient and non-sentient species. Humans and all our familiar flora and fauna also exist, predating the Architects. See the Species category for sentient races and the Natural Phenomenon category for nonsentient Flora, Fauna, and Minerals.   Before the Architects dissapeared, they appointed ten of their favorite mortals to act as stewards. These are The Lunar Pantheon. While nine of the ten can't physically do anything, they all can appear to mortals in visions, anoint magical champions known as Paladins, and be summoned by a ritual known as the The Divine Contact.   The Architects also left behind immortals of varying power- check the Immortals category in the Religion Section.   Most of the actual setting is contained in the religious, social, and political organizations found in the Mortal Religions and Continents   Sparknotes for the continents:
  • Samvara has the most divine influence and connected religions. They fight a lot.
  • Desmia and Izekra are constant battlegrounds of interspecies war cursed by the Architects.
  • Stildane is wasteland of magical radiation, with mortals building what they can despite it all
  • Suneka is a land defined by a monolithic culture-religion. Democracy and technology are big trending topics here
  • Inahng is a realm shaped by Architect-touched demigod emperors. Messy as expected
  • Larazel is a commercial mixture between Samvara, Sonev and Garadel, a merchant's paradise torn between tradition and plurality
  • Garadel is a land of enchanting smiths but has a relatively short history. Trade, crafting, and intrigue abound
  • Sonev is a bountiful land torn asunder by a cold-war of authoritarian states.
  • Ekraht is a volcanic dragon-themed corporate wonderland
  • Maradia is a land of magical construct-robots and fantastic machines, in an eternal silent class war
  • Nafena is another center of Architect influence, but is a piractical nest of artistic doomsday cults.

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