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Mare Eterne

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So named because while there are continents and landmasses - on Mare Eterne the entire surface of the planet is covered in water. All the land floats at varying heights above the water. According to legend, the sea and land used to be connected on Mare Eterne, just like everywhere else. But there came a day when the sea shrank away from the land and receded, while the land cracked and split. And from that day on, the two were separate. Naturally this makes life different. Plenty of sentients live upon the floating continents, although most prefer to stay away from the edges. That said, the fastest way to travel is by boat, for those brave enough to travel to the oceans below. In order to receive sailors in the middle of the continents, various 'wells' have been drilled through the land in order to raise people up and down from the great ocean. Depending on the height of the land mass, certain areas may be barren because they are too far up for the water cycle to reach. Weather cycles can cause shifts in the height of landmasses, with some small islands even building complex sails and machinery in order to try and shift their location at will - with limited success. Some folks live upon the sea permanently, having built floating towns. spending weeks in the dark as continents float and drift above them. I'm sure I'll think of more as I go, but those are the basics I've come up with for now. The last thing I want to mention is I've come up with a new 'biome' of sorts - while there will be the usual jungle, arctic, grassland type ecosystems, there will also be the biome of 'magic.' Certain parts of the world - for whatever reason - are natural sources of magic. This tends to lay itself on top of whatever ecosystem already exists based on the areas climate, but tends to distort the region over time - with living things born there being particularly susceptible. Magic does not work outside of these hotspots, and the closer you are to the 'source' or center of that magic, the more powerful the effect. Objects created in a magic biome can be transported outside of the biome and still work, which has led to people settling in ridiculously hostile environments in order to exploit the natural magic of an area. This has also resulted in many magical research centers being abandoned chock FULL of goodies because everyone living there died stupidly. Lots of adventurers try to make a living surviving the harsh terrain to retrieve these items. While people who learn magic cannot practice it outside of a magic biome (i seriously need a better word for it - open to suggestions), folks, and even animals tend to be innately magical - although not always in a way that's positive. or useful. These folks can leave and keep their magic, although it tends to be incredibly weak when away from a hotspot. this has led to a black market trade in sorcerers and magical creatures. Other Goals:
  • african architectural inspo (see here: https://www.boredpanda.com/african-architecture-styles-igbo-excellence/?media_id=1-5d6cb3822a7e9__700&utm_source=pinterest&utm_medium=social&utm_campaign=organic)
  • lots of ecosystems (puttin' that bio degree to good use yo)
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