A world of tragedy and hope
The Rift had taken over the sky a long time ago. So long ago, that anything depicting what the Old Sky looked like has long since been lost to time
Below the rift, everything is far more chaotic than the rest of the world, should that even be possible. Magic is even more erratic and the sky has a pale, dark shade of blue instead of the usual purple, though the stars look far better there
The folks of the world have since adapted to such strange conditions, but the Humans of these lands have not stopped reminiscing about a sky that isn't 'broken'
Flight and exploration
A new world is revealed
Yet, when the skies shattered, it felt as though the world had expanded once again; as if humanity had found new reasons to explore a world that it had outgrown so long ago...Because of what The Rift brought upon the Amanicae folk, everyone was thrown aback by how new everything was. New floating islands, weird ways to interact with magic and the sky no longer being a reliable source for guidance, the world had transformed into a new version of itself
While animals had to make slight changes to their migration routes, humans tried to find new ways to explore this young world, including flight
Most attempts to mimic dragons and birds have failed, yet humanity perseveres, and they're getting closer to their dreamed goal
The cultures of Amanic
Humans always find themselves in difficult situations. Whether it be loneliness, dragons or the feeling of being stuck in a rut, they always find more people who feel exactly like them. As such, they have slowly started to develop cultures. Though they were at first separated, they are now on their way to becoming a better, unified world.
Draconic CulturesThe very first time humans teamed up was when dragons made themselves a threatening species to them. While sometimes their first instinct may not have been the best, they soon grew to adore these beasts, and I'd be lying if I said it wasn't somewhat reciprocated. Although the Time of the Ancient Dragons only lasted a few thousand years, it was more than enough for humans to understand just how powerful these creatures were.
Currently, this culture is a little more varied than the other two, being divided between three sub-cultures depending on the location: East, South and Northwest.
Draconic Chiefs by Pierrot
Nomadic CulturesBecause of what the Northwestern Draconic Villages' Coming of Age ritual entails, each year several tens of young adults are banished from their villages.
Flash forward around a hundred years, these people realized that, behold, they weren't so different after all. They started gathering and forming villages of their own. After several years of trial and error, they finally managed to settle down and become a prominent culture in Amanic, their grudges against Draconic Villages only existing among the oldest Tribes.
Nomadic Chiefs by Pierrot
The MerchantsHundreds of years passed since the first Nomadic Tribe was founded, and humans were already starting to get bored of the nomadic lifestyle. Slowly, they began to stay longer in one spot, and each time they were more in love with the sedentary lifestyle. As a result, the first Trader towns began to be built.
The reason this culture was named 'Trader' was, well, because they were the first ones to massively carry out this practice. Whether it be with the Draconics or Nomads, or even other Trader Towns, this would permanently change how humans interacted with one another, and was, albeit inadvertently, the first step towards healing the relationship between the Draconic Villages and the Nomadic Tribes.
Trader Leaders by Pierrot
Created by Dragons, it is the energy all around the world. While the common folk have forgotten its ways, dragons are basically born knowing how to use it. These creatures spent thousands of years creating and polishing this force, and to this day are still perfecting its ways.
It bases itself on three principles: Emotion (which will be explored soon), Willpower and Peace of Mind.
The time came when it was divided into five elements, the bases of the world: two paths: Temperance and Nullified Emotions.
Because magic responds to emotions, some creatures use this to their advantage. Being able to keep one's emotions in check comes with many advantages, the most notable one being strengthened magic and spells. However, because the user allows themselves to, esentially, feel, their power of will could be greatly weakened by this.
Failing to walk the path of Temperance will result in the user becoming a Wroth
For the same reasons stated before, some beings decide to alienate themselves from their own emotions altogether. This helps them strengthen their Willpower and, to some extent, Peace of Mind, but it also greatly weakens their magic and makes it less effective, which in turn translates into weak spells.
Failing to walk the path of Nullified Emotions is similar to failing the Temperance path; however, instead of becoming a wroth, they just lose their magic abilities, and they may be able to get them back, unlike the former