Sansaria
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Sansaria
27 entries · scan depth 5 · budget 1,500 tokens · recursive scanning on
Sansaria is a planet split into two, its underworld and overworld. The space surrounding holds two suns, six moons, and an asteroid belt. Its overworld is divided by mountain and sea into thirteen continents, Its underworld into three by narrow tunnel and steep cliff. Harbored by these lands are the bordering factions, the clashing cultures and politics, the unique magics and races, and the Cosmic, things of extremity, born from the will of the mortal, yet under their own, be it of malice or righteousness. With this world as it is, death often reveals itself in mass, whether it be by the greed and pride of tyrants, who hold themselves above their people, or the natural course of nature and arcana, forces culled not by feeble man. The reddening of rivers, the perfume of gunpowder, and the deaths of hundreds of thousands are a constant in this world, yet it is not without its contrast.
Book settings
- #1General summary
Keys: Summary, Sansaria
Enabled · After character · Order 1 · 100%
Entry settings
Sansaria is a planet split into two, its underworld and overworld. The space surrounding holds two suns, six moons, and an asteroid belt. Its overworld is divided by mountain and sea into thirteen continents, Its underworld into three by narrow tunnel and steep cliff. Harbored by these lands are the bordering factions, the clashing cultures and politics, the unique magics and races, and the Cosmic, things of extremity, born from the will of the mortal, yet under their own, be it of malice or righteousness. With this world as it is, death often reveals itself in mass, whether it be by the greed and pride of tyrants, who hold themselves above their people, or the natural course of nature and arcana, forces culled not by feeble man. The reddening of rivers, the perfume of gunpowder, and the deaths of hundreds of thousands are a constant in this world, yet it is not without its contrast.
- #2Astrological summary
Keys: Summary, Sansaria
Enabled · After character · Order 10 · 100%
Entry settings
The two suns of Sansaria are Scliea and Uhkrah, Scliea is the dominant star that Sansaria revolves around, it is a bright pink color, its rays often shining through the planet’s asteroid belt. The second star, Uhkrah, is red, and far off in the distance, it's barely visible most of the time. The closest planet in the solar system to Sansaria is Bufahr, it is a mint color and is very large from the perspective of anyone gazing across it from Sansaria. The six moons of Sansaria that are separate from its asteroid belt are Selvethra, Nyxora, Virellan, Kareth, Thalos, Lumirae.
- #3Sorcery summary
Keys: Sorcery, Summary, Arcanic
Enabled · After character · Order 10 · 100%
Entry settings
There are four main categories of sorcery; simple casting, souring, divine catalyzing, and scientific casting. Simple casting is a way of processing personal arcana into spells like projectiles, barriers, wards, healings, and whatnot. Sourcing is the act of channeling filtered arcana into something to make it serve its purpose better, ex; pouring filtered arcana into one’s muscles to make them stronger. The efficiency rate of sourcing depends on how good the object being sourced already was, ex; wood would take more arcana to double in durability than steel. Divine catalyzing is the act of using religion and culture to perform various magics, usually including specific components and rituals, to do more advanced spells, weapon and body blessings, etcetera. Scientific casting is the use of rituals and procedures powered by components and techniques that rely not upon the presence of the divine.
- #4Arcana summary
Keys: Sorcery, Summary, Arcanic
Enabled · After character · Order 10 · 100%
Entry settings
Arcana is utilized by a human via drawing raw arcana from Sansaria’s core, then filtering it through their brains and into their body, allowing them to discharge it into various spells and rituals from there. Humans cannot retain arcana for long periods of time, as any gap in focus will result in it scattering into nothing. This means that although humans have no limit to how much they can hold in their bodies at once, even those with fast channeling speeds won't be able to gather much before they accidently lose it all.
- #5Resonances
Keys: Sorcery, Summary, Arcanic
Enabled · After character · Order 10 · 100%
Entry settings
A special ability that very few people will ever develop. A person can only have one resonance, and the resonance is unique to them, often forming the cornerstone of their fighting style once they develop it. When one forms a resonance, it is always within the midst of combat. Those who have witnessed the forming of a resonance, claim they heard singing and instruments coming from every direction, that formed into a beautiful orchestra. A resonance will only form if its person has extensive experience with a type of arcana-usage, and if that person embraces themselves. When someone who just formed their resonance still hears the music of the arcana, they have about seventy percent the mastery over their resonance as they will ever have.
- #6Arcanic sound
Keys: Sorcery, Summary, Arcanic
Enabled · After character · Order 10 · 100%
Entry settings
The arcane is known to be audible at times, when extremely high amounts of arcane radiation is in an area, a slight hum can be heard. When extremely large amounts of filtered arcana are discharged from a human, a high pitched ringing sound can be heard. The act of obtaining a resonance, is also an example of arcanic sound, as it plays some form of orchestra. Sometimes a melodic chime can be heard when one strikes another in a meaningful way.
- #7Arcanic radiation summary
Keys: Sorcery, Summary, Arcanic
Enabled · After character · Order 10 · 100%
Entry settings
Whenever arcana is consumed or expended, an equal amount of arcane radiation is produced. Arcane radiation naturally seeps deep into the ground, leading to the underworld being full of it, mountain peaks being devoid of it, and valleys and canyons being only half full of it. Arcane radiation will slowly form into things such as demons, angels, and even deities. It requires time, a large amount of brains that believe in something, and raw emotions like longing, grief, anger, and hatred, to form anything of astral property. Yet creatures made from the hatred and fears of man plague Sansaria, they form in fields and valleys, slaughter civilians, and attempt breaches at the walls of castles, their forms seeking only blood, and not their own, they are known as demons. Beings form from radiation and the love of humanity will form in churches and temples, too, they will heal, and preach. Some of them will even contribute their arcanic bodies to holy wars and demonic attacks. Religions hold power because arcanic radiation gives them power, gives power to the thoughts held towards them, it results in their respective deities becoming real as well.
- #8Dungeons
Keys: Sorcery, Summary, Arcanic
Enabled · After character · Order 10 · 100%
Entry settings
To ensure that demons don't form in inconvenient and dangerous places, dungeons are often built in large cities and capitals. Dungeons are formed by burying a radiation absorption crystal, then waiting for it to form with the radiation into an entire dungeon, usually taking a week or so. When the dungeon forms, all the arcanic radiation will be sucked into it, resulting in demons forming inside and nowhere else, along with artifacts and treasure, including blood steel. The interior of a dungeon usually consists of stone brick hallways and rooms, along with dangerous traps and narrow staircases. Adventurers will often delve for the loot, and the cities and capitals that the dungeons reside in count on this, as it will keep the demon population of the dungeon low, and the various valuables brought up will stimulate trade.
- #9Blood steel
Keys: Summary, Equipment
Enabled · After character · Order 10 · 100%
Entry settings
The most useful metal for weapons and armor known to humanity, it can only be found in dungeons, either as veins, or as processed ingots or coins. The metal can be sharpened to a very sharp edge, and can be painted just the same as other metals. Instead of gold, blood steel is the universal currency of Sansaria.
- #10Demons
Keys: Sorcery, Summary, Arcanic
Enabled · After character · Order 10 · 100%
Entry settings
Demons are not just the christian version or any typical image of one, they are just the blanket term for the creatures formed from arcane radiation that seek only to kill, they usually take the image of whatever humanity fears or hates, and their only goal is to kill as many humans as possible, they vary in strength and intelligence greatly. How dangerous a demon is depends on how much emotion and arcane radiation they formed from.
- #11Rifts
Keys: Sorcery, Summary, Arcanic
Enabled · After character · Order 10 · 100%
Entry settings
Sometimes a visible portal will form from arcane radiation, of which demons will constantly spout from, these require a specialized spell or arcane tool to close, and are either catastrophic or inconvenient depending on size.
- #12Underworld summary
Keys: Sorcery, Summary, Geological, Arcanic
Enabled · After character · Order 10 · 100%
Entry settings
Because of the direction in which arcanic radiation flows, the underworld is teeming with demons. Kingdoms and factions that reside there are hardened, forged in war and death, their people often speak in the clicking of tongue, as to be quiet amongst the worst creatures arcane radiation can form. There are few ways to get to and fro the underworld and overworld, and most do not wish nor try to travel between anyhow.
- #13Faction summary
Keys: Divinecatalyst, Factions, Summary
Enabled · After character · Order 10 · 100%
Entry settings
Any given kingdom usually lives under a specific religion, most of the time when a religious or ideological group is on its own, it is as a wandering coven or fellowship, making deals with various villages for their divine catalyst services.
- #14Religious summary
Keys: Divinecatalyst, Summary
Enabled · After character · Order 10 · 100%
Entry settings
The nature of the rituals divine catalysts execute relies entirely upon the faith of which they cast from, the effects, the required resources, and the complication of the ritual. The strength of any given religion and its deity is reliant upon how many subscribe to it, and of what extent they follow it.
- #15Culture summary
Keys: Divinecatalyst, Culture, Summary
Enabled · After character · Order 10 · 100%
Entry settings
Culture acts as a gradient across the six continents, there are separate and individual ideologies and religions, yet the main memes and ideals remain alike in geological vicinities. Most individuals, civilian or military, will hold their grudges against certain religions, yet not decline help from divine catalysts under said religions when in compromised positions.
- #16Warfare summary
Keys: Sorcery, War, Summary, Arcanic
Enabled · After character · Order 10 · 100%
Entry settings
Wars are almost always between kingdoms, kingdoms and the arcane, or religions. Kingdom on kingdom conflict goes mostly the same as it used to irl in the 16th century, with the exception of magic, and more reliance on flintlock weapons. Conflict between kingdoms and the arcane either consists of men being sent out to kill rifts or dungeons being formed in larger cities. Religious organizations waging war on each other consists of the influence of their respective deities, and the volatility of their offensive rituals, they don't happen often, but when they do, a large amount of arcane radiation is emitted, holy wars are often dreaded.
- #17Beast masters
Keys: Summary
Enabled · After character · Order 10 · 100%
Entry settings
Because of the dangerous creatures and arcane born spawn of Sansaria, there is a profession known as beast master, it entails the handling and taming of dangerous and otherworldly entities.
- #18Genotypes
Keys: Summary, Genetics
Enabled · After character · Order 10 · 100%
Entry settings
There are three types of genotype, type one genotypes, type two genotypes, and type three genotypes. Humans will either be made up of a type one, or a type three genotype. Type two genotypes are a modification to the type one genotype, they cannot be added to type three genotypes. Type one genotypes and type three genotypes can only be received by conception, while type two genotypes can be attained by conception or mutation. Type two genotypes cannot mix with one another.
- #19Lorfals
Keys: Summary, Genetics, Typeonegenotype
Enabled · After character · Order 10 · 100%
Entry settings
Humans with various horns and peach fuzz covering their bodies, they have severe sexual dimorphism in the form of smaller, leaner males and larger, bulkier females. Their skeletal system is robust and their fat distribution is heavy in their torso, they are built for mildly colder climates. Their skulls and snouts are narrow. Their behavior does not differ between sexes, and is of simplicity and categorization, the homes and societies of Lorfals are often neatly organized and minimal. In terms of commonality, they are the norm up north and in any hyper cold area, but everywhere else they are someone rare to find, not anything to raise an eyebrow of though.
- #20Canids
Keys: Summary, Genetics, Typeonegenotype
Enabled · After character · Order 10 · 100%
Entry settings
Humans with heavy patches of fur on places like their chests, shins, and forearms, along with fluffy, pointy ears that protrude from the sides of their heads, a large fluffy tail, and bestial hands and feet. Their skeletal system is lanky and regardless of sex a lot of their fat distribution ends up in their chest. Their skulls have longer snouts and wide cheeks, along with a flatter head. Because of a lack of sweat glands, they often struggle to exist in hotter environments, usually shaving their fur patches and wearing minimal clothing when found in such a climate. Their behavior alternates moderately between sexes, with males being more timid and females being more aggressive, yet both have strong connective instincts that often spark strong friendships and inspire loyalty. In terms of commonality, they are one of the most common races, though only most prevalent in the far west, and also rarer anywhere hot. All type one genotypes have human skin, anything not mentioned in their summaries can be assumed to be of what irl humans are like.
- #21Keyfuls
Keys: Summary, Genetics, Typeonegenotype
Enabled · After character · Order 10 · 100%
Entry settings
Humans with small patches of feathers on their wrists, ankles, elbows, and knees, bits of scales on the ends of their limbs. Their skeletal system is often used as a reference point, and is considered default, they were made for more moderate temperatures, and females do not develop breasts, yet both sexes develop small fat deposits in their chests parted not at the sternum. Their skulls have flat faces and pointy noses. Sexual dimorphism consists mostly of more colorful and vibrant feathers and scales on the females. They reproduce sexually via oviposition, allowing for quick and bulk reproduction, and are also incapable of lactation. There are little behavioral differences between sexes other than females being mildly more violent. In terms of commonality, they are the most common race, often seen as default, most prevalent along the East and center continents.
- #22Yunfers
Keys: Summary, Genetics, Typeonegenotype
Enabled · After character · Order 10 · 100%
Entry settings
Humans with furry, hooved, unguligrade hind limbs, long, wide fluffy ears that fold back, and antlers upon the top of their heads that point forward on males, and backwards on females. Their skeletal system is small and compact regardless of sex, and most of their fat ends up in their naval area. Their skulls are pointy and angled, people often find their facial features beautiful. Their behavior does not differ between the sexes. In terms of commonality, they are rarer, but somewhat common southward. Their brains are a little different then the other subspecies, as they can accumulate arcana faster, and struggle with multiple skills, often turning up a master of one thing, and an amateur at everything else.
- #23Elvikas
Keys: Typetwogenotype, Summary, Genetics
Enabled · After character · Order 10 · 100%
Entry settings
Elvikas have longer, pointy ears and heterochromia, their perception of time is slower, and they usually live eight times longer than their type one genotype. There is a mild amount of stigma towards them in most societies.
- #24Devikas
Keys: Typetwogenotype, Summary, Genetics
Enabled · After character · Order 10 · 100%
Entry settings
Devikas have a set of horns on their head, and are naturally more adept at sourcing, and less adept at sorcery. There is a severe amount of stigma towards them in most societies.
- #25Angikas
Keys: Typetwogenotype, Summary, Genetics
Enabled · After character · Order 10 · 100%
Entry settings
Angikas have a halo above their head, and are naturally more adept at sorcery, and less adept at sourcing. Their halo’s can be a multitude of colors. There is a moderate amount of stigma towards them.
- #26Faunians
Keys: Typethreegenotype, Summary, Genetics
Enabled · After character · Order 10 · 100%
Entry settings
Faunians are humans with bodies heavily resembling that of various fauna, yet still resembling a humanoid skeletal structure, four limbs and all that. They are seen as lesser in many societies, but the quirks of certain faunian’s bodies make them valuable in certain positions.
- #27The Crystal Hunt era
Keys: Summary, Chronological
Enabled · After character · Order 10 · 100%
Entry settings
After constant wars and border changes in the continent of Tarkesh, various lords and kings decided to pay attention to an artifact that many seers spoke of; a crystal, deep, deep within the underground, an object capable of absorbing arcana. Such an artifact would be extremely powerful if it were to be real, and as it was believed and sought by many, not only by those of Tarkesh, it became real. There is a Crystal at the core of the underworld, and many now hunt for it. Most kingdoms below ground tolerate the seekers of the crystal, using them for commerce and whatnot. There were already a few individuals who sought the Crystal before the new hunt, for whatever reasons they decided to find it, so there are already paths and shortcuts to get deeper.
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