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Layout of Asgard Academy

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chocobo_muffins
Captain

PostPosted: Sat Jan 26, 2008 10:13 am
Asgard Academy is the essential center of the Upper World, a semi-magical Plane co-existing with what we call reality. Technically, everything here is floating several miles up in the sky (even though the Upper World has it's own stable atmosphere pressure and air supply, as well as a constant temperature, due to the Mana field surrounding the Plane.) Thus, airship is the normal style of travel from one location to the next.

Asgard Academy is the size of several palaces put together, a mass of floating islands with a multitude of buildings and other facilities that make up the Academy. Once you are familiar with the physical layout, you will be able to see the distinct seperations of the areas; Asgard Academy itself is built within the base of the Eternal Tower, the main structure of the islands, and takes up about 98% of it, all the way to the top. Because it's so large, and there's only about 10,000 students and 2,000 staff, there are "Publicports", public-access teleportation arrays placed conveniently around the Academy grounds, to make travel from one location to the next a bit less strenuous. Of course, teachers and higher-level Magi have their own personal ways of transportation, via their own magic. The Academy has many of almost every facility imaginable; libraries, pools, sports fields, training halls, restaurants, hospitals... Of course, since Mana is the crux power source for everything, it might be a bit different than what is normally experienced in the Lower World.

On the very tippy-top of the Eternal Tower is the only place forbidden in the Academy; the Eternal Throne. It's actually an enormous, impenetrable palace, mainly located inside the tower. It's called impenetrable for a reason; On more than one occasion, the Maesters of all 6 leagues and their strongest subordinates have tried assailing it together- and didn't even breach the outer defenses. Supposedly, within the very heart of it resides the Crowned One, Emperor of the Upper World. Since it's been residing there for as long as anyone's ancestors can remember, it's safe to say it's not mortal, at least...

Surrounding the Eternal Tower are the Six Leagues, each almost half the size of the Academy, but more spread out. Technically, anyone's allowed in the public parts of the League, even people from other Leagues; Some remote classes even require Magi to. Each League is furnished and arranged to the wishes of their respective Maester.

Asgard Academy isn't the only rock floating up in the sky, while it certainly is the largest. The Upper World is comprised of thousands upon thousands of floating sediment, some big enough to hold entire towns, others small enough for one person's private property. Airships, both private and public, cloud the skies, as one of the only limits of teleportation is that it can't cross open air, and thus are restricted to movement on their respective islands. Again, many folk have found magical solutions to problems presented by living miles up in the sky, and many upstanding leaders or citizens of the communities are graduates from Asgard Academy, who declined entering a League, or just decided to leave.

Once you leave the Upper World, there really isn't any way back without help from the specialized facility within the Academy, designed for just that purpose, mainly for Watchers, who are the only ones who do such a thing.
If, by some incredible misfortune, you do somehow manage to drop off into the Void, as the locals call it, you have a good chance of being rescued before you fall out of the Upper World. Magi passerby who can fly via magic, nearby airships can come to your aid, and if you're out of luck even then, chances are you'll be caught by the Emergency response team designated for just such a situation. It takes a number of minutes to actually fall all the way out of the Upper World... But it DOES happen every once in awhile. Of course, those poor souls are never heard from again. But that's one of the locational hazards from living miles up in the sky.

There are other Planes besides the Upper World, such as Elysium, Necropolis, or Valhalla. However, most people stay away from them, and are only accessed when Magi go on remote training missions, or League Ranked or Knights travel there to put down a threat. They are only accessible by closely-guarded, secret portals from the Upper World. Only Maesters have the authority to enter any without permission from someone else, and Maesters generally don't let anyone under Knight rank in, and never alone.
 
PostPosted: Sun Jan 27, 2008 5:55 pm
The Leagues

Black Lotus
[Maester] Ren Myuura
[Left Flank]Anino Tenebris [Right Flank]
[Knights]

Blue Saturnalia
[Maester] Albiore Ciqadea
[Left Flank] Anya [Right Flank] Reji Napijri
[Knights] Ginta Glory, Scarlet Devoir

Red Kaiser
[Maester] *position taken*
[Left Flank]Victoria Kris [Right Flank] Trakul Serpenthelm
[Knights]

Yellow Horizon
[Maester] Oisin Solis
[Left Flank] [Right Flank]
[Knights]

Green Aurora
[Maester] Heulwen Akeman
[Left Flank] [Right Flank]
[Knights]

White Oracle
[Maester] Vallewida the White
[Left Flank] [Right Flank]
[Knights]
 

chocobo_muffins
Captain


chocobo_muffins
Captain

PostPosted: Mon Jan 28, 2008 4:24 pm
Planes

As described above, the Planes are linked to the Upper World, but not physically a part of them. Access is restricted for various reasons, the biggest being the perils, in the forms of horrific monsters or otherwise, lurking within the foreign lands. However, there are inhabitants there as well, some the predecessors of the races that now reside within Asgard Academy. Their hospitality depends on the individual clan, but most are opposed to outsiders invading their territories, especially Magi. The most powerful leaders existing in these realms are called Warlords. The limited description of the Planes reflects the limited knowledge most Asgard dwellers have of them.

[Midgard]
The most habitable Plane of all of them, and the most accepting of Asgaurdians. In fact, some of them even move to and settle in Midgard for various reasons. Midgard is actually grounded, and has bodies of water, pretty much the image of the Lower World, ante-apocalypse. It's the typical medieval fantasy fare, magic included.


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[Atlantis]
Mostly everything you'd expect out of the myths, but not sunken in the ocean. Atlantians are generally cautious of outsiders, but there are a few Magi that have managed to befriend the race. Their technology is actually fairly advanced, as Atlantis is a Utopia imagined by many. Many gems and other alchemical goods are produced here that are used in Asgard, making them a valuable trading ally.


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[Necropolis]
Also called Hades' Domain, dominated by a black granite citadel miles under the earth, a land for the restless dead to take refuge. Those who came back to a Plane as a spirit, but even after their lingering business is finished, they are still denied entrance into Heaven, or Hell. Thus, they have bonded together and formed their own civilization, a place for them to endure their eternal torment in company of their own. Fairly obvious to say, anyone who enters with a soul can expect to be hounded for it... And, if they're lucky, perhaps leave with it.

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[Netherworld]
The Eternal Abyss and the 9 Circles of Hell are other names for this infernal Plane. The natural plane of Devils, Demons and Daemons alike, and any visitors are given the status as a guest of honor... Of course, no guest has ever left the Netherworld... There have been a few foolish Magi who, seeking greater power, have vanished into the Netherworld seeking it. They undoubtedly found it; it promptly devoured them.

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[Valhalla]

The eternal resting place for those in Odin's favor until Ragnorok. Or so they say. Valhalla is actually a dense, forest and wild-filled world packed with feral beasts, and even stronger warriors who enjoy felling them. The natives here are as likely to roast you on a spit as they are to offer you a spot beside the fire. Massive hearth-halls rise up beyond the expanse of forests, refuges for the hunters until they return to the woods.

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[Arcadia]
Upon arrival, it Arcadia might resemble the normal Upper World; for the most part it is; but Arcadia exists even higher in the atmosphere, and thus is very, very cold, and the air thin. Airships traveling through have their own Ecospheres, creating a habitable temperature and pressure for it's occupants. Also like the Upper World, floating islands exist here, but are mostly only inhabited by dragons and other flying beasts. Sky Pirates make their homes here, and generally hide their treasure in said islands, and take any opportunity to prey upon foreigners. Besides that, anyone visiting are witness to some of the most incredible sunrises and sunsets in all the Planes.

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[Joutenheim]
A land where heat is a stranger. Eternal glaciers as big as mountains and crevices miles deep make up this frozen wasteland, where only nomadic dwarves and frost giants can survive. While it seems impossible for anything to grow here, searching farther and deeper than anyone could imagine can yield exquisite treasures not found anywhere else. Obviously, the dwarves and giants consider anyone besides themselves a threat and a food source... in that order.

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[Elysium]

The battlefield of Eternal War. Rolling, endless fields and copses of forest stretch across the landscape, granting cover and tactical advantages to the clashes of all forces, ranging from local clan battles to epic-scale psychomachiac clashes. Most don't even have any idea what they're fighting over; to some, it's almost like a never-ending game- just pick a side, and start swinging. If you're a resident of the Plane, if you're slain, you will eventually come back to life, thus creating an endless cycle of battle.  
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