Prysmos

Prysmos

Infobox fictional planet
name=Prysmos


imagesize=250px
caption=Prysmos with its three suns
locations=Western Continent
Northalia
Androsia
New Valarak
Eastern Continent
Ida Province
Tosaga
Sea of Despair
people=
Leoric
Ectar
Feryl
Cryotek
Witterquick
Arzon
Galadria

Darkstorm
Reekon
Mortdredd
Cindarr
Cravex
Lexor
Virulina
Wizards
Merklynn
creator=
genre=Animation

Prysmos is a fictional planet and the home of the . A planet set into an alternative universe (probably Earth's equivalent) surrounded by three blazing suns. The history of the planet can be divided into three different eras.

History of Prysmos

The First Age of Magic

The age of Great Wizards like and terrible creatures like the Sun Imps. It resembles the Terrestrial Dark Age during its climax. Very little is known about this period, and why it came to an apparent end.

The Age of Science

The Age of Science lasted 7,000 years and was very prosperous. Prysmosians gave life to a sophisticated, very advanced and technological society driven by the "Electrical energy", an enhanced form of its terrestrial equivalent (electricity). The inhabitants of the planet developed rituals, functions, structures and social patterns very similar to Earth.

The Second Age of Magic

A bizarre and maybe irreversible alignment of the three suns took place, and the resultant radiation disrupted every form or manifestation of the "Electrical energy" (sort of perpetual equivalent of our EMP) and wiped out technology completely. Disturbed temperature and meteorological phenomena occurred as a collateral effect of the new planetary configuration. As a result, the previously advanced civilization crumbled in favour of a new, medieval one. The aristocracy became the dominant class, and the cities struggled to survive. Fertile lands became barren. Sixteen years after the "Cataclysm", the newly awakened wizard Merklynn selected fourteen Knights and turned them into the Visionaries, in order to aid the planet Prysmos and establish a balance of some sort.

Locations on Prysmos

The territory of Prysmos is fragmented into many kingdoms, which perpetuated their existence throughout the three historical periods and also managed to co-exist despite their differences.

THE WESTERN CONTINENT

The Western Continent is the larger of the two main landmasses, that makes up the habitable part of Prysmos. Its terrain ranges from tundra and ice in the north, to evergreen woods and river valleys, to the fields of the monastic lands and the sun-drenched plains of the Anarchy Zone to the mid-east. Further south on the Ironwood peninsula there are more plains, forests and mountains, while to the east there is a jungle, savannah and desert.

Northalia

This is a city built up in the Trans-Northalian Mountain ranges. Its society is clan-like, under the rule of Cryotek, founding member of the Spectral Knights. Northalia's main commerce with the rest of the world are the jewels from its famous mines.

Avitrix

Just to the east of the Northalian Mountains is the mountain-peak Kingdom of Avitrix. This small group of people inhabit the ruins of a civilisation from the Age of Science that lived in buildings that were built into the rocks. Led by Icara, their queen, the High-Fliers of Avitrix were able to fly for a time, thanks to a combination of man-made wings and the power of their "Crystal of Flight". Icara gave the crystal to Arzon as it was one of the talismans that Merklynn had requested. The people resigned themselves to living once again as normal humans.

Androsia

Another great kingdom from the Age of Science, Androsia was renowned for its incredible shipbuilding and ocean fleets. Standing on the remains of its Age of Science foundations, Androsia is built out over the water and has a high-rising architecture of towering spires with mosque-like domes. The Lord Protector of Androsia's daughter is Galadria, a founding member of the Spectral Knights.

Regalia

South of Avitrix, the kingdom of Regalia is one of the most powerful on Prysmos. Managing to rebuild itself after the Age of Science, the old traditions of the courts of the elemental courts remained established and gained greater influence over the city. Regalia is a city of scholars and paupers. The high society and general snobbery looks down upon the lower classes that support their often vain and conservative lifestyle. The city is ruled over by King Tazlon, whose son, Arzon, is a founding member of the Spectral Knights.

erpent's Grove

Nestled between Androsia, Regalia and the Monastic Lands, Serpent Grove snakes northward across the mighty Androsia River.

Monastic Lands

These fields that stretch out from the Evergreen Forest to the plains of the anarchy zone, have become home to many monasteries and religious settlements and towns.

The Valarak Coast

On the west side of the continent, spanning down to the outcrop of land known as Valarak, is the Valarak coast. A number of settlements are dotted along the coastline and enjoy the protection of that the kingdom of New Valarak offers them.

New Valarak

Formerly and economic center of the Age of Science, Varalak was quickly rebuilt under the guidance of former mayor turned prince, Leoric. New Valarak had to adapt quickly to the new environment due to the threat of invasion that jealous neighbours like the Dark Domain and roving bandit hordes held toward the city. with its aqueducts still working, and the natural resources of the fertile surrounding lands, New Valarak has grown into the largest kingdom onthe western continent in the new age. Surrounding the city walls are a number of outer towns and further north a number of villages that have come under the expanding influence and protection of the city.

Dark Domain

Darkstorm's kingdom, made up of the conquered lands of Blackdack, Blackmoor and villages of the Veldt all the way down to Sangora.

Gravestone Bay

Sitting between New Valarak and the Dark Domain is Gravestone Bay. Many have died in these waters during sea battles and amphibious strikes against either city. Even in the Age of Science, before the true Golden Age begun, this region was a watery cemetery for countless souls. Old and long forgotten science bunkers remain hidden on the surrounding hills, where there had once been a number of government experiments in prediction of the coming Age of Magic.

Ironwood forest

The mighty trees of Ironwood are the strongest wood in the world. Used for ship building and luxury homes, Ironwood was practically stripped bare during the Age of Science, to the anger of druids and magical folk upon their return in the Age of Magic. While Ironwood Forest is rather bleak and uninviting, the magic that surrounds it, in part due to Iron Mountain, has helped it to grow quickly and encourage the return of the fauna. The woods are generally considered to be haunted, and in this age, that's not likely just superstition.

Iron Mountain

This mountain was famous for its saucer-shaped restaurant that used to sit around the very peak. With the end of the Age of Science came a collapse of the structure and Merklynn, the ancient wizard, returned to residence within the magical shrine hidden deep inside the mountain. Iron Mountain is so huge it can be see from New Valarak, Sangora and the Dark Domain. It is now the heart of the new magical age. Iron Mountain itself is filled with traps within its labyrinth of tunnels. The few who can transcend these obstacles and reach Merklynn's shrine can win the reward of magical power they seek. If Merklynn is in a good mood.

angora

Far to the south of Iron Mountain is the city-port of Sangora. This city of thieves and cut throats is usually avoided by anyone with any common sense, but fall of industry that made this city a manufacturing capital of the old age has resulted in masses of impoverished peoples with nothing to do but form gangs to prey upon the even weaker. Sangora continues to manufacture due to Darkstorm's enforced work ethics, governed on his behalf by Zylaphan. Sangora is a city of long shadows.

The Anarchy Zone

Back in the mid east is the Anarchy Zone. This is a region of ungoverned frontier towns, saloon shot outs and public lynchings. No one lives in the Anarchy Zone unless they are prepared for its lawless way of life and can handle a frugal and bitter sustenance. Mercenaries, bandits, assassins, thieves, this is their home.

Deadbark

Among the most famous of the towns in the Anarchy Zone is the town of Deadbark. With the crash of the stock markets, all the credit from the Age of Science became worthless. People looted in riots at first, but as order began to be re-established, those too poor to survive and those who were greedy, migrated out onto the plains of the mid-east. They sought the gold once famed from the area the region that held the most promise quickly became settled by the rush-built town of Deadbark. Thieves and crooks of every description like to hide out in this infamous town of deadbeats, sheltered from the new law enforcers that hunt them.

Wickerwood

Just north of Deadbark is the infamous Wickerwood. It is rumored that a coven of witches used to live within this wood, but were defeated by a brave adventurer and were turned into spirits trapped within the black trunks of the trees. This story explains the unnerving whispering heard throughout the wood and even from a distance, as though the wood is trying to lure travellers in. Little is known of what secrets lie in this wood, only that the rumor is genuinely accepted as being true. That's why no outlaws that have sought sanctuary within have ever returned.

Dragon Valley

Southeast of the Anarchy Zone, the plains become broken canyons and valleys. This used to be a tourist attraction for the impressive sights of the otherworldly rock formations where a great sea inlet once flowed. Now, few people venture here for fear of the valley's namesake, the dragons. Several different breeds of dragon, from ground based to winged inhabit the caves and rocky peaks. Grezgamon is the most famous and, rumor tells, that Arzon and Witterquick were able to befriend it.

Khemir Jungle

The Khemir jungle is huge and dense with many mysteries due to much being unexplored, even during the height of the Age of Science. Creatures like the Meateus Trumpetee plant add a magical menace that the tigers and snakes can not.

Khemir

The city of Khemir was thought lost during the turn of the Age of Magic. The inhabitants remained in their city, fearing the new age and brooding over their lost glory of civilisation. When they were discovered by the outside world, they were given refuge in New Valarak, and ultimately became allies, being taught how to reconstruct their way of life back in Khemir. Now Khemir and its champion, Belazar welcome lost travelers in their jungle home, providing food and safe haven.

THE EASTERN CONTINENT

Much contact has been lost between western and eastern continents due to distance and sudden loss of technological transport across the Sea of Despair. While trade ships are beginning to renew contact with the Western Continent, there is a great deal of mystery about what has become of the once glorious science mecca that was based there. However, as with the rest of the world, feudalism has returned to be the order of the day. In the east, the warrior clans dominate the politics of this new medieval society. Their prominence now reinstated with the regression of civilisation. The clans have become the guilds of power that replaced the great social and scientific advancement famed from the region. Tyrants rule with fear over lowly serfs and peasants. Execution and trial by combat arefavored over legal proceedings and tired political rhetoric. The martial arts enforce martial law, giving rise to powerful warriors that rival the knights of the west.

Tosaga

This island kingdom has vast rice fields, beautiful porcelain and the best sword smiths on Prysmos. Culturally unimportant during the Age of Science, it has remained a simple society for hundreds of years and with the return of the Age of Magic, its produce has become highly valued not just for the mystique, but for its practicality. Tosaga is rules by Oblai Kahn, a quiet and civilised man who leaves the running of his affairs to his wife and mandarin.

External links

* [http://www.prysmos.com Visionaries Online]
* [http://www.angelfire.com/magic2/visionariesunleashed/ Visionaries Unleashed]
*


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