Nirus is the world in which the NecroSeam Chronicles is set. It features the five realms of Land, Sky, Ocean, Dream and Death. Each realm inherently has its personal follies and fortunes, and their militaries are focused on specialized jobs unique to their homeland countries.
EVERLAND and NEVERLAND (Land Realm)
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The realm of Land is comprised of two continents called Everland and Neverland. While the two continents are still under the jurisdiction of Shel’s patronage (The God of Life), the country underwent a cultural rift when its Relicblood was murdered by an unnamed Infeciovoker and an heir was not available to rule.
At the time of the realm’s paradigm shift, there had been one whole continent (Everland), but in the late 1500s, due to its sudden lack of leadership, there was much controversy over who would take the throne next. Half the country wanted a man on the throne and the other half wanted a woman. Instead of reaching an agreement, the two sides split the realm’s territories in half. Near the same time that this decision was made, the very land itself began to break due to a strange continental drift, and tore into two continents. No one in Nirus is exactly sure why this physical break happened alongside its cultural break, but many clergymen have speculated that Shel Himself tore apart the country as a testament to His disapproval for either side’s actions.
Today, there are still those of the resistance who believe the true heir to Land’s throne will return.
The knights of Everland are the Rockraiders, an all-male brotherhood who specialize in the sword. Their duties are to protect those affected by quakes and keep back colossal Stonedragons that wander into residential towns after hibernation season.
the knights of Neverland are the Leaflites, an all-female sisterhood who also spcialize in the sword. Their duties are to keep farmlands fertile and keep the citizens fed and guarded from outside threats.
The knights of the Land realm overall (in ancient times/currently being reformed), are the Bladesworn, with both men and women taking up the sword and protecting from all threats the mid-realm has to offer.
The sacred Relic of Ever/Neverland is the Blossom of Gold, which is said to strengthen the fertility of the Land realm's crops and fortify the stones of its mountains.
CULATIA (Sky Realm)
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Culatia is made of floating islands in the sky which revolve around the globe exactly once per year (1 year=300 days on Nirus).
The islands’ patron deity is Ushar, whose cultural philosophy is dedicated to the thrill of games first, and the hard work of serious matters second, which is the reverse for its cultural opposite, Marincia. The shifters of this realm are typically birds or winged dragons.
The knights of the Sky realm are the Stormchasers. They specialize in archery. Their duties are to bring rain during harsh droughts, collect lightning from thunderstorms so the realms may have electricity, and to protect citizens from dangerous weather conditions as needed.
Ushar's sacred Relic is the Phoenix of Scarlet, said to be a mighty bird of glass and lightning that rises from scarlet sands during powerful storms.
MARINCIA (Ocean Realm)
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Marincia’s territories are the islands known as "the Flowering Trail" that lie between the two continents of Land. Its glacial capital city is Yu'nn Quissette in the frosted southern hemisphere west of Everland.
Marincia's patron deity is Rin, the God of Beauty and the sea. whose cultural philosophy is dedicated to the hard work of serious matters first, and the relaxation of leisure activities second, which is the reverse for its cultural opposite, Culatia. The shifters of this realm are typically fish and other oceanic animals.
The knights of the Ocean realm are the Wavecrashers. They specialize in the trident. Their duties are to rescue distressed ships out at sea and guard citizens from floods and typhoons.
Rin's sacred Relic is the Pearl of Emerald, said to be the source of the freezing chill for Marincia's icy waters, and is rumored to control the underwater currents that stretch across the globe.
ASPIRRE (Dream Realm)
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Aspirre is the most unique realm of the five. Unlike its physical neighbors, Aspirre is purely the subconscious plane to which shifters’ souls visit in their dreams. The realm itself is described as an empty void, but it is also mentioned that various roads and small, replica cities are found floating in the abyss. These roads and cities are created by local Somniovokers who have “woven” them together with their dream magic.
This realm is also unique because it exists in a plane that has no concept of “time”. The king of Aspirre, the Relic Child Dream, is said to have lived in his timeless kingdom for over 2,000 years, yet barely looks to be in his late teens or early twenties since he lives there both physically and spiritually.
The knights of the Dream realm are the Dreamcatchers. They specialize in either the shepherd's crook or their minds (for they can conjure any weapon they choose in Aspirre). This knighthood is exclusive to Somniovokers. Their duties are to protect sleeping civilians from dying in their dreams, finding lost memories that are scattered throughout Aspirre, and guard helpless dreamers from the Dream realm's demons called the Noctis Golems.
Aspirre’s patron deity is Iri, the God of Time. Iri's sacred Relic is a trio of crystal balls called the Orbs of Azure, which can show anyone the Past, Present, and Future even if they don't possess the Hallows of prophecy. The Orb of the Present is the most powerful of the three, as it allows the user to transport their physical bodies into Aspirre at will.
GRIM (Death Realm)
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Grim is an underground kingdom of freezing caverns and wide, hollow tunnels which are located beneath the mid-realms of Land and Ocean. The continents are directly under Land’s continents, but are instead called “Low” Everland and “Low Neverland”. The cities are prefixed with “low” as well if they are directly (or approximately) located under the relative cities on the surface lands.
Grim’s ceiling is coated in long stalactites, but they are hidden within thick, twisting cavern mists. Within these mists are cold, glowing balls called the “Floating Lights”, which are one of the only things the ghosts residing in Grim can touch.
Though Grim is the designated safe house for ghosts (due to the various mines where a specter-friendly mineral called Spiritcrystal lines the uppercrust/cavern's ceiling and is often extracted and exported as one of Grim's natural resources) the ghosts co-inhabit the caves with living shifters as well.
Grim’s patron deity is Nira, the Goddess of Death. She is said to be the creator of all souls and stitches their NecroSeams into their physical vessels after Shel has given them life. She is also thought to be the Cleanser of souls who have rotted, destroying deseases that befell the wicked in their previous life before they begin a new one in the cycle.
The knights of the Death realm are the Reapers. They specialize in the scythe. Their duties are to reap a citizen's NecroSeam when their time has come to release the trapped soul from its vessel before it rots and forms a demon called a Necrofera (the "wild dead"), and to guide released souls to their afterlives in the caverns of Grim.
Nira's sacred Relic is a crystal willow tree called the Willow of Ashes, whose Spiritcrystal roots are said to branch all throughout Grim's caverns. The Willow also attracts wandering ash from all across Grim after great fires have been snuffed, coating its bark and leaves in the ash.