The Pockets

4 1 0
                                    

As all know, our world is made up of 5 Pockets, as they are known amongst the majority of the people.

They swim across the Morna, a huge expanse of water that contains hundreds of thousands of species. Only a small part of it has been explored.

Each Pocket has their own name and specific export or market. Here is a list of them, and their characteristics:

Arencia (1st Pocket):

Arencia is an archipelago composed of thousands of islands, set on the uppermost west corner of the map. Its capital is set on Arencia's Island (a goddess of the area), named Arnia. The main exports of Arencia are sand, palm wood, coconuts, but their profit comes largely from the many incredible sights that can be seen: for example, there exists a group of 8 islands, looked over by gods. Every one to two years, a new island is added to the group. These islands are called Hermitcraft. The process of creation of these islands is visible by all who wish to witness it, broadcast all over Lorln by means of 'streaming'*.

Mornia (2nd Pocket):

Mornia is the richest Pocket of all, situated in the bottom east corner of the map. Its landscape is composed of harsh mountains. Many come to Mornia for jobs in the mines. The mines are rich with diamonds, gold, iron, and, most amazing of all, all portals (see chapter on Realms) destined to the Nether made there have a huge amount of netherite ore found around them. Many exploitations exist within Mornia's land mass: pure Peculier (non-religious), gems, etcetera.

Zerio (3rd Pocket):

If any Pocket was to be described as a place of scholars, it would be Zerio: it is a huge landmass, in the lowermost western corner, with few mountains, but it more than makes up for it in its forests: thousands of forests, with millions of different varieties of trees, from simple oak to dark spruce. Each tree forms a brush stroke within the painting that is Rochnia Woods, a location that surrounds the western side of Archio, its capital. Within Archio, Honryo University rises up, tall above the rest of the buildings: it is the most prestigious school of all Pockets, and its alumnus are amongst the more important people in the world. Zerio has developed a particularly effective educational system, simply called 'Zerio'.

Namri (4th Pocket):

Namri is a large island, in the uppermost east corner of the map. It is a land of magic: its capital is set high within the sky, surrounded by protective enchantments of the highest caliber. It is the place of origin of many religions, notably Arnism, centered around 'Arnlum', a god that supposedly made Lorln, and the Peculier that makes it up. Sadly, a large number of scholars refuse experimentation on Peculier because it is 'the purest form of matter, and any tampering with it taints it eternally', thereby not much is known about it.

Pluemria (5th Pocket):

Pluemria, aka 'Sailing Pocket', is, as its nickname suggests, a Pocket that specializes in sailing. More specifically, the multi-realm transport of merchandise. Many a sailor makes a living off of sailing merchandise from within all Realms. It is known as the second richest Realm, coming close after Mornia.

Its capital is Pholio: known for its Frostwalker Ball, a tradition made to celebrate the invention of the enchantment that hastened the building of it by a few dozen years. The sorcerer who created it was named Anio Whitestake. They created it on the dawn of 1645, and, five years later, the scaffolding and most of the basic outline of the city was finished. The island is set in the center of the map.

Earth:

Earth is an incredibly complex thing: to start with, Lorln and Earth were not always one. However, that is not the subject of this chapter: instead, I am here to go over its characteristics.

To start with (well, not really start, but you get what I mean), Earth is situated far away from all other Pockets: closest to Arencia, it is isolated from most travels. A permit is needed to travel to and from it, needed to be officialized by three high ranking officers of travel.

Earth is the most technologically advanced of all lands: rich with history all over it's positively enormous spread of land, composed of seven 'continents'**: Africa, South America, North America, Europe, Asia, Australia and Antarctica.

There is a remarkable amount of variation in climate all across these continents: Africa is a warm place year-round, whilst Europe and North America have more varied weather.

The Pockets are unified by a unique link named the 'Arcmidian Conventions'. Instated after the Mornio War, these restrict the amount of power each Pocket holds. Here are the most notable articles within it:

- Ar. 9: All magical groups larger than 9 that actively operates must report themselves to authorities. To add to this, any magical group who is found non-reported and active will be sanctioned by a fine depending on their impact upon the world.

- Ar. 26: All unauthorized enchanting of locations is to be punished by two months of restriction of magic.

- Ar. 58: Any unlicensed enchanters are to be fined 1 000 Arcinam. Failure to do so will lead to three months of restriction of magic, and repeated offense will lead to complete removal of all enchanting rights.


Lexico:

* : 'Streaming' is the broadcasting of something happening at the instant it is happening through various forms of communication devices, i.e. a radio.

** : any of Earth's main continuous expanses of land (Europe, Asia, Africa, North and South America, Australia, Antarctica)

A Semi-Complete Guide To The Realms Of LorlnWhere stories live. Discover now