Shattered Peace of the Past...
Parallel to our own, there exists another world, traveling along the same timeline as ours. The only difference between these two worlds is that technology had never caught on in the other world, known as Arkanna. Here, faeries and other mythical creatures are real; and two opposing, yet complementary forces hold everything in equilibrium. The High Priestess-Oracle, as old as time itself, serves as the protector of the Orb, the symbol of the balance in that world.
However, a dark shadow stretched out its hand over this arcane world and upset the natural order; darkness sought to overcome light. With the threat of perpetual chaos looming over the horizon, it was decided that the stones of power - once secreted in the Mages' Tower in Khraal, the central kingdom - be sent to our world.
There were eight stones in all: one for each of six elements and six outer kingdoms, and one each for the two overall forces and two inner kingdoms.
When the time came, six unknowing teenagers - hereafter called Guardians - would find themselves in possession of the six elemental stones of power. Upon the gathering of all six, they would enter into Arkanna, and strive to reset the balance between the two forces of Light and Dark. There in that world, the search for the two Keepers and the struggle between light and dark - and the fate of Arkanna - would begin.
But when four of their own suddenly find themselves under the Shadow Lord's control? Are they strong enough to fight off his spell? Are their fellow Guardians strong enough to help them break free? The Keepers may have been found and the chances of success increase in the Guardians' favor...but it may very well be at the price of someone's life!
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Uncertain Present...
The first confrontation between the Light (Guardians) and Shadow (Daemn) occurs on Earth, but the rest of the battles take place in the mystical world of Arkanna.
Just like our Earth of time long gone from memory, Arkanna consists of only one continent. Most of the population inhabit the main continent; almost no one has explored the outlying islands scattered along the coasts.
The mainland is roughly divided into nine territories. The first is the central kingdom, Khraal, governed and protected by the High Priestess-Oracle. Immediately outside its walls lie the Kingdoms of Eilran and Akhtai - light and darkness, respectively. The six other territories - or Outer Kingdoms - each represent a particular element, and are also under the protection of the High Priestess-Oracle.
To the northeast is Ignis, the Fire Kingdom. With the Indrae mountain range protecting the northern and western borders and the Lyr River to the south, Ignis's geography makes it a relatively safe haven against the recent Shadow Uprising.
Towards the great ocean in the south lies the Water Realm, Umilnae, and to its west, its sister, the Kingdom of Ice, Fioraln. While both are open to a nautical attack, each kingdom is surrounded by a magical wall created by Yumeru, and protecting them from land seiges is the Brenwood: a great, ancient forest that spans the entire width of the Southern region.
A three-day journey East from Eilran will take one to Zuryph, the Wind Country, and the neighboring territory of Earth, Tersish. They do well enough, despite the lack of protection provided by a mountain range or a forest like Brenwood.
Immediately West of Khraal lies the Lightning Kingdom, Krield. Abandoned now, the fortifications of its outer walls fallen and destroyed, it had the misfortune of being closest to what is now known as the Dunzuren - the self-made Kingdom of Shadow - and so was the first to be attacked. After the attack, a new forest, now called Sylvane - Forest of Silence - sprung up, separating Krield and Dunzuren from the rest of the land.
Parallel to our own, there exists another world, traveling along the same timeline as ours. The only difference between these two worlds is that technology had never caught on in the other world, known as Arkanna. Here, faeries and other mythical creatures are real; and two opposing, yet complementary forces hold everything in equilibrium. The High Priestess-Oracle, as old as time itself, serves as the protector of the Orb, the symbol of the balance in that world.
However, a dark shadow stretched out its hand over this arcane world and upset the natural order; darkness sought to overcome light. With the threat of perpetual chaos looming over the horizon, it was decided that the stones of power - once secreted in the Mages' Tower in Khraal, the central kingdom - be sent to our world.
There were eight stones in all: one for each of six elements and six outer kingdoms, and one each for the two overall forces and two inner kingdoms.
When the time came, six unknowing teenagers - hereafter called Guardians - would find themselves in possession of the six elemental stones of power. Upon the gathering of all six, they would enter into Arkanna, and strive to reset the balance between the two forces of Light and Dark. There in that world, the search for the two Keepers and the struggle between light and dark - and the fate of Arkanna - would begin.
But when four of their own suddenly find themselves under the Shadow Lord's control? Are they strong enough to fight off his spell? Are their fellow Guardians strong enough to help them break free? The Keepers may have been found and the chances of success increase in the Guardians' favor...but it may very well be at the price of someone's life!
------------------------------
Uncertain Present...
The first confrontation between the Light (Guardians) and Shadow (Daemn) occurs on Earth, but the rest of the battles take place in the mystical world of Arkanna.
Just like our Earth of time long gone from memory, Arkanna consists of only one continent. Most of the population inhabit the main continent; almost no one has explored the outlying islands scattered along the coasts.
The mainland is roughly divided into nine territories. The first is the central kingdom, Khraal, governed and protected by the High Priestess-Oracle. Immediately outside its walls lie the Kingdoms of Eilran and Akhtai - light and darkness, respectively. The six other territories - or Outer Kingdoms - each represent a particular element, and are also under the protection of the High Priestess-Oracle.
To the northeast is Ignis, the Fire Kingdom. With the Indrae mountain range protecting the northern and western borders and the Lyr River to the south, Ignis's geography makes it a relatively safe haven against the recent Shadow Uprising.
Towards the great ocean in the south lies the Water Realm, Umilnae, and to its west, its sister, the Kingdom of Ice, Fioraln. While both are open to a nautical attack, each kingdom is surrounded by a magical wall created by Yumeru, and protecting them from land seiges is the Brenwood: a great, ancient forest that spans the entire width of the Southern region.
A three-day journey East from Eilran will take one to Zuryph, the Wind Country, and the neighboring territory of Earth, Tersish. They do well enough, despite the lack of protection provided by a mountain range or a forest like Brenwood.
Immediately West of Khraal lies the Lightning Kingdom, Krield. Abandoned now, the fortifications of its outer walls fallen and destroyed, it had the misfortune of being closest to what is now known as the Dunzuren - the self-made Kingdom of Shadow - and so was the first to be attacked. After the attack, a new forest, now called Sylvane - Forest of Silence - sprung up, separating Krield and Dunzuren from the rest of the land.