Owen Greene is a 20-year old man who indulges in childish faerie tales and folklore. He's also been graced with mental powers, but has been forced to hide them out of fear for being caught by the governing Legion.
His life takes a sudden turn when the threat of his enemy comes too close to home. Owen flees with a family friend and a newly formed companion who is nothing short of sarcastic and rude. Time spent together journeying through the wilds of his home country brings them close together as Owen lands himself on the Legion's wanted list.
But with his enemy on his heels, it's fight or flight for Owen, and after experiencing cutthroat clans and hearing a strange voice call out to him, he may have taken on more than he can carry.
Fleeing from his home country was the hardest thing Owen Greene thought he had to do to evade the clutches of a persistent Core Wielder. But now he has to face even more hardships as he travels through new territory in search of a rebel group making themselves known throughout the regions.
Traversing the lands with his companions, his journey slowly unravels as a merciless group known as Hunters seek people with Astran power like him for their own personal gain. With new threats on his heels, Owen has to be doubly on his guard as he journeys within the Legion's shadow.
But watching out for Hunters and Legion guards are only the beginning of his problems, as a past enemy is still in pursuit of finding him once and for all to find out one question:
IS OWEN STARBORN?
Owen is a 20-year-old man who indulges in faerie tales, folklore, and legends. Though it may take him a while to warm up to people, he makes friends easily. He's not a natural born leader, which is why he often finds himself being indecisive and uncertain, and his naivety usually leads to people taking advantage of him. And if you upset him, he's liable to stalk off alone to stew in his thoughts before talking to you about it. But despite his flaws, Owen is a gentle soul with a heart of gold. He's loyal and forgiving, sometimes humble, and often full of questions. He is a deep thinker who has a long journey ahead of him; one of friendship, betrayal, adventure, love, loss, and heartache.
Colt is a 25-year-old man who loves spending his times in local pubs and gambling. Living as a hermit, he prefers time spent alone, but once he finds himself in good company, he tends to stay in it. He is often standoffish and sarcastic, and has a tendency to act tough and careless. But inside, Colt is soft to those close to him and a loyal companion. He's a fighter and determined to help you out of any situation. A believer in freewill, Colt will stand by your side no matter what.
A refugee from Arcmere at a young age, Gilda fell into a life of violence and brutality to hide her Astran abilities. In the story, she is 37, and acts as a motherly figure to Owen, Colt, and Brom. She is nurturing and kind, but she also has a sharp edge to her personality, and she will kill without hesitation or mercy to save those she loves. But while she is kind, she can also be cold to anyone she doesn't like or doesn't want to grow warm to, and some people find it hard to understand her deadpan and sometimes morbid humor. Though not always loyal to those she's lived with, she is confident in her abilities, and if she likes you, she will stick by your side.
While each country has their own share of folklore, from the nymphs of Milarc, the stone people in Avathon, the miniature dragons in Arcmere, and the mermaids of Rii, there are also real inhabitants that haunt and roam Arcania. There is talk of blood-eaters and wolf-men among children, as well as faerie folk who live in highly dense forested areas; and also of living trees who kill people and tree and bridge trolls. Here is a short, main list of the real supernatural things that inhabit Arcania.
Ghouls - are the result of an ancient people who live in caves, sewers, and catacombs around the world. After living down there for so long, they become their own people. They live in areas where water is available, and mostly feed off fish, insects and other animals. Ghouls are the result of humans being imprisoned in some places and left to rot. They’re survivors of torture, as well as people who went mentally mad. The problem is some of them reproduced and formed their own colonies in the darkness, thus creating a strange mutant of a human. Most of them are blind. While there are often reports of attacks from cave travelers, these people are not thought of to cause any danger to the sunlit world above where they dwell.
Ghosts - are said to be wandering souls who never crossed into the Unseen Vale. They haunt certain areas of the world, refusing to leave, or simply wander, looking for their bodies, families, or something else they left unfinished. Most are harmless.
Spirits - often thought of as being "ancient watchers" spirits dwell in places like forests, mountains, rivers, caves, etc. They are said to be the result of Astran power that manifests in high energy places. Most of the time, spirits take the form of animals and are attracted to those that hold high energies or power.
Entities - are shadows that linger in the living world. They have managed to seep through the “cracks” of the Unseen Vale (the realm between life and death where all souls go). Not to be confused with ghosts, Entities are attracted to supernatural things like themselves, and likewise may flock to Astrans who use their power. Most Entities are harmless, but they can mess with one’s mind enough to make them question their mentality and self-worth, especially if this entity is a past loved one come back to find someone they loved or hated in their living life.
Horggs - are giants that dominate what’s called the “graveyard” of Vanhelm, in Avathon. They kill anyone in their path, protecting the areas they stalk. They feed off their kills and usually keep certain body parts as souvenirs, such as bones, heads or limbs to dangle over their shoulders. Despite being a common spook for children, Horggs are very real in Arcania.
Water Hags - like Entities, Water Hags are said to be wrought out of negative energy escaping the Unseen Vale through cracks or "rifts" in the realm. They are usually thin, bony looking women who live in stagnant water, like ponds, swamps, and some lakes. Though they are said to live almost anywhere, most reside in Vanhelm, where negative energy is said to be the strongest. For this reason, most people don’t come into contact with them.
The Kingdom of Milarc is where our story begins. In the small village of Emberton, Owen Greene enjoys the rocky coastline and green fields of his home one last time before he embarks on a journey across Milarc to the southern country of Avathon, connected by Milarc's peninsula. There are five regions: Lower Milarc, Brookhaven, Wheaton, Brynrock, and Torke.
In Lower Milarc, farmlands dominate the area, giving the country an abundance of crops for its inhabitants, and exports for exotic plants, crop, and animals exclusive to the country. To the north, Brookhaven sees its share of fields and trees, as well as many inns and homes, where countryfolk love to live, but not too far from the nearest towns. It is home to Milarc's citadel, Alacor, where the Council overseas the country's authority, The Legion. In Wheaton, the Uriel Mountains stand tall, their white caps enduring the harshest snow the country sees. Local lore tells that those who wish to forget go to the Uriel Mountains. In Brynrock is where many traders live. Many fish, log, grow crops, breed animals, and visit the towns of Brookhaven in the spring and summer to sell their wares. It is also home to most of Birchwood, the largest forest in Milarc and home to its biggest river, Birchwood River. In Torke, the wealthy prosper. A beautiful region of green rolling hills and rocky low mountains, it is a sight to behold, as well as home to some of Milarc's famous wine exports.
Milarc is one of the oldest kingdoms in Arcania. Built by an ancient people who primarily worshipped the goddess, Yuna, its land mass became an experiment for science. Known for its array of coastal caves, early dwellers dug deep within the earth, creating a system of catacombs that, according to legend, span all the way to the center of Milarc. What could be there is a mystery. Each region has its own local legend about it; a deep hole that goes to the center of the earth, to a realm of faeries, to the goddess, Yuna, being locked away there. Whatever the legend, the catacombs can be explored by any who dare to enter, but they may experience cave-in's, as well as getting lost. The catacombs beneath Alacor's foundation is the most talked about, and for good reason: it's off limits.
The ancients worshipped Yuna until the Legion took over. As they turned to obeying the authority of the Legion, many began to seek the other gods for worship, one of them being the supreme being, Arcan. Before long, religious worship began to die out altogether in the country, as many looked to the science produced by Alacor instead; electricity, coal factories, indoor bathrooms. While few now worship Arcan, it is a public secret that the Legion swears in the name of Yuna.
Some thirty years before the story begins, Milarc began to experience more earthquakes and floods. A marsh on the southeast coastline grows more inland every year, leaving some inhabitants concerned. In the north, it is always dreary and rainy, while the south sees more warmth and sunlight.
In our present story, Beyond the Core, the Legion has mysteriously brought back the worship of Yuna to a people who have long since let go of her praise. While the southern regions of Milarc took to it without a fuss, the northern regions turned a leery eye towards the Legion, questioning their authority. When the story of Beyond the Core begins, it oversees Owen glancing up at a statue of Yuna with his fellow villagers.
What is the secret behind the Legion's sudden uprooting of an ancient divine being who was once free to roam every continent in Arcania? Check back for more an update on the history of Yuna.