Just recovering this to determine what, if anything, can be worked and salvaged into a good plane for the M:EM.
Virsin: Ashes of EmpireOnce, Virsin was at the heart of one of the greatest empires Dominia (The Multiverse) has ever seen. The Virsin Empire's armies marched across countless worlds through great portals, and its generals stood toe to toe with the Elder Dragons. But, it was not to last -- the Empire turned on itself and on most of their former worlds now only stray shards shards remain to tell that the mighty conquerors ever were. On Virsin itself, though, the echos of glory days long passed still linger, poisoning the future.The Waste Land: Virsin has never recovered from either the empire's life or its fall. Vast tracts of land are covered in desert and ruins, for the old empire drained the world's mana to power its creations in a way more total than most mages can even understand. The Waste Land of Virsin is very dangerous, as not all of the Empire's creations slumber soundly: like mountains or seas, the backbones of the old empire provide 'natural' barriers between the kingdoms that struggle for the powers they conceal.
Relics and Remnants: The technology of the old empire was impossibly advanced, blending magic and science to create wonders found nowhere else in the plane. Most are broken husks: decaying steeples of adamant steel in the mana-starved wastes, or slumbering giants, half sunk in earth and sand, their powerstone cores shattered long ago when the empire descended into civil war. Recovering ancient artifacts, though, is a lucrative trade in which all nations engage to a lesser or greater degree. "Mines" in the fringes of the Waste Land recover ancient engines and powerstones around which new machines can be built, while deeper in those unmapped domains, explorers venture hoping to discover functional devices, while avoiding those that are both functional and hostile.
The Struggle for Empire: Modern Virsin consists of four great nations, each of which wishes, for their own reasons, to reclaim the power of the old empire, while the traveling folk of the Wastelands play all the sides in in the conflict attempting to ensure their own survival. That struggle has come to a head with a discovery made in the deep wastelands -- beneath mountains of twisted steel was found the
Mana Forge, the very instillation that both fueled the old empire and ultimately consumed so much of Virsin. Now, all the major powers seek to control the Mana Forge, knowing whoever possesses it can resurrect the greatest weapons of the old empire, and with them rule the world.
But if the Forge is awakened, will there be any world left to rule?
Entaris: a coastal nation consisting largely of Humans, Merfolk, and Elves. They are moderately urbanized, with broad fields and managed woodlands feeding and providing resources to its rather rustic-seeming cities, the likes of which would not look out of place in Innistrad or Ulgrotha. While nominally a monarchy, their king handles only day-to-day affairs, while most major decisions of policy are created and enacted by the Council of the Wise, the guild that encompasses Entaris' multitudinous wizards.
Rundirival: Consisting primarily of Humans, Dwarves, and Aven, Rundirival is a mountain nation that thrives on industry, and to a lesser extent invention. They are a proud and warlike people, and perhaps the faction least reliant on scavenging working machines, as the forges that spew smoke into the icy air of the peaks and taint the snows with sulfur can work adamant steel, and the artificers of Rundirival are capable of at least mimicking many ancient designs. They are lead by a Lord-President, who is elected for life and wields absolute power, though he may delegate some authority to generals and ministers.
Koridford: Consisting primarily of Elves and
Serpent-folk, Koridford is a secluded nation of the deep jungle. Their venom and hatred alike run deep, and they despise the other nations, seeking ancient power in order to finally exterminate their foes. Xenophobic to the extreme, it is deeply ironic that Kordiford's jungles hide the only portal to remain in working order -- when they are finished with their rivals, the idea of cleansing "the other side" has a certain temptation. Kordiford is ruled by a traditionally monarchy of elves, alongside a priesthood of the serpentfolk. Its current queen has expanded expeditions into the Waste Lands massively.
Vargard: Consisting almost entirely of humans and ringed by Waste Land, Vargard claims to be the direct heir to the old empire. Its many-towered cities of stone and metal attest to a culture that has not forgotten what it means to be grand. Vargard's stake is, as they see it, to regain a birthright that was stolen from them, and they believe that this self-interest will ultimatley be in the best interest of the entire world. They follow the teachings (and direction) of the Church of Inheritance, the main dogma of which is that their gods have decreed that all creation should be theirs to rule. Naturally, few others agree with this rhetoric of manifest destiny, though Vargard's natives themselves seem honestly baffled by the fact that others do not simply kowtow to them.
Wastelanders: Resourceful members of any species might take up residence amidst the ruins. It is a life more free than any other in Virsin, but also one where only those who keep their wits about them survive for long. Thus, the wastelanders are as canny as they are independent. Nomadic by necessity, their allegiance is fickle but vital, as none understand the lost technology of the old empire as well as those who live alongside it every day.