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Devblogs/Archive/4
DevBlog #4: History and Lore of WalkScape vol 1.
Posted: January 9, 2023
History and Lore of WalkScape, vol. 1
Hi! Today we will be doing some worldbuilding. Because there is so much to cover, I've decided to divide this into several blog posts. In addition, I'd like to get comments and develop the worldbuilding as we go.
Remember, my English isn't flawless, and while it's rather easy for me to write "proper" English, I'm still weak at creative storytelling. I'm searching for a professional writer who will be in charge of actually creating a lot of engaging and nice material for the game. Or I might be using an AI to make the texts more fluent.
You should look at this map and have it handy because I'll be talking a lot about geography and places:

Each region in the game has a main quest associated with it, with several results based on your choices. The decisions you make will have an impact on the plot, but they will not exclude you from any meaningful content. Some special things can be obtained through quests, however those that you did not obtain can be obtained through other means, but it may be time consuming and difficult. Following that, I shall tour the various locations of the Western Continent.
Jarvonia
You will begin (for the time being) as a player in Jarvonia, which is located on the map's northwestern edge (green labels). It is well-known for its long, dark winters and short summers. Prior to the establishment of the Arena in Middlecrest, it was the home of the Norsacks, who were largely nomads and were regarded as barbarians. With the arrival of more settlers to Jarvonia, the Norsacks were largely pushed out of their lands and had to adjust to a more sedentary lifestyle.
Jarvonia is now politically renowned as being strictly religious, but not for the godlike entities that reside at the Ethereal but for their own practices. They are somewhat isolationist due to their differences, yet they rely significantly on the food trade from the South.
Kallaheim, a gigantic stronghold on the banks of the Winter Waves, is Jarvonia's capital. Kallaheim has a lot of fish and minerals. As such, Kallaheim has become an integral part of Jarvonia's economy, as it is able to provide them with the resources they need to remain self-sufficient and further their isolationist ideology.
Jarvonia is ruled by a religious brotherhood rather than a ruler. The major plot of Jarvonia will be strongly related to the succession crisis in Wallisia, while also learning about their peculiar religion and making decisions about becoming more open to Wallisia's influence or remaining isolationist.
- Kallaheim was a grand structure, stretching far along the rocky shorelines of the Winter Waves. Its ancient stones stood dark as obsidian in the light of the setting sun, creating an imposing silhouette against the sky. On the banks of the river, wooden docks were bustling with fishermen, carrying large nets full of freshly caught fish. The atmosphere was one of industry and prosperity, a welcome respite from the snow-laden mountains in the distance.
- The stronghold had been constructed centuries ago by a powerful monarch, who wished to turn Jarvonia into a religious state. To this end, a grand monastery had been erected on the site of an ancient temple, long forgotten by time. The Norsack gods still lingered in their halls and chambers, bringing to life their centuries-old customs and beliefs. While some factions of the monastic order wished to remain isolated from Wallisia and its many influences, others felt that it was time to open up and embrace progress."
Grand Duchy of Trellin-Erdwise
The Grand Duchy of Trellin-Erdwise (GDTE for short, blue labels) extends east from Jarvonia and is generally autonomous but answers to the Empress in the south. It was historically made up of two duchies, Trellin and Erdwise, which were joined during the several conflicts that occurred prior to the construction of the Arena. The two dukes reign as a diarchy after the merger. With the unification of Trellin and Erdwise, the people in this region enjoyed a period of stability and peace.
GDTE is most recognized for its swamplands and hardy people. They have perfected swamp survival. There is also a sizable halfling population in the area. This halfling population brought with them a wealth of knowledge and expertise, particularly in the areas of agriculture and engineering.
Trellin is administered from Granfiddich, while Erdwise is governed from Bilgemont. There is some debate in GDTE because Erdwise is immensely wealthy due to its extensive trade with the wizards of Ewerethien via its two ports (Bilgemont and Blackspell).
The major narrative of GDTE will revolve around the disparity between the two duchies. There could be a lot more going on than you think. Trellin's people, who are comparatively less well-off, are becoming resentful of Erdwise and its wealth.
- The situation between Trellin and Erdwise had become increasingly tense, as the people of Trellin resented the wealth and power of their neighbors. Word spread through Granfiddich's taverns about tales of opulence from Erdwise, prompting new aspirations among some to overthrow them. Meanwhile, rumors continued to circulate about the lucrative deals that had been made between Erdwise and Ewerethien mages.
- In light of this unrest, the two dukes met in private to discuss a way forward. Knowing full well that a conflict could destabilize both countries, they agreed to try and find a diplomatic solution first. To this end, they invited representatives from both sides to gather at the Arena in Middlecrest to attempt mediation.
- The stage was set for a war that would decide not only who was ruler over these states but also what kind of realm would emerge from its ashes: one open to shared prosperity, or one that is driven by greed?
Empire of Wallisia
Wallisia is located south of the GDTE, and Middlecrest is the capital of the entire Western Continent (red/pink labels). The Empress currently rules Wallisia.
You might have noticed that the arena construction has been mentioned several times. Arenum's timeline can be divided into two parts: before the arena and after it.
Prior to the Arena, the population, particularly in the West, was constantly at war. After the Wallisians conquered Wrentmark, Galeforge, and GDTE, the reigning emperor decided to construct the arena as a memorial to his victory but also as a sign of future wars being resolved in a different, although still violent, manner. The Arena provided a place where two or more parties could settle their grievances without involving the general population.
Arena is still very popular in the West, and it is also frequented by fighters and spectators from all of the other fantasy races in the East. There is also a period of calm and stability. The Arena has been seen as a symbol of unity in a region previously divided by war and animosity.
The Empress is already old, and Wallisia's main story will be about the succession issue she thinks will occur after her death. She wants to maintain the empire intact, which may be impossible if a severe crisis happens. GDTE, Wrentmark, and Galeforce may seek independence once more. She has three sons: oldest one feels that he is destined to join the religion in Jarvonia, and then the younger twins might battle for the throne, making the whole succession process a disaster.
- The aged Empress of Wallisia was feeling her mortality and the impending end of her reign. Her ailing heart weighed heavy with the knowledge that she had to find a solution to keep her empire from collapsing in chaos after her death. With multiple factions tensions escalating, she knew it would be difficult.
- The Empress had three sons: an eldest whose curiosity for the religion in Jarvonia had shifted his interests away from taking the throne; then there was a set of younger twins who each coveted the title of emperor. The siblings' rivalry for the crown caused a palpable tension within the palace walls.
- What was to become of the Empress and her vast empire? The looming succession crisis that hung over the royal family was feared to have only one resolution: a massacre that would end any hopes of preserving her father's dynasty.
Wrentmark
Wrentmark, which is rich in gold and other precious minerals, is largely responsible for Wallisia's wealth. Wallisia is largely made up of agriculture and large cities, whereas Wrentmark has mountains and caves filled with riches. Wrentmark has been a source of wealth and power for Wallisia ever since it overcame it, providing the Empire the resources it needs to grow economically and industrially.
Wrentmark's scenery is more desert-like, and it is recognized for its scorching temperatures. Wrentmarkians are well-known for their outstanding merchants and craftsmanship.
Wrentmark is a minor part of the Western Continent. It was conquered by the Empress's father prior to the construction of the Arena. Its main plot will revolve around its disagreements with the Empress and the gripping rulership of the Wallisian Empire.
- As one of the most powerful states in Western Continent, Wrentmark has been under the control of Wallisia for many years. The inhabitants of Wrentmark are proud merchants who are fiercely loyal to their people and consider themselves part of a family-like community. They have a vast appreciation for their own culture and customs, something that is not always shared with those from other parts of the world.
- When Wallisia conquered Wrentmark and gained control over its resources and a peace was made, tension immediately began to mount between the two states. Over time, this conflict has become increasingly heated as each sides jockey for power and influence within Wrentmark.
- Currently, there is an ongoing power struggle between the Empress and her sons regarding who will succeed her as ruler of Wallisia. Should the succession crisis reach a breaking point, there is a distinct possibility that Wrentmark may secede from Wallisia's rule and return to being an independent state once again. This could lead to further division among realms on the Western Continent, as well as increased conflict between them. Such a situation could have serious implications for future relations between Wallisia and Wrentmark, as well as for peace within the continent at large.
Galeforge
Galeforge, another major attraction, was formerly an independent city state that ruled over the huge archipelago. Galeforge is extremely wealthy because of the vast richness of the islands, yet it has always lived under the shadow of the Ethereal.
Galeforge's scenery, in addition to the amazingly beautiful city, is the archipelago, which might be better avoided due to the Ethereals living inside the Celestial Rim. Ethereals are sort of demi-gods in the world of Arenum, who don't want to be disturbed and may attack anyone who invades their space. Ethereals have always been respected by Galeforges people, although they do not usually intervene in human affairs.
Galeforge had a large army before the Empress's father conquered it, and its city is designed like a fortress. Galeforge's major plot will center around learning more about the Ethereals and what's truly going on in the Archipelago. It might even provide insight into why the Ethereals have chosen to remain silent and aloof and what it will take for them to reveal their true intentions.
The Game
So, there's a general explanation of several regions in the game's world. My goal is to have a familiar fantasy setting with a variety of fantasy races. And the Western Continent is an excellent starting place because it is primarily made up of humans. Humans in this setting form the majority of the population, though other races exist and are integral to the game's later story.
But how does this all play out in the game? You'll be able to learn more about the lore and stories of these locales by completing quests and, of course, visiting the areas and speaking with the inhabitants. I'm thinking about adding collecting tomes to the game, which will provide more story bits as you travel around the lands. Through these various elements, players can immerse themselves in the world's history and create a deeper understanding of the people, places, and cultures within the game.
Middlecrest is incredibly essential in terms of game mechanics, and it serves as the major hub for the entire game. In addition, the Arena isn't there just for the story's sake—you can fight there as well! I would like to see PvP tournaments in Middlecrest at some point.
Until next time
That concludes this post! Please leave a comment if you have any good story proposals, feedback, questions, or anything else! I'll continue the lore blog entries later, but next time we'll look at something related to the game itself. Ewerethien, Ethereal (and the Immortal Circle), and Braemercia are likely to be covered in the upcoming lore pieces. I'm looking forward to telling more about the interesting stories that Ewerethien, Ethereal and Braemercia have to offer. See you later!
And by the way, I used AI to fix grammar and spelling errors in this post. It'd be interesting to hear if it's written better than the previous posts.
