We keep mentioning our wonderful districts, so now we’re going to start introducing them. Astranar has eight districts, each with their own individual flare, and they can be quite competitive with each other. In Astranar, the districts are named after gemstones. This week, we’ll be discussing Emerald (no wizards or tin men here, though lions, hmmm), where Air magic inspires action.
The closest thing to a tropical jungle that Astranar has, with lush greenery and a mangrove forest, Emerald is on the northeast side of the country up against the low point of the Whistlebacks and the coast, and sharing a border with the Ruby, Sapphire, and Citrine districts. Ginny looked to the interior of Puerto Rico for how the district shaped up. The forests are one aspect, covering hills and low mountains, parting to show some bits of green land and lakes. There are also underground caves of beautiful stone. Emerald is home to the Astranar Zoo, which was recently purchased by a well-intentioned conservationist, and is home to several crazy species.
The mountains and forest are dense enough to prevent an invasion, so there are no knights in Emerald, but there are a handful of nobility, with a count helping organize the four local lords, who do a fast pace in trade of the tropical crops that can only be found in Emerald. This is slightly problematic because there is a strong eco-savvy movement in Emerald that detests “stealing from nature.” They set the tone for the fashion, which is fairly bohemian in style as they work to inspire lack of waste.
Sometimes to get where the main character (MC) are going among the dense trees and water, they need to be in the saddle a long time. And with space at a premium, smaller arenas are for the best. As a result, the district specialty is dressage, and the local horses are a mix. For those who favor tradition, there’s the Andalusian and Persano. However, if the player would prefer something a little different, there is a South American horse who is actually an ambler rather than the usual trotting style: the Paso Fino.
Air magic resonates with Fa on the solfege scale. A bridge between fire and water, air is the path to goals, though it may jump around from time to time. Air magicians are intellectuals who seek wisdom…they just may be all over the place trying to find it. They are good at helping ease conflict between friends by talking it out. On the small scale, Air magic can summon a fresh breeze or help the MC see or hear something from far away. On the large scale, it can be a summon special types of wind, changing it from direction to properties, and manipulate the weather. Of course, if the MC brings a cyclone down on everyone’s head’s, they’ll have a lot to answer for!
If you following Ginny’s twitter blog, you’ll know that all of the districts, including Emerald, have their own little specialties and symbols. I won’t bore you with all of them, and I want you to get to enjoy finding them out on your own! (The name is one giant clue to one of them, fyi.) I will mention that the Emerald mentors depend on which side the player chooses. If they go with the Light, the MC will look to Elena Treeharmony (profile pending), and if they go with the Shadow, the MC has options: Victoria Blackpiano (profile pending) and Varteni Heatforte (profile pending).