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Introduction to Astraea
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Introduction to Astraea
Astraea
Astraea is the ancient homeland of all the races of Artegal. All of them have a birthplace in Astraea because Astraea is where the origin race of Artegal once called home. In time immemorial, though, there was a terrible cataclysm which shattered the continent upon which that ancient race once lived, breaking it into the nine nations. The survivors separated and went their ways, eventually developing into the Dwemer, the Auren, and the Merrow. Astraea was left mostly uninhabited as a result.
When the Crystalborn arrived, though, they sought a place for their Great Crystal so that it would not give favor to any one Nation. Astraea, a veritable ready-made paradise, served their purposes perfectly.
Astraea is unique among the Nations because the Great Crystal, which has the power to unite all the shards into one vessel again, can only be Kept by a Summoner, and Summoners are rare on Artegal. Moreover, that Summoner who is called to be the Great Keeper must be of Crystalborn blood.
Astraea is temperate in climate, and most of the land is gardened or otherwise well-kept. Those who live close to the Great Crystal tend towards stronger magic than those who live further from it, and so many of the previous Keepers were born in Astraea, though in recent decades the other Nations have started gaining their own, native, Summoners.
Politically Astraea is neutral in the arguments between Nations. It has to be because it has to be approachable by all Nations.
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