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PLACES
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Windfrost: Birthplace of the Humar and Dorn, it is here that the capital of Ostera, Skyborn Hold, is located. It's harsh, cold climate and rocky, mountainous terrain is often the death of many, but both races believe that living here made them the strong and determined peoples that they are today. The villages in the area rely heavily on thick stone walls, thin windows, and fire pits incorporated into their architecture to help fight the cold.
Skyborn Hold: Carved within the side of a large mountain, it is here that King Uriel Ostera II reigns over his kingdom. The cold temperature keeps most visitors inside, but the Humar and Dorn are often out and about, seeing to their daily business. While they still need to wear warm furs, it's not as thick as someone not used to the climate would need to wear. As dark colors tend to attract more sunlight, there aren't many vibrant colors adorning the city's stone streets, or the garb of its inhabitants, save for during festivals.
Frostwall: A stone fortress in the shape of a long wall that stands along the border between Calravia and Frosthaven. It was built to keep the Empire from entering through Calravia, and has successfully repelled all but one assault. Various small villages have formed along the inside, each hosting the guards that patrol that section of the wall, and their families.
Arikstead: A village-turned town modified to better watch the border to Cyrril. It was originally just a small village, settled by Humar that did not like being cramped up in Skyborn, and did not wish to be near the Calravian border. With the failed Imperial excursion in Cyrril, the village was garrisoned with troops, and eventually enclosed with walls, and a fort.
Scourgewatch:A fortress, built by the Order of Sunlight to keep an eye on the tainted peninsula, and stop the undead plague from spreading. Despite their connections with the Empire, the Osterians allow, if not graciously welcome the Order's presence. On the condition that it be Hallowed ground, where soldiers of the two factions cannot fight. On the other hand, the service that the order is providing is welcomed, as the Kingdom cannot afford to split its troops between the empire and culling the undead.
Cyrril: A neutral region, Cyrril encompasses the plains next to the Lykia, as well as the woodlands and taiga leading up to Frosthaven. This entire area belongs to the neutral and reclusive Ein. It is here that the world tree, where all life is said to originate from, is located, deep within the woodlands. The region's plains are still littered with the wreckage of the siege engines used during the Battle of Verik's Post, a failed Lykran plot to catch the Osterian forces heading to Calravia off guard. The Osterians had a small outpost built at the edge of the forest, and were able to see the Lykrans coming across the plains from miles away.
Avendrassil: A mighty tree, planted by Restia before she returned to the Ethereal plane, it is said to be the origin of all life, and directly tied to the planet's health. Capital of the Ein, it is here that they focus all of their druidic power. Even if they were born across the continent, or are half-breeds, all with Ein blood within them are required to visit this place at least once in their lives. Isolated from most of the world, the Ein allow travelers into the city around the tree, but are forbidden to enter the massive tree proper. An exception is made for certain members of the Enclave, due to the leylines that circulate through the tree.
Wernke: When the Enclave discovered the Wyverns within these ruins, they immediately set up camp in order to study the nature of these powerful beings. Many others would venture to the ruins, curious about them as well. They would rebuild the outer dwellings, so that they could have proper places to live while they studied the ruins. Soon, they would move their families here, and as more and more did this, Wernke grew in size. It has only recently registered itself with both nations as a neutral village. But once one of the Wyverns wakes, many believe they will draw quite a crowd.
The Tainted Peninsula: An outright no-man's land, Long ago, a rogue necromancer who is known only as "The Betrayer", once summoned a massive undead army in an attempt to anger Nel'zan in a bit to steal the Time-lost Skull. Tainted by the plague clouds emitted from his dark magic, it remains the same as it was since that day, resisting all druidic attempts to cleanse the land. It has since been labeled off limits to all. If any were to actually brave the roaming undead, and the plague-clouds that still linger about the area. They would come across a lone, egg-shaped stone that marks the very spot where the site where the betrayer was slain... The stone has become obsidian in color, and bleeds a strange, turquoise liquid when struck.
Any undead that mange to escape the Order's vigil are resistant to control from any other Necromancers, which says that either the plague is so strong in that area that it makes them so, or, something else is controlling them.
Calravia: A “taiga meets temperate grassland” area, this is where all forms of Beastians originated. While most species are semi-nomadic, archeological digs seem to point to an event that caused all of the different tribes and clans to just suddenly pick up and leave. What this event was, is still a mystery. While Cyrril fields were definitely a hotspot, Calravia was where the most brutal fighting took place. Due to the Beastian's nomadic nature, there was no other nation to come between the two. The nomadic peoples were split into small tribes, and even combined, were no match for either of the two nations. Some of the more aggressive clans even signed up as mercenaries during the war.
A lot of this region was ravaged by the history of wars held upon it, and is wasteland, littered with broken siege equipment, skeletons, and various ruins of tribal settlements. This war-torn region is nicknamed the "Scar of War".
Calravus City:A city that has recently been rebuilt by the other races in an attempt to get the more violent tribes out of their regions and back to Calravia. It is mainly inhabited by Beastians, but ran and defended by both Osterian and Imperial forces. While some welcomed the two armies for the security. Most opposed the guard, animosity from the war lingered between the two, and any fights that took place between them often resulted in Beastians getting caught in the crossfire. Otherwise, it would be a quaint little city, resembling Lykran architecture. It is ruled by a Lord appointed from the Beastians with a consensus of both nations. The city, as well as the region, is named after a Beastian hero that united the different species of his kind, and kept the Betrayer's undead hordes at bay, so that Helgius and his companions could put a stop to the rogue Necromancer's plans.
The World Spire: A gigantic mountain in the center of the continent, it is responsible for the Fulusian desert. It's peak is far up into the clouds, and is considered impossible to reach it by anything other than magical means. The renown that would come with such a feat as reaching its peak has claimed the lives of many aspiring explorers and mountain climbers.
Dragonmaw Cavern: A long sought-after location, fabled entrance to the lair of Pyrothos. One explorer claims to have found it, but claimed that once you got past the intense heat and the perilous walkways over vast pits of lava, you would then have to make it past the Flamescale brood's stronghold, Izalon, and it is rumored that the servants of the benevolent Pyrothos, the red dragons, drakes, and wyrmkin there are tasked with keeping everyone, even pilgrims, out.
The Fulusian Desert: An ancient, mysterious desert, that, from what archeologists claim, wasn't always a desert. It apparently was once the epicenter of a kingdom of giant beastians called the Anu'voll. A race of Jackal-like creatures that stood at double the height of the average Lykran. Velkothian myth states that these were Serameya's original chosen, but after they challenged her, she wiped them from existence and created the Velkoth. Any Velkoth worth their salt knows this is true, but the other races believe it just mythology.
Unknown: A long-forgotten temple in the desert. It's origin is currently unknown, and any attempts to get to it, have been defeated by the relentless sandstorms that ravage the surrounding area. One man claims to have made it alone, but dared not enter. Claiming to be barred entry by a large canine-looking beastian.
The World Fount: A vast bastion of mana. While seemingly an incredibly large tower, it actually serves as the focus point for the world's magical energies. It recycles used energy, and sends it back through mana leylines, that disperse the energy throughout the world. Capital of the Enclave, it is guarded zealously by the mystical organization. At the top of the tower, lies the crystallized form of Serameya. Many mages, member or not, used to come to the crucible to pay respects to the Goddess of Magic, and ask for her blessing.
The Restiarian Forest: A forest nestled between The World Spire, and the Lykian Plains. It's plants are twisted, and its inhabitants are strange creatures, not seen anywhere else. Many Druids come here to meditate within Restia's essence, and receive her spiritual guidance.
Lykia: A very peculiar region, it is a dreary forest with a bright, exuberant coast. Although the Lykrans originated from Calravia, it was here that their Empire was founded. While the empire accepts all who wish to join it, (even humar), the land is still a primarily Lykran region. It is a rather difficult place to reach, thanks to the Imperial Immigration & Travel Bureau, and more natural features, like the Restiarian forest, and the oppressive mountains lining the rest of its borders.
Aedlon Village: A village nestled within the forests of Lykia, it was formed by Refugees from the most recent war, people of all races came here to escape the fighting, so long as they swore fealty to the Red Empress and her Empire. It is named after Duke Garren Aedlon, a Lykran soldier who led a group of refugees from both factions through the Fulusian desert to safety, eventually settling here in peace. For his compassion to people in need, Aedlon was made a Vassal, and given the village as his Fief. He watches over the village now, a tired, gray-furred, and wrinkled version of the statue in the square.
Helden: A primarily Lykran city, it is within the fort here that many of the campaigns against the Osterians were conceived. Since the Treaty, it has gone the way of Aedlon, and opened its gates to any seeking refuge. Though only members of the military, and others with special privileges are allowed within the fort, the city itself is open to all. While Lykrans are still in the majority, you'll see quite few others, even Humar, walking the streets during peak hours.
It is named after the ancient hero, Helgius, who was the posthumous founder of the Order of the Sun, and fabled to be the demigod son of Pyrothos, and father of the current Empress. It is written that he united the ancient races behind a rag-tag group of people to stop the Betrayer. Helgius ended up victorious, slaying the Necromancer on the spot of the obsidian stone. However, he died from his wounds shortly after. After his funeral, his companions founded the order in his honor. A statue depicting the mythic hero, complete with an Order shrine, marks the spot of the den he once lived in. The statue's shrine brings in many travelers seeking guidance from the spirit of the legendary hero. Whether the receive it, is up to their own spirit.
Fort Barlow and the Barlow Gap: Barlow Gap is the one, small space on the border between Cyrril and Lykia, that is not covered by a mountain. It runs all the way through the border, and is wide enough for a two carts, side-by-side, to fit through. That was, until the Empire built a fort at the borderline, barring any travelers that attempt to pass through without proper credentials. It is a recent build, constructed a year or two before the Reclamation War.
Port Mistmantle: A port town built when the Empire attempted to sail to Wyrmrest Isle, and instead met the Quetzal at Shattered-Tail. A bustling capital of fishermen, privateers, sailors, and even pirates, it is the one place in Lykia that you don't have to swear fealty to anyone to reside in it. Granted though, you need proper credentials to pass through the gate into Lykia, and it's guards are Imperial Sailors stationed at the garrison, so Imperial Law is still enforced here.
Pyrodius City: Capital of Lykia, and the largest city on the continent, it is here that the Main Cathedral of the Order of Sunlight is located. Despite it's dark architecture, and the strange, pine forests of Lykia surrounding it, the city is a very pleasant place to live in, if you don't mind the wolves. Originally a small town on a big river, it was built up when the Empress decided to move her court here. A very religious place, the image of Pyrothos is everywhere, from murals depicting his deeds, to stone carvings in the sides of buildings.
The Shattered-Tail Archipelago: A group of islands that extend enough out of the fog surrounding Wyrmrest for ships to reach them safely. While still somewhat foggy, it isn't enough to obstruct too much of one's surroundings, but just enough to keep the climate warm and damp enough for it to be comfortable for the Quetzal that inhabit the islands. There are cities, but none as glorious or large as the ones on the mainland.
Wyrmrest Isle: Not much is known about this region, as any ships that have broken through the heavy fog that surrounds it have disappeared without a trace. Legend says that it is where the spirit realm meets the corporeal, and that a temple resides there where one could actually enter and the spirit realm without having to die.
On Paper Wings · Tue Apr 09, 2013 @ 05:27pm · 0 Comments |
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