Post by Kro on May 21, 2013 4:19:20 GMT
This is a WIP
Continent of Alisia
Niedchester- The starting town of the story. It has German architecture. The town is popular for tourists and merchants, often holding grand bazars every weekend.
Palustris- The city surrounded by the Fisherman’s Mire. They often poke fun at travelers for actually making it through the mire and even go as far as giving awards for getting in the city in one piece without a scratch. The folk here are sturdy, with the majority of the population being a race of water healers. Their more popular costumers come from Onitis and often trade with the other country.
The Fisherman’s Mire- The large marsh circling Palustris; protecting the city from Cleoyetora’s extreme environment. It is crudely called the Morgue due to a high ratio of deaths of unprepared travelers. There is a shrine dedicated to frogs and the Palustris folk are not certain themselves why that exists.
Onitis- A temple city surrounded by Cleoyetora. It is hidden within a giant sand dune which only natives of Onitis can locate and open. The dune reveals itself to be hard rock once entering the kingdom. Most homes are built into the walls which are small and compact due to a large population. It is speculated that Cleoyetora’s Actesiris Basin is under the city and the sole reason why the temple city was struck with a plague from Cleoyetora’s curse when the city was first built. These are only rumors of course.
Cleoyetora- the desert of Onitis sometimes reffered to as the Cleo’s Badlands. An extremely hostile environment as it is rife with Sand Wolves and Ravaging Goblins. Desert Leviathans are said to inhabit the desert as well although some say they are merely mirage monsters. These badlands are not to be traveled alone and it is wise to have a native of Onitis as a guide. The Actesiris Basin is located somewhere in the badlands but is only accessible to the natives. Even they do not know the location of the basin and do not wish to pursue it in fear of Cleo’s curse. The curse originated from a young royal named Cleoyetora who was murdered by the ambassador of a neighboring nation in hopes of stealing a famed treasure. The royal’s last words were a curse placed upon their murderer who died from the intensity. The curse is said to remain eons later discouraging many.
Sheperd’s Pass- While not truly a kingdom, it is actually a mountain range with a small native populations living in valleys. The folk here are famous for their sheep wool and villages often trade with each other. The Pass itself takes about five days or so and villages act as checkpoints for travelers. One resident of each village is groomed to be a guide for travelers so that their passage is as smooth as possible.
The Shepherd’s Lost Crypt- A resting ground belonging to a beast long forgotten that’s blocked off by boulders. It is a forbidden underground temple abandoned since ancient times. In olden times travelers and locals of the Sheperd’s Pass were heavily discouraged from taking the path leading to the Crypt. The stone bridge allowing access has been brought down due to landslides during the rainy seasons. The insides are said to be filled with demons or other monsters of sort.
Farasis’ Sanctum- A surprise location to most, this sanctum is found trying to get into Okeathi from Palustris. Farasis was said to be a divine entity of fertility with multiple limbs. The sanctum dedicated to her leads down into a cave where an immense statue of her seems to have been carved out of the cave’s walls. Each of her hands holds a door and the true door is the upper left door. The cave is lit by an Ethereal Lake.
Okeathi- A kingdom of grandeur with the most rich and prominent history. It was built from the ground up by forest spirits that eventually evolved to be more humanoid to avoid being hunted down in the future (as they observed for that to be a thing humans do with ancient creatures.) They are known as a port kingdom where most of their income coming from the fishing industry. A great tragedy befell the kingdom twenty years prior to the events of Holy Requiem in where half of the kingdom was submerged into the ocean. This kingdom has the most diverse population of any other combined.
Arcadiopolis- Once a bustling metropolis that was reduced down to what was known as the Aesluveras shrine which protected by few loyal individuals that have since then hollowed out. A Greco-Roman like city was then built on top of it to give the once powerful city a second chance to conquer. The only remnants of the old shrine visible are at the top of an old acropolis found on the highest mountain. It is said to be the entrance to Aesluveras and is heavily guarded by the hollowed sorcerers and great knights.
Soul Isle – A channel located in Arcadiopolis. It is the gateway between the Sky Province and Scourge. It is similar to a river with the water being replaced by countless souls. It has a fork once the channel exits the kingdom. It is the only location to allow humans direct access to either Scourge or Sky Province, all other Isles have been destroyed for some mysterious reason.
Furor- The second biggest Halidom in Alisia. It was once a great kingdom where strength equals politics. They were regarded as barbaric but are hearty folk famed to be involved in many great wars whenever the holy lands were in danger. Twenty years prior to the story, it was burned to the ground and a never-ending war zone with most of the population either wiped out or escaped through an underground passage out of the country itself. A rouge clan of Berserkers now make their home here and have no intent of moving out.
Rugged Path- An underground passing under Furor for survivors to escape through. The path is located under the ruins of a church and extends outside the walls of Furor.
Magnus- The largest and most famous of the Halidoms. Magnus is to be built upon the first lands of Alisia, making it to be the holiest of kingdoms. Many flock to Magnus in order to get rich but are more likely to get swindled out of their money in the first hour which is why it has the nickname of the Gambler’s Grave. The royal family of this halidom is said to be the most powerful. That is until it was usurped twenty years prior with majority of the royal family having been executed. Ever since the death of the royals, avarice has risen so much that gold is practically worthless.
Tombs of the White Priest- Many secrets surround the Tombs. Many say it is the ruins of a martyr’s tomb. It is believed the martyr was a great hero in their time. Others believe it is an archaic shrine to worship an Angel that helped fertilized the land. Whatever the case, a hollowed out white sorcerer can be found living there. Most travelers do not speak to this sorcerer and instead run off believing it is an apparition of sorts.
Titan Fields- A pocket of space that constantly intersects with the mortal plain. The inhabitants are referred to as Nephilim, titanic creatures said to be imprisoned by God during a great war for their treason. Their bodies have since then withered, their skin has fallen off as eons passed and look like walking corpses. They are hostile creatures that run on instinct as their evolutionary path unfortunately got rid of independent thinking because of their extreme isolation. The Fields themselves are barren wastelands with a few mountains. The sky is in perpetual twilight. An infinite expanse of space to make sure they do not wander outside of it and cause chaos on the moral realm.
The Ethereal Lakes- Normal lakes in appearance during the day but a light show during the night. These lakes naturally radiate light when the moon is out, leaving their areas in twilight. The lakes are inhabited by creatures known as Light Denizens who look holy in appearance but are actually parasitic creatures that feed off the lake’s energy. They are opportunistic feeders as well and devour travelers that stumble upon their lakes by impersonating Angels. These creatures are to be avoided at all costs. The only Ethereal Lake that does not have a Light Denizen is in the Palustris’ mire.
Continent of Alisia
The Sky Province – A city described to be the original Earth during ancient times. It was created by God to be inhabited by their first creations, Angels. It is now a city floating in the sky with little to no access to it by humans. Calling it a city is an understatement as it is as big as Alisia itself or bigger. It is the only location in Alisia to not experience twilight or night as God’s light is perpetual. It has seven capitals: Gabriel, Michael, Raphael, Uriel, Raguel, Remiel, and Saraqael.
Scourge- Thought to be Hell in ancient Alisian literature. It is actually the first region of
Alisia after God created the second Earth. It was described as Hell due to its volcanic
terrain and an eerie red hued atmosphere during the evening. All Demons originated in Scourge who were birthed by the immense and restless energy during its creation. Demons at first looked like lava creatures before their skin cooled off to be able to approach other life forms. Eventually their appearance evolved to look more humanoid since the energy that birth them had quelled. Scourge is now a metropolis with a strictly organized government
Niedchester- The starting town of the story. It has German architecture. The town is popular for tourists and merchants, often holding grand bazars every weekend.
Palustris- The city surrounded by the Fisherman’s Mire. They often poke fun at travelers for actually making it through the mire and even go as far as giving awards for getting in the city in one piece without a scratch. The folk here are sturdy, with the majority of the population being a race of water healers. Their more popular costumers come from Onitis and often trade with the other country.
The Fisherman’s Mire- The large marsh circling Palustris; protecting the city from Cleoyetora’s extreme environment. It is crudely called the Morgue due to a high ratio of deaths of unprepared travelers. There is a shrine dedicated to frogs and the Palustris folk are not certain themselves why that exists.
Onitis- A temple city surrounded by Cleoyetora. It is hidden within a giant sand dune which only natives of Onitis can locate and open. The dune reveals itself to be hard rock once entering the kingdom. Most homes are built into the walls which are small and compact due to a large population. It is speculated that Cleoyetora’s Actesiris Basin is under the city and the sole reason why the temple city was struck with a plague from Cleoyetora’s curse when the city was first built. These are only rumors of course.
Cleoyetora- the desert of Onitis sometimes reffered to as the Cleo’s Badlands. An extremely hostile environment as it is rife with Sand Wolves and Ravaging Goblins. Desert Leviathans are said to inhabit the desert as well although some say they are merely mirage monsters. These badlands are not to be traveled alone and it is wise to have a native of Onitis as a guide. The Actesiris Basin is located somewhere in the badlands but is only accessible to the natives. Even they do not know the location of the basin and do not wish to pursue it in fear of Cleo’s curse. The curse originated from a young royal named Cleoyetora who was murdered by the ambassador of a neighboring nation in hopes of stealing a famed treasure. The royal’s last words were a curse placed upon their murderer who died from the intensity. The curse is said to remain eons later discouraging many.
Sheperd’s Pass- While not truly a kingdom, it is actually a mountain range with a small native populations living in valleys. The folk here are famous for their sheep wool and villages often trade with each other. The Pass itself takes about five days or so and villages act as checkpoints for travelers. One resident of each village is groomed to be a guide for travelers so that their passage is as smooth as possible.
The Shepherd’s Lost Crypt- A resting ground belonging to a beast long forgotten that’s blocked off by boulders. It is a forbidden underground temple abandoned since ancient times. In olden times travelers and locals of the Sheperd’s Pass were heavily discouraged from taking the path leading to the Crypt. The stone bridge allowing access has been brought down due to landslides during the rainy seasons. The insides are said to be filled with demons or other monsters of sort.
Farasis’ Sanctum- A surprise location to most, this sanctum is found trying to get into Okeathi from Palustris. Farasis was said to be a divine entity of fertility with multiple limbs. The sanctum dedicated to her leads down into a cave where an immense statue of her seems to have been carved out of the cave’s walls. Each of her hands holds a door and the true door is the upper left door. The cave is lit by an Ethereal Lake.
Okeathi- A kingdom of grandeur with the most rich and prominent history. It was built from the ground up by forest spirits that eventually evolved to be more humanoid to avoid being hunted down in the future (as they observed for that to be a thing humans do with ancient creatures.) They are known as a port kingdom where most of their income coming from the fishing industry. A great tragedy befell the kingdom twenty years prior to the events of Holy Requiem in where half of the kingdom was submerged into the ocean. This kingdom has the most diverse population of any other combined.
Arcadiopolis- Once a bustling metropolis that was reduced down to what was known as the Aesluveras shrine which protected by few loyal individuals that have since then hollowed out. A Greco-Roman like city was then built on top of it to give the once powerful city a second chance to conquer. The only remnants of the old shrine visible are at the top of an old acropolis found on the highest mountain. It is said to be the entrance to Aesluveras and is heavily guarded by the hollowed sorcerers and great knights.
Soul Isle – A channel located in Arcadiopolis. It is the gateway between the Sky Province and Scourge. It is similar to a river with the water being replaced by countless souls. It has a fork once the channel exits the kingdom. It is the only location to allow humans direct access to either Scourge or Sky Province, all other Isles have been destroyed for some mysterious reason.
Furor- The second biggest Halidom in Alisia. It was once a great kingdom where strength equals politics. They were regarded as barbaric but are hearty folk famed to be involved in many great wars whenever the holy lands were in danger. Twenty years prior to the story, it was burned to the ground and a never-ending war zone with most of the population either wiped out or escaped through an underground passage out of the country itself. A rouge clan of Berserkers now make their home here and have no intent of moving out.
Rugged Path- An underground passing under Furor for survivors to escape through. The path is located under the ruins of a church and extends outside the walls of Furor.
Magnus- The largest and most famous of the Halidoms. Magnus is to be built upon the first lands of Alisia, making it to be the holiest of kingdoms. Many flock to Magnus in order to get rich but are more likely to get swindled out of their money in the first hour which is why it has the nickname of the Gambler’s Grave. The royal family of this halidom is said to be the most powerful. That is until it was usurped twenty years prior with majority of the royal family having been executed. Ever since the death of the royals, avarice has risen so much that gold is practically worthless.
Tombs of the White Priest- Many secrets surround the Tombs. Many say it is the ruins of a martyr’s tomb. It is believed the martyr was a great hero in their time. Others believe it is an archaic shrine to worship an Angel that helped fertilized the land. Whatever the case, a hollowed out white sorcerer can be found living there. Most travelers do not speak to this sorcerer and instead run off believing it is an apparition of sorts.
Titan Fields- A pocket of space that constantly intersects with the mortal plain. The inhabitants are referred to as Nephilim, titanic creatures said to be imprisoned by God during a great war for their treason. Their bodies have since then withered, their skin has fallen off as eons passed and look like walking corpses. They are hostile creatures that run on instinct as their evolutionary path unfortunately got rid of independent thinking because of their extreme isolation. The Fields themselves are barren wastelands with a few mountains. The sky is in perpetual twilight. An infinite expanse of space to make sure they do not wander outside of it and cause chaos on the moral realm.
The Ethereal Lakes- Normal lakes in appearance during the day but a light show during the night. These lakes naturally radiate light when the moon is out, leaving their areas in twilight. The lakes are inhabited by creatures known as Light Denizens who look holy in appearance but are actually parasitic creatures that feed off the lake’s energy. They are opportunistic feeders as well and devour travelers that stumble upon their lakes by impersonating Angels. These creatures are to be avoided at all costs. The only Ethereal Lake that does not have a Light Denizen is in the Palustris’ mire.