Welcome to Du'Anah, or more specifically Rivvet. (High-casual+)

For those already interested please feel free to send along your character ideas.
For anyone else, feel free to do the same.
Be sure to include the basic character sheet entries (Name, height, weight, etc) and some backstory pertaining to the storyverse. Have fun with it but try not to go too overboard. Good-Evil-Neutral-Other-etc is fine to play. (clockwork engineer, ghoul queen, a cooperate lackey, bay worker, guild member, city worker, a creepy wick person, a gadget-smith, a Hassat philosopher who knows books that speak faster; just to name some ideas!)

All players need approval to play.

I will be updating/improving this top section to be more coherent, sorry about that (time, ugh).

**New Lore** (Forgive me, it is messy.)

Overview of the 'World':

The known land of Du'Anah is split into six distinct areas, each with their own ecology, political systems, landscape variation and so forth. They are: Mira'Det, The Loops, Gyia (Homeland of myth), Bronick, Afin (The lonely sea), and Rynthia of the Link. The lonely sea branches inland but touches the shores of the known lands with its center draining into Rynthia. The world itself is positioned on the axis of a massive celestial chain that is encircled by the ancient construct of Rynthia with great alabaster walls nigh impenetrable to all but the strange tide of the ocean. While the world 'rotates' it is a thing of legend that the great chain has ever shifted. The COG is intensely interested in the study of this as it correlates to the stars. The Loops is a swampy tropical bog of islands that choke the south and while it is home to an assortment of resources, it is also noxious, ripe with criminal types, and home to some of the most monstrous insects of Du'Anah. Like Gyia, it's a rich ground for insane explorers and thrill seekers. Mira'Det is a temperate mix to the east, but of all Du'Anah has the least area when discounting the Naux, which is a bit of a geographical anomaly. Unlike Bronick, the water sources here are more than plenty. Gyia is almost equally forest and gold hilly plains, great for cash crops and certain live stock. Having major forested areas also makes it Du'Anah's go to for wood products. Gyia is unique in a manner of other ways but primarily because of its residents, rumors, and history. The plains of Gyia are said to be inhabited with queer gnome folk who assert a type of mathematical magic to do their bidding. While on the other hand, the forests are said to be home to animated stone golems, and rogue demons who make their cities in the great canopies of the deep forests. Some of this is rumor, but some is supposed history. The hall of Gyia, nestled in a border between the great plains and great woods, tells accounts of even stranger things, some in tongues thought to belong to the people of Rynthia. Unlike much in Du'Anah you can visit the hall yourself and try to make heads or tails of the ruins, in fact there's a whole college dedicated to it in Gyia. The most well-known tale from the hall is of the Viridicy, which speaks about a valley hidden deep away in Gyia which once entered can only be exited through magical means. In the story a dimensional traveler, a warrior of love lost, happens into the valley and is visited by a host of others, who he helps escape but offers no attempts to help himself. Bronick sits to the east, and closest to Rynthia, and is also hardest hit by mid-tide (the great chains shadow). Bronick is a strange landscape of cubic stone, great vaulting pits, lush oasis, and heavily populated. Bronick's primary exports are minerals, but it is also a land of archeology and philosophy. The further inland the more industry based it becomes, but it's also a goldmine for discovery of ancient civilization, such as the Clown Vault to name a famous find. On the coast you'll find heavy exports, but also a host of schools and groups dedicated to inland studies as well as Rynthia and the great chain. It is interesting to note that Bronick cares little for the COG and over time has instigated and been the target of petty quarrels with other institutes. Taking advantage of the topography, most major cities are divided into blocks or sectors to keep trouble to a minimum. Often connected by bridges and short air travel.