~Fiddare Information and Locations~
Map Point: 10
Location Name: The Kings Seat, Rocheste
Picture(s):Click
Information: Though small in comparison to some of the other cities of Fiddare, Rocheste has stood unchanged for a thousand years and contains the royal palace, which is considered the most beautiful structure in all of Tailteann. The city is separated into 2 sections, the People's district and the Royal's district. The city is very much aesthetically designed, making moving around a bit of a hassle.
Long ago, It is said to have had a mighty Dragon Guardian that lived in the sky and smited anyone who dared attack Rocheste, because it had fallen in love with the city and it's princess. Whether or not this was true doesn't matter, as the princess and the dragon both disappeared mysteriously. Rumor has it that the princess of that time ran off with the dragon as there was rumor of the beast being used for war as an ultimate weapon. A war which the Princess opposed, however, this will never be known if it was true.
Location Name: The Kings Seat, Rocheste
Picture(s):Click
Information: Though small in comparison to some of the other cities of Fiddare, Rocheste has stood unchanged for a thousand years and contains the royal palace, which is considered the most beautiful structure in all of Tailteann. The city is separated into 2 sections, the People's district and the Royal's district. The city is very much aesthetically designed, making moving around a bit of a hassle.
Long ago, It is said to have had a mighty Dragon Guardian that lived in the sky and smited anyone who dared attack Rocheste, because it had fallen in love with the city and it's princess. Whether or not this was true doesn't matter, as the princess and the dragon both disappeared mysteriously. Rumor has it that the princess of that time ran off with the dragon as there was rumor of the beast being used for war as an ultimate weapon. A war which the Princess opposed, however, this will never be known if it was true.
Map Point: 11
Location Name: Shira Karinada, City of Scholars
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Information: A city built on and grown by a passion for knowledge. They have a library, that even with is massive size is dwarfed by the library of legends. You know the one, the one built by the Fae. Even so, they strive for more knowledge, they learn to harness magics. They make it where even the most insecure of magus can use epic spells. They are the worlds greatest producer of warseeking wizards. And the worlds greatest producer of scholars. They survive, they flourish. And they seek out even the hard to crack of secrets. Should you wish to learn, make it to this city.
Location Name: Shira Karinada, City of Scholars
Picture(s):Click
Information: A city built on and grown by a passion for knowledge. They have a library, that even with is massive size is dwarfed by the library of legends. You know the one, the one built by the Fae. Even so, they strive for more knowledge, they learn to harness magics. They make it where even the most insecure of magus can use epic spells. They are the worlds greatest producer of warseeking wizards. And the worlds greatest producer of scholars. They survive, they flourish. And they seek out even the hard to crack of secrets. Should you wish to learn, make it to this city.
Map Point: 8
Location Name: Archovius, The Magitech City
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Information: A metropolis known for its invention of the airship. Vessels of trade, and war. This city the paramount on magitech creation. Large and alive, it sprals across the peninsula that cuts off the rest of Fiddare from the world. A wall barring passage to the south. Making naval assault by bypassing the wall the easiest method to attack Fiddare. The wall near three hundred feet high. And towering along the southern horizon. Its where the Fiddarian military academy is, and they are trained in all types of combat, from recon to aerial warfare. To naval warfare from the two coastal edges of the wall. And development of next generation magical weapons is done on a daily basis. The wall is armed, and approach is daunting. Surely an army would take the easier approach.
Location Name: Archovius, The Magitech City
Picture(s):Click
Information: A metropolis known for its invention of the airship. Vessels of trade, and war. This city the paramount on magitech creation. Large and alive, it sprals across the peninsula that cuts off the rest of Fiddare from the world. A wall barring passage to the south. Making naval assault by bypassing the wall the easiest method to attack Fiddare. The wall near three hundred feet high. And towering along the southern horizon. Its where the Fiddarian military academy is, and they are trained in all types of combat, from recon to aerial warfare. To naval warfare from the two coastal edges of the wall. And development of next generation magical weapons is done on a daily basis. The wall is armed, and approach is daunting. Surely an army would take the easier approach.
Map Point: 7
Location Name: The Floating City, Solach
Picture(s):Click
Information: A metropolis, a stunningly, almost fairy tail like metropolis. It runs on magic, and floats day by day. It never moves, and all who live here have a favorite way of travel. Some walk the magical tether ways. Others get as high as they can and use magic fueled gliders to soar around the city. Unige for its architecture, and the experience. Its easily defensible. As the cities can simple undock and fly higher into the sky. Leaving but the original foundations on the ground. And even so these foundations are not easy task to overcome, line with mortars, and protected by airship patrols. A feat it would be to take over a city such as this, and to not destroy it along the way.
Location Name: The Floating City, Solach
Picture(s):Click
Information: A metropolis, a stunningly, almost fairy tail like metropolis. It runs on magic, and floats day by day. It never moves, and all who live here have a favorite way of travel. Some walk the magical tether ways. Others get as high as they can and use magic fueled gliders to soar around the city. Unige for its architecture, and the experience. Its easily defensible. As the cities can simple undock and fly higher into the sky. Leaving but the original foundations on the ground. And even so these foundations are not easy task to overcome, line with mortars, and protected by airship patrols. A feat it would be to take over a city such as this, and to not destroy it along the way.
Map Point: X
Location Name: The Abandoned Reliquary
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Information: An ancient construct that now simply comes off as an armor of relics of days now passed. Weapons that kings once wielded and devices that armies used to take hold of the world from the monsters that once roamed these lands. Now though enchantments guard the weapon filled halls, no weapon that lay there may leave, unless the hex that keeps the items in check is broken. And should this happen, perhaps a victory might soon be seen.
Location Name: The Abandoned Reliquary
Picture(s):Click
Information: An ancient construct that now simply comes off as an armor of relics of days now passed. Weapons that kings once wielded and devices that armies used to take hold of the world from the monsters that once roamed these lands. Now though enchantments guard the weapon filled halls, no weapon that lay there may leave, unless the hex that keeps the items in check is broken. And should this happen, perhaps a victory might soon be seen.
Map Point: Y
Location Name: The Manalith, Roots of the World
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Information: A valley, yet not one, more of a hill that has sunk down, creating a chasm with a single tree, and a monolithic tree at that. Mana seeping into the air, and magic being so unstable here, that nothing other than the most Grand of Magus can stay for long. The roots of the tree here spreading all throughout the world. And researchers prowl this site, some attempting to learn, others wishing to weaponize the monolithic power source.
Location Name: The Manalith, Roots of the World
Picture(s):Click
Information: A valley, yet not one, more of a hill that has sunk down, creating a chasm with a single tree, and a monolithic tree at that. Mana seeping into the air, and magic being so unstable here, that nothing other than the most Grand of Magus can stay for long. The roots of the tree here spreading all throughout the world. And researchers prowl this site, some attempting to learn, others wishing to weaponize the monolithic power source.
Map Point: Z
Location Name: The Sylvisan Lakes
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Information: A series of lakes in te northern reaches of Fiddare, outside of the Kings seat. A vast stockpile of marine life, an one that is often fished for unique delicacies limited only to Fiddare. These delicacies, and the bustling business that comes from these lakes is one that has kept the area monster free for the most part, “tame” wildlife being all that inhabits the area. And the waters from the are are said to be enriched with magic making the waters themselves a valuable export, as many mages wish to use the waters for potion bases.
Location Name: The Sylvisan Lakes
Picture(s):Click
Information: A series of lakes in te northern reaches of Fiddare, outside of the Kings seat. A vast stockpile of marine life, an one that is often fished for unique delicacies limited only to Fiddare. These delicacies, and the bustling business that comes from these lakes is one that has kept the area monster free for the most part, “tame” wildlife being all that inhabits the area. And the waters from the are are said to be enriched with magic making the waters themselves a valuable export, as many mages wish to use the waters for potion bases.
Map Point: W
Location Name: The Mana Leaks
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Information: A flatlants with few ruins scattered about. Grass growing and air flowing. Rocky outcrops dot the landscape where the earth has torn open and mana gushes into the air in an almost reverse rain. The mana coming up rising from the heart of the world. And the area being unsafe for the likes of human, similar to the”roots of the world”. However, here monsters feed upon the magic. Growing stronger and more volatile by the day. And as such, armed patrol routinely pass through to protect the cities to the north, though the packs never seem to thin.
Location Name: The Mana Leaks
Picture(s):Click
Information: A flatlants with few ruins scattered about. Grass growing and air flowing. Rocky outcrops dot the landscape where the earth has torn open and mana gushes into the air in an almost reverse rain. The mana coming up rising from the heart of the world. And the area being unsafe for the likes of human, similar to the”roots of the world”. However, here monsters feed upon the magic. Growing stronger and more volatile by the day. And as such, armed patrol routinely pass through to protect the cities to the north, though the packs never seem to thin.
Map Point: V
Location Name: The Godforged Cliffs
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Information: The godforged cliffs, are a stretch of cliffs that run along the western coast of Fiddare, the cliffs mountainously high, and overlooking the sea as far as the eye can see. Pirates coves and hangman's gallows are here. And the cliffs have bandits that roam, and travelers lodges of the shadiest variety. An unholy place for a name that leads one to believe it sacred. Many a man lose their lives to bandits, some others to sirens song. Walking off the cliff to their demise. And even then, others too to monsters that prowl the cliffs.
Location Name: The Godforged Cliffs
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Information: The godforged cliffs, are a stretch of cliffs that run along the western coast of Fiddare, the cliffs mountainously high, and overlooking the sea as far as the eye can see. Pirates coves and hangman's gallows are here. And the cliffs have bandits that roam, and travelers lodges of the shadiest variety. An unholy place for a name that leads one to believe it sacred. Many a man lose their lives to bandits, some others to sirens song. Walking off the cliff to their demise. And even then, others too to monsters that prowl the cliffs.
Map Point: U
Location Name: The Wreckyards of Failed Contraptions
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Information: A land that was once an open plain. Now though mountainous piles ofrubble, failed contraption and general scrap litter the fields. The semi-intelligent monsters taking home, and forging somewhat of a colony of various type all throughout. Goblin, and other beasts making their home, and slowly arming themselves. A land full of monsters warring over territory, and monsters that realize that slowly they are receiving weapons. A danger zone, and yet, a 'natural' protection for the heart of Fiddare.
Location Name: The Wreckyards of Failed Contraptions
Picture(s):Click
Information: A land that was once an open plain. Now though mountainous piles ofrubble, failed contraption and general scrap litter the fields. The semi-intelligent monsters taking home, and forging somewhat of a colony of various type all throughout. Goblin, and other beasts making their home, and slowly arming themselves. A land full of monsters warring over territory, and monsters that realize that slowly they are receiving weapons. A danger zone, and yet, a 'natural' protection for the heart of Fiddare.
Map Point: N
Location Name: The Fyelanth Steppe
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Information: An uneven land that is nearly all stone. The wind gusts through the area at random, and the paths through are not the easiest. Many adventurer have underestimated the steppe and the beasts that run around, flying monsters, and four legged man eaters. The ground isn't stable, and even a fight that make look to be in your advantage can be turned in a moment as nature works against you. Or the rest of the pack shows up, be wary when you pass through, else you may not make it through.
Location Name: The Fyelanth Steppe
Picture(s):Click
Information: An uneven land that is nearly all stone. The wind gusts through the area at random, and the paths through are not the easiest. Many adventurer have underestimated the steppe and the beasts that run around, flying monsters, and four legged man eaters. The ground isn't stable, and even a fight that make look to be in your advantage can be turned in a moment as nature works against you. Or the rest of the pack shows up, be wary when you pass through, else you may not make it through.
Map Point: M
Location Name: The Ardent Waterways
Picture(s):Click
Information: A open land, rivers and geysers dotting the expanse. Stone 'statues' across the field, they appear human, but are the size of giants. Some call them the 'Wayfaring Golems' as they can be seen, in very rare cases in other parts of the world, they do not speak, and they do not move when one can see them. However, many believe that it is because of these ancient constructs that the Ardent Waterways remain monster free.
Location Name: The Ardent Waterways
Picture(s):Click
Information: A open land, rivers and geysers dotting the expanse. Stone 'statues' across the field, they appear human, but are the size of giants. Some call them the 'Wayfaring Golems' as they can be seen, in very rare cases in other parts of the world, they do not speak, and they do not move when one can see them. However, many believe that it is because of these ancient constructs that the Ardent Waterways remain monster free.
~Russovia Information and Locations~
Map Point: 6
Location Name: The Imperial City Typhon
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Information: The Imperial City Typhon was established in ancient times, growing to the nigh impenetrable mountaintop metropolis it is today. The city having a renowned appearance and scenery. Remarked for its simple elegance an beauty. The city making note of the beast that live in the area, Wyvern that patrol the skies and mountains. Some call them baby dragons. Others know them to be feral beasts that have the power of ten men. But the people of Typhon know them as war beasts that only one in one hundred men can tame.
And the Imperial city trains them as their war-beasts, to combat the powers of the other nations. And have done so for hundreds of years. But even then, the beasts themselves cause havoc, the wild and untamed ones at least. This city alone, and the country resenting the magics of the world around them, and focusing more on nature, the strength of man, and using the natural world to their advantage.
Location Name: The Imperial City Typhon
Picture(s):Click
Information: The Imperial City Typhon was established in ancient times, growing to the nigh impenetrable mountaintop metropolis it is today. The city having a renowned appearance and scenery. Remarked for its simple elegance an beauty. The city making note of the beast that live in the area, Wyvern that patrol the skies and mountains. Some call them baby dragons. Others know them to be feral beasts that have the power of ten men. But the people of Typhon know them as war beasts that only one in one hundred men can tame.
And the Imperial city trains them as their war-beasts, to combat the powers of the other nations. And have done so for hundreds of years. But even then, the beasts themselves cause havoc, the wild and untamed ones at least. This city alone, and the country resenting the magics of the world around them, and focusing more on nature, the strength of man, and using the natural world to their advantage.
Map Point: 5
Location Name: Cosain Rathu, the Vanguard Castle
Picture(s):Click
Information: A city like much like Typhon, though at the forefront of where land based invasions meet. Russovite warriors call this home, and they are perhaps the most well fed of all warriors in the world. Their vast natural advantages and strategic prowess giving them an upper hand in defending their piece of the world. Home to all manner of humanoid, some say it is the most racially diverse city in the world. It also has a high population, being the largest city in the world. Even so, safety in not the greatest hing here, until you reach the core of the city. The outskirts often bombarded with enemy attacks. Though despite this. Russovia has an ace up their sleeve, the Wyvern Knights, their elite flying task force. The elite who single handedly defend these walls.
Location Name: Cosain Rathu, the Vanguard Castle
Picture(s):Click
Information: A city like much like Typhon, though at the forefront of where land based invasions meet. Russovite warriors call this home, and they are perhaps the most well fed of all warriors in the world. Their vast natural advantages and strategic prowess giving them an upper hand in defending their piece of the world. Home to all manner of humanoid, some say it is the most racially diverse city in the world. It also has a high population, being the largest city in the world. Even so, safety in not the greatest hing here, until you reach the core of the city. The outskirts often bombarded with enemy attacks. Though despite this. Russovia has an ace up their sleeve, the Wyvern Knights, their elite flying task force. The elite who single handedly defend these walls.
Map Point: 12
Location Name: Port Samhain
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Information: One of the largest naval ports in the world, rivaling that of Awarest. All kinds, and all kinds of trade converge here. Notoriously expensive and dangerous after dark. Yet one of the highest visited cities in the world. A city that appears to never sleep. And if you need something, you can find it here. The largest black market is here. As well as the base for the Guild known as “Cipher” A information's guild that will sell valued information for the right price. Its ears are so far spread that even hears what happens at the right hand of royalty.
Aside from this, the food here is known to be exceptional, should you like seafood and vegetables. Though year round its usually fair, there are three longs months of winter that hinder the town for its duration. Going from a city that never sleeps, to seemingly a city that never wakes.
Location Name: Port Samhain
Picture(s):Click
Information: One of the largest naval ports in the world, rivaling that of Awarest. All kinds, and all kinds of trade converge here. Notoriously expensive and dangerous after dark. Yet one of the highest visited cities in the world. A city that appears to never sleep. And if you need something, you can find it here. The largest black market is here. As well as the base for the Guild known as “Cipher” A information's guild that will sell valued information for the right price. Its ears are so far spread that even hears what happens at the right hand of royalty.
Aside from this, the food here is known to be exceptional, should you like seafood and vegetables. Though year round its usually fair, there are three longs months of winter that hinder the town for its duration. Going from a city that never sleeps, to seemingly a city that never wakes.
Map Point: 14
Location Name: Scaip Luchair, The city in the Trees
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Information: A city that stands strong in a forest that has stood since before the times of man. Many live in harmony with the Dryads that live on the forest floors. And they share the land that was given to them. The city produces master herbalists. The city one of peace, yet alligned with Russovia. They supply the armies of Russovia at threat of destruction Yet the city would not be taken without completely wiping out an ancient forest filled with magics off the face of the world. As such the city continues to sprawl, in the canopy and all around. Everything is spread out, yet its turly a treat to explore.
Location Name: Scaip Luchair, The city in the Trees
Picture(s):Click
Information: A city that stands strong in a forest that has stood since before the times of man. Many live in harmony with the Dryads that live on the forest floors. And they share the land that was given to them. The city produces master herbalists. The city one of peace, yet alligned with Russovia. They supply the armies of Russovia at threat of destruction Yet the city would not be taken without completely wiping out an ancient forest filled with magics off the face of the world. As such the city continues to sprawl, in the canopy and all around. Everything is spread out, yet its turly a treat to explore.
Map Point: A*
Location Name: The Mistral Coast
Picture(s):Click
Information: A beach that has a natural mana well, the mana well creating a unique stone that hovers no matter what magics are applied. And these stones are highly coveted by the Fiddarian scientists. The scientists often employing privateers to plunder the coasts, bringing stones large and small back to the “enemy territory”. And as such, the coast has been recently militarized, patrolled by small platoons and waiting for the next privateers fleet. And the encampments sometimes, a simple ragtag group of rejects, tasked with guarding a coast that only one group seems to truly care for. Even so, there are Short stretches of land that have been occupied by a group of business people, making a luxury getaway, guarded by a unique elite force. A private army if you will. And so as one would gather, this coast is highly envied by the country that doesn't own it. Yet they have little option but to take it by force at the moment.
Location Name: The Mistral Coast
Picture(s):Click
Information: A beach that has a natural mana well, the mana well creating a unique stone that hovers no matter what magics are applied. And these stones are highly coveted by the Fiddarian scientists. The scientists often employing privateers to plunder the coasts, bringing stones large and small back to the “enemy territory”. And as such, the coast has been recently militarized, patrolled by small platoons and waiting for the next privateers fleet. And the encampments sometimes, a simple ragtag group of rejects, tasked with guarding a coast that only one group seems to truly care for. Even so, there are Short stretches of land that have been occupied by a group of business people, making a luxury getaway, guarded by a unique elite force. A private army if you will. And so as one would gather, this coast is highly envied by the country that doesn't own it. Yet they have little option but to take it by force at the moment.
Map Point: Q
Location Name: Wyvern's Pass Highlands
Picture(s):Click
Information: A land of rough terrain, fierce beasts, and brutal storms. Though, at the same time, beautiful. Just outside the Imperial city Typhon, this place lies. A Training ground for strong warriors, and the only place where Wyvern's can now run free. Some of the men in the army use it as a place for right of passage, to take the scale of a Wyvern, then your a real man. A Joke to some, but they are the ones who never try it, climbing the unsteady rock to a Wyvern's nest, then taking a scale from a beast with the strength of ten men. All while a single step from a plummet to death.
The Pass through to the city is constantly riddled with threats from the Wild Wyverns that roam the area, and as such, many of the mountains have had small safe holds carved into them for travelers to hide. Some more safe than others. But none the less, there is some given shelter, should one piss off a Wyvern of the Wyvern's pass.
Location Name: Wyvern's Pass Highlands
Picture(s):Click
Information: A land of rough terrain, fierce beasts, and brutal storms. Though, at the same time, beautiful. Just outside the Imperial city Typhon, this place lies. A Training ground for strong warriors, and the only place where Wyvern's can now run free. Some of the men in the army use it as a place for right of passage, to take the scale of a Wyvern, then your a real man. A Joke to some, but they are the ones who never try it, climbing the unsteady rock to a Wyvern's nest, then taking a scale from a beast with the strength of ten men. All while a single step from a plummet to death.
The Pass through to the city is constantly riddled with threats from the Wild Wyverns that roam the area, and as such, many of the mountains have had small safe holds carved into them for travelers to hide. Some more safe than others. But none the less, there is some given shelter, should one piss off a Wyvern of the Wyvern's pass.
Map Point: F*
Location Name: The Maat Solidarity
Picture(s):Click
Information:A Small town, no more than ten square miles that is just over a days hike outside the Imperial City. A town where magic is safe in the Russovian territories. And a place of scholarly studies that thrives in their harsh environment. This is the safest place for the non-conformists of Russovia. The ones who don't wish to adandon the lands they once called home and seek refuge in the neutral territories. The one place they can stay and still feel at home.
Location Name: The Maat Solidarity
Picture(s):Click
Information:A Small town, no more than ten square miles that is just over a days hike outside the Imperial City. A town where magic is safe in the Russovian territories. And a place of scholarly studies that thrives in their harsh environment. This is the safest place for the non-conformists of Russovia. The ones who don't wish to adandon the lands they once called home and seek refuge in the neutral territories. The one place they can stay and still feel at home.
Map Point: D*
Location Name: The Stolisath Valley
Picture(s):Click
Information: A valley with razor edged jagged slops that shoot straight into the sky. As if they would pierce the very hheavens that lay just out of reach in the skies above. The velly itself littered with lake pond river and stream. A dreadful, yet beautiful wetland. Few dare ventur through it, yet the ones who know the easiest paths can make this their greatest trait. A natural defense for Port Samhain, and yet, a hinderance to their business furtheri nland in the Imperial City. This as often treded as it is, makes it a dangerous place even with the most skilled of swordarms, and the greatest guides. For behind every rock a man ready to take your life could hide.
Location Name: The Stolisath Valley
Picture(s):Click
Information: A valley with razor edged jagged slops that shoot straight into the sky. As if they would pierce the very hheavens that lay just out of reach in the skies above. The velly itself littered with lake pond river and stream. A dreadful, yet beautiful wetland. Few dare ventur through it, yet the ones who know the easiest paths can make this their greatest trait. A natural defense for Port Samhain, and yet, a hinderance to their business furtheri nland in the Imperial City. This as often treded as it is, makes it a dangerous place even with the most skilled of swordarms, and the greatest guides. For behind every rock a man ready to take your life could hide.
Map Point: E*
Location Name: The Runecarved Deadlands
Picture(s):Click
Information: A stony rugged landscape. Massive pillars of chiseled stone, aglow with runes shining off the sides of the pillars. The lands covered with a thick fog, and the sky perpetually bleak. The smell of rot and decay fill the air, and many get lost here only to die. The rot lives, animated by god knows what. Undead and living decay walk and stalk the lands. Though, one knowing the runes, simple enough to learn, can use them as waypoints to pass through relatively unharmed. The runes changing with each passing minute, guiding the travelers around the expanse with precision on how to avoid the armies of undead. Though, seemingly always, the strongest monsters can avoid detection, yet, and yet no one is ever lead through the core of the expanse. What mysteries might lay in wait of the curious mind?
Location Name: The Runecarved Deadlands
Picture(s):Click
Information: A stony rugged landscape. Massive pillars of chiseled stone, aglow with runes shining off the sides of the pillars. The lands covered with a thick fog, and the sky perpetually bleak. The smell of rot and decay fill the air, and many get lost here only to die. The rot lives, animated by god knows what. Undead and living decay walk and stalk the lands. Though, one knowing the runes, simple enough to learn, can use them as waypoints to pass through relatively unharmed. The runes changing with each passing minute, guiding the travelers around the expanse with precision on how to avoid the armies of undead. Though, seemingly always, the strongest monsters can avoid detection, yet, and yet no one is ever lead through the core of the expanse. What mysteries might lay in wait of the curious mind?
~Physt Information and Locations~
Map Point: 9
Location Name: The Empire's Crown Dakuur
Picture(s):Above ground, Below ground
Information: Dakuur has been the seat of the Phystian empire for as long as history has recorded, the royal families fortress in the center of the city, above a pit said to have no bottom. Though, the bit is not bottomless, rather, the Royal palace has branches out into the countless caves that connect to the pit.
The city itself is a metropolis larger than any other, surrounded by deserts and mountains. It thrives off the weapon smithing from the mines that cover the mountains surrounding it. As does most of Physt. A complicated Relationship Physt has with the rest of the world, controlling the sought after mines, they would not dare trade with anyone but neutrals, but still, in the end their blades end up against them, the question is, do they profit more in the end?
Should one look into the pit during night, amidst the darkness one can see the faint orange glow of torches and perhaps, magma at the pits core. And down in the depth of the earth lie a city at the core of the earth, with nothing there but strange runes, tomes, and other items. Off limits to all but the royal family, as the belief that this will one day lead to the harm of the peoples of Physt. The thought of an abandoned city at the core of the earth, what creatures could have lived there once in the worlds infinite past?
Location Name: The Empire's Crown Dakuur
Picture(s):Above ground, Below ground
Information: Dakuur has been the seat of the Phystian empire for as long as history has recorded, the royal families fortress in the center of the city, above a pit said to have no bottom. Though, the bit is not bottomless, rather, the Royal palace has branches out into the countless caves that connect to the pit.
The city itself is a metropolis larger than any other, surrounded by deserts and mountains. It thrives off the weapon smithing from the mines that cover the mountains surrounding it. As does most of Physt. A complicated Relationship Physt has with the rest of the world, controlling the sought after mines, they would not dare trade with anyone but neutrals, but still, in the end their blades end up against them, the question is, do they profit more in the end?
Should one look into the pit during night, amidst the darkness one can see the faint orange glow of torches and perhaps, magma at the pits core. And down in the depth of the earth lie a city at the core of the earth, with nothing there but strange runes, tomes, and other items. Off limits to all but the royal family, as the belief that this will one day lead to the harm of the peoples of Physt. The thought of an abandoned city at the core of the earth, what creatures could have lived there once in the worlds infinite past?
Map Point: 2
Location Name: Layanar, Forked Mountains Pass
Picture(s):Click
Information: A city that took hold at the Base of a mountainous ridge. On the edge of plains and arid desert peaks. There are two passes, each treacherous and leading to adventure. Or at least that's the word that spreads through the world. The city, for near one hundred years wasn't recognized by any officials until the Phystian Royalty proclaimed it there own just ten years ago. As the city cam together by travelers who turned their back on adventure, and businessmen who saw a chance to extort all they could from those seeking adventure made it home. As such it takes the look of slums all throughout, the city build out of converted caravans and whatever they can get their hands on. An ever growing circus of a town. Piece by piece the mountains pass grows.
Location Name: Layanar, Forked Mountains Pass
Picture(s):Click
Information: A city that took hold at the Base of a mountainous ridge. On the edge of plains and arid desert peaks. There are two passes, each treacherous and leading to adventure. Or at least that's the word that spreads through the world. The city, for near one hundred years wasn't recognized by any officials until the Phystian Royalty proclaimed it there own just ten years ago. As the city cam together by travelers who turned their back on adventure, and businessmen who saw a chance to extort all they could from those seeking adventure made it home. As such it takes the look of slums all throughout, the city build out of converted caravans and whatever they can get their hands on. An ever growing circus of a town. Piece by piece the mountains pass grows.
Map Point: 15
Location Name: Tiaquin, City of a Thousand Lights
Picture(s):Click
Information: A city that has taken over a cave system along the coast. Its not a port as one would expect, though some trade leaves here. Its not a center for trade at all. More of a party center, there are lights of all colors scattered about. The city aglow with every color imaginable. Its known for its festivals and parties. Fireworks and drugs. Sure there is trade here. But for what its known for, not for what Physt as a whole is known for. Some say Physt has now lost all control, that their influence is simply the militant protection they offer. And once you've seen the city, most would agree.
Location Name: Tiaquin, City of a Thousand Lights
Picture(s):Click
Information: A city that has taken over a cave system along the coast. Its not a port as one would expect, though some trade leaves here. Its not a center for trade at all. More of a party center, there are lights of all colors scattered about. The city aglow with every color imaginable. Its known for its festivals and parties. Fireworks and drugs. Sure there is trade here. But for what its known for, not for what Physt as a whole is known for. Some say Physt has now lost all control, that their influence is simply the militant protection they offer. And once you've seen the city, most would agree.
Map Point: 3
Location Name: Fort Daquarth
Picture(s):Click
Information:A fortress among the arid rocky wastes. It has a heavily military pressure, and is where all of Physt's army is trained. Teaching them full well how the wars can be, low supplies, and poverty are rampant here. Though some few nobles live well. Trade caravans pass through every day, and they serve as one of the few safe passages in and out. At night, the nocturnal beasts of the surrounding wastes claw at the walls. And that's when the rookies get their best training. Else they live on dried oats and stale bread.
Location Name: Fort Daquarth
Picture(s):Click
Information:A fortress among the arid rocky wastes. It has a heavily military pressure, and is where all of Physt's army is trained. Teaching them full well how the wars can be, low supplies, and poverty are rampant here. Though some few nobles live well. Trade caravans pass through every day, and they serve as one of the few safe passages in and out. At night, the nocturnal beasts of the surrounding wastes claw at the walls. And that's when the rookies get their best training. Else they live on dried oats and stale bread.
Map Point: S
Location Name: Sieged Wastes
Picture(s):Click
Information: A Land now only known as the Sieged wastes, a battlefield that is desolate, almost nothing covers it now. There are stone, and iron structures that no one can find the meaning of scattered about. And they seem to move with the shifting of the sands over the barren terrain. Few monsters still live on these lands, but the ones that do, are devastatingly powerful. Rumor has it, a dragon has take up the Lands as its den. And Slowly, trade has become even slower as merchants avoid the passage through the wastes.
As one passes through, they can find many weapons, corpses and more along the wastes, but arriving is the easy part. Getting out alive is the challenge. No Landmarks other than countless pillars. And an ever changing sand-sea that one cannot map. Passage through this wasted battlefield is one that shan’t be taken lightly.
Location Name: Sieged Wastes
Picture(s):Click
Information: A Land now only known as the Sieged wastes, a battlefield that is desolate, almost nothing covers it now. There are stone, and iron structures that no one can find the meaning of scattered about. And they seem to move with the shifting of the sands over the barren terrain. Few monsters still live on these lands, but the ones that do, are devastatingly powerful. Rumor has it, a dragon has take up the Lands as its den. And Slowly, trade has become even slower as merchants avoid the passage through the wastes.
As one passes through, they can find many weapons, corpses and more along the wastes, but arriving is the easy part. Getting out alive is the challenge. No Landmarks other than countless pillars. And an ever changing sand-sea that one cannot map. Passage through this wasted battlefield is one that shan’t be taken lightly.
Map Point: O
Location Name: The Animate Peaks
Picture(s):Click
Information: A stretch in the mountain range in Phystian territory that has a large concentration of magic, some say spirits walk here under the sun. And other say demons tread at night. The mountains shift, and malice is spread about. Though these mountains contain metals that any smith would dream about in vast quantities. There are four hours of safety each day. The two hours before noon, and the two after. And the next day, your path may have completely changed. These peaks have some of the bravest individuals in the world calling them home. And all that is to be found here is, monsters, fierce and weak, and one of the richest sources of money, money, money. Rightfully so would only the best and boldest raze the peaks that wish to kill them.
Location Name: The Animate Peaks
Picture(s):Click
Information: A stretch in the mountain range in Phystian territory that has a large concentration of magic, some say spirits walk here under the sun. And other say demons tread at night. The mountains shift, and malice is spread about. Though these mountains contain metals that any smith would dream about in vast quantities. There are four hours of safety each day. The two hours before noon, and the two after. And the next day, your path may have completely changed. These peaks have some of the bravest individuals in the world calling them home. And all that is to be found here is, monsters, fierce and weak, and one of the richest sources of money, money, money. Rightfully so would only the best and boldest raze the peaks that wish to kill them.
~Neutral Information and Locations~
Map Point: 1
Location Name: The Goddess' City Gestalt
Picture(s):Click
Information: The City Gestalt, established six-hundred years prior to the story, And the location and starting place of the first year of the Goddess' Calm. Founded by a woman known now only as the messenger of the Goddess, she pleaded with the nations for a time of peace, if only once a century. And they obliged, ending their war for but one year of peace.
This city being founded where the treaty was signed, and an order of priests and priestesses taking up this ground as a holy place. They founding the group known as The Gestalt Remnant, ones who pray to a Goddess no one truly knows if exists. But they rule this “holy city” a place that would never be attacked by any nation that wishes to keep the faith of the peoples. The Gestalt Remnant, Priests, Priestesses, and now a small order of knights, they call themselves “divine”. Some of the peoples don’t believe it, but the one thing the people know, is that they thank their long dead leader for the one year of peace they get a century.
Location Name: The Goddess' City Gestalt
Picture(s):Click
Information: The City Gestalt, established six-hundred years prior to the story, And the location and starting place of the first year of the Goddess' Calm. Founded by a woman known now only as the messenger of the Goddess, she pleaded with the nations for a time of peace, if only once a century. And they obliged, ending their war for but one year of peace.
This city being founded where the treaty was signed, and an order of priests and priestesses taking up this ground as a holy place. They founding the group known as The Gestalt Remnant, ones who pray to a Goddess no one truly knows if exists. But they rule this “holy city” a place that would never be attacked by any nation that wishes to keep the faith of the peoples. The Gestalt Remnant, Priests, Priestesses, and now a small order of knights, they call themselves “divine”. Some of the peoples don’t believe it, but the one thing the people know, is that they thank their long dead leader for the one year of peace they get a century.
Map Point: 16
Location Name: Fae'ilis, the great library of the seven winds
Picture(s):Click
Information: Forged by the otherwise nomadic Fae, and the only place they have ever called a home. This astoundingly huge library is build on a chunk of mountain that now floats on the winds, towering over the land from its place in the clouds. Its existence is a legend, many don't even believe it exists, and these people will likely never see it in their lives. Unlike the mountain from which it was forged, this great bastion of knowledge and fairy tales travels through the sky unrestrained by its earthly coils, lingering on the outskirts of mortal life, rarely seen with more than a glimpse by the city-goers of Tailteann.
Only those most vigilant or fortunate adventurers will ever get a chance to truly behold its wonder, and at a first glance, it may seem menacing, but the moment one approaches it the true nature of the Fae's only land will be revealed. A beautiful land of forested mountaintops, the nature integrated perfectly with the many buildings and towers that make up their library. Just by viewing its splendor, one is invited to enter the Fae's place, and if they whistle, the Fae themselves will often descend using a balloon especially made for their guests.
They love guests very much, but not so many at a time, as it becomes hard for everybody to enjoy the guests at once. If you're fortunate enough to join in on the Fae's party and be given access to their many priceless books, you would find yourself completely surrounded by the creatures that are so rare on the surface, following you at every step, trying to play with you, to talk to you, to offer you food and fun around every corner.
Location Name: Fae'ilis, the great library of the seven winds
Picture(s):Click
Information: Forged by the otherwise nomadic Fae, and the only place they have ever called a home. This astoundingly huge library is build on a chunk of mountain that now floats on the winds, towering over the land from its place in the clouds. Its existence is a legend, many don't even believe it exists, and these people will likely never see it in their lives. Unlike the mountain from which it was forged, this great bastion of knowledge and fairy tales travels through the sky unrestrained by its earthly coils, lingering on the outskirts of mortal life, rarely seen with more than a glimpse by the city-goers of Tailteann.
Only those most vigilant or fortunate adventurers will ever get a chance to truly behold its wonder, and at a first glance, it may seem menacing, but the moment one approaches it the true nature of the Fae's only land will be revealed. A beautiful land of forested mountaintops, the nature integrated perfectly with the many buildings and towers that make up their library. Just by viewing its splendor, one is invited to enter the Fae's place, and if they whistle, the Fae themselves will often descend using a balloon especially made for their guests.
They love guests very much, but not so many at a time, as it becomes hard for everybody to enjoy the guests at once. If you're fortunate enough to join in on the Fae's party and be given access to their many priceless books, you would find yourself completely surrounded by the creatures that are so rare on the surface, following you at every step, trying to play with you, to talk to you, to offer you food and fun around every corner.
Map Point: 4
Location Name: The Town of Waters, Awarest
Picture(s):Click
Information: Awarest a rather large, but politically neutral town that has existed for near two centuries. Even though the town is large though, it doesn't see much change inside, just goods going out. Mostly fish and hunted animals. The town near both a lake and the sea. And nature, and wildlife set all around in the town. Some hunters literally going to their back yard to hunt.
Most notably here is a large fish market, and several traders, and caravans leaving almost daily to travel to other cities with the goods of the fisherman. There are a few mercenaries guilds scattered about the town, generally they just take jobs protecting caravans, sometimes doing odd jobs.
And here, mages are more of a thing of play, than a thing of war, the Mages that pass through coaxed into showings of their mystic might as a show, the people not really thinking magic could really be anything more than a simple nuisance in the long run.
Location Name: The Town of Waters, Awarest
Picture(s):Click
Information: Awarest a rather large, but politically neutral town that has existed for near two centuries. Even though the town is large though, it doesn't see much change inside, just goods going out. Mostly fish and hunted animals. The town near both a lake and the sea. And nature, and wildlife set all around in the town. Some hunters literally going to their back yard to hunt.
Most notably here is a large fish market, and several traders, and caravans leaving almost daily to travel to other cities with the goods of the fisherman. There are a few mercenaries guilds scattered about the town, generally they just take jobs protecting caravans, sometimes doing odd jobs.
And here, mages are more of a thing of play, than a thing of war, the Mages that pass through coaxed into showings of their mystic might as a show, the people not really thinking magic could really be anything more than a simple nuisance in the long run.
Map Point: 13
Location Name: Rosa Turlough
Picture(s):Click
Information: A city known for its flowers and beauty, its farmlands and quaint safety. Guarded by a militia no more than farm boys that would believe themselves knights. Then there be a few of the Gestalt Remnant that are at arms. A city none the less, but nothing to marvelous. Its out of the way to most, and ordinary. Worth a visit if its along your path, but not worth coming unless you have a serious reason. As such, many old people live here, and many who wish a simple life.
Location Name: Rosa Turlough
Picture(s):Click
Information: A city known for its flowers and beauty, its farmlands and quaint safety. Guarded by a militia no more than farm boys that would believe themselves knights. Then there be a few of the Gestalt Remnant that are at arms. A city none the less, but nothing to marvelous. Its out of the way to most, and ordinary. Worth a visit if its along your path, but not worth coming unless you have a serious reason. As such, many old people live here, and many who wish a simple life.
Map Point: T
Location Name: Eldras Station
Picture(s):Click
Information: While the picture does not show the station, one can see the monstrous Train that travels all the lands of the world. A railway guarded by the Gestalt Remnant, and the monolithically large train that travels the rails, Returning too Eldras Station once every two weeks. The train itself large enough to be considered a city all its own. Its the Safest form of transport. Having a Stop at, or withing half a days walk of all major cities. However its 'sacred' nature prevents it from being used for trade, leaving trade caravans still an immensely needed recourse. It stops at every major city, but to board one must go through a strict screening, and nothing other than what one can carry may enter along side him.
Location Name: Eldras Station
Picture(s):Click
Information: While the picture does not show the station, one can see the monstrous Train that travels all the lands of the world. A railway guarded by the Gestalt Remnant, and the monolithically large train that travels the rails, Returning too Eldras Station once every two weeks. The train itself large enough to be considered a city all its own. Its the Safest form of transport. Having a Stop at, or withing half a days walk of all major cities. However its 'sacred' nature prevents it from being used for trade, leaving trade caravans still an immensely needed recourse. It stops at every major city, but to board one must go through a strict screening, and nothing other than what one can carry may enter along side him.
Map Point: I
Location Name: Whiterun Coast
Picture(s):Click
Information:A stretch of coast with sands a lovely white, stones shooting out, and a beautiful horizon when you look out to sea. Just inland is farmlands of Rosa Turlough. And out to sea are fisherman who venture out day to day. This coast more peaceful that the city that thrives on peace just to the east. And to the west, well, sands once meant for play quickly turn into a divide that would have man die.
Location Name: Whiterun Coast
Picture(s):Click
Information:A stretch of coast with sands a lovely white, stones shooting out, and a beautiful horizon when you look out to sea. Just inland is farmlands of Rosa Turlough. And out to sea are fisherman who venture out day to day. This coast more peaceful that the city that thrives on peace just to the east. And to the west, well, sands once meant for play quickly turn into a divide that would have man die.
Map Point: G
Location Name: The Vsleyva Marsh
Picture(s):Click
Information:A fertile wetland, thats as much can be said about this place, safer than its sister the Ylveyas Overgrowth. Wise hunters use the lands that border both to their advantage, the easiest game being the game that comes out of the woods. Monsters here , they aren't strong when compared to that of a seasoned warrior. Yet during the rainy season, some say they grow in strength to ten times that of when its even close to when you could call it 'dry'.
Location Name: The Vsleyva Marsh
Picture(s):Click
Information:A fertile wetland, thats as much can be said about this place, safer than its sister the Ylveyas Overgrowth. Wise hunters use the lands that border both to their advantage, the easiest game being the game that comes out of the woods. Monsters here , they aren't strong when compared to that of a seasoned warrior. Yet during the rainy season, some say they grow in strength to ten times that of when its even close to when you could call it 'dry'.
Map Point: L
Location Name: The Whetstone
Picture(s):Click
Information: A rocky land with rivers that flow from the mountains of Physt, south of the Goddess' city, some say it would be forsaken in favor of the fertile hills to the north. In the Center of this land though, a stone tower pierces the skies, no one knows why this tower is there. And it seems to have avoided the eyes of history, as no mention has ever been noted in the books of mankind. Still Phystian smiths have some preference for this stone to be used as whetstones, and such does its name be derived. The mystery of this tower though, amongst this formidable landscape is one to be broken still.
Location Name: The Whetstone
Picture(s):Click
Information: A rocky land with rivers that flow from the mountains of Physt, south of the Goddess' city, some say it would be forsaken in favor of the fertile hills to the north. In the Center of this land though, a stone tower pierces the skies, no one knows why this tower is there. And it seems to have avoided the eyes of history, as no mention has ever been noted in the books of mankind. Still Phystian smiths have some preference for this stone to be used as whetstones, and such does its name be derived. The mystery of this tower though, amongst this formidable landscape is one to be broken still.
Map Point: A
Location Name: The Gestalt Hills
Picture(s):Click
Information:A land of peace outside the city Gestalt, the heart of religion, and a land under the protection of the Goddess. A land where some farm, and the ones who would call themselves paladins of the Goddess train at arms. They would guard those weak and powerless against the oppression of the other nations. They would guard the free man, the weak man, and the atoned man. Here they train on these open hills, and here their lives pass day by day, ignorant of the world around them as the hid under the Goddess' protection. Even with a Goddess at their side, can one truly ever be safe from all the hells that any world has to offer? That's the question the ones who train here hope to be able to answer with a firm yes.
Location Name: The Gestalt Hills
Picture(s):Click
Information:A land of peace outside the city Gestalt, the heart of religion, and a land under the protection of the Goddess. A land where some farm, and the ones who would call themselves paladins of the Goddess train at arms. They would guard those weak and powerless against the oppression of the other nations. They would guard the free man, the weak man, and the atoned man. Here they train on these open hills, and here their lives pass day by day, ignorant of the world around them as the hid under the Goddess' protection. Even with a Goddess at their side, can one truly ever be safe from all the hells that any world has to offer? That's the question the ones who train here hope to be able to answer with a firm yes.
Map Point: C
Location Name: The Garif Homelands
Picture(s):Click
Information: A massive expanse of open pastures and farms. The lands tended to by Garif herders, and protected by Garif Geomancers. The plains containing stones known as Lumite, in massive pillars absorbing the light of the sun, and glowing right during the night, making the plains be aglow in all time of day. Garif villages, dot the homelands. And overall, this is the heartland of garif civilization. Sure there are a few monsters, but nothing that a traveler that has made it as far as this could not handle.
Location Name: The Garif Homelands
Picture(s):Click
Information: A massive expanse of open pastures and farms. The lands tended to by Garif herders, and protected by Garif Geomancers. The plains containing stones known as Lumite, in massive pillars absorbing the light of the sun, and glowing right during the night, making the plains be aglow in all time of day. Garif villages, dot the homelands. And overall, this is the heartland of garif civilization. Sure there are a few monsters, but nothing that a traveler that has made it as far as this could not handle.
Map Point: E
Location Name: The Acid Lakes
Picture(s):Click
Information:The acid lakes are as one would expect from the name. A foul smell of rot and the stink of death fills the air, a demons playground and the bubbling of a green liquid that would eat away flesh. A skeleton of a dragon, some say the reason the lakes are acid now can bee seen in one of the lakes, it doesn't root, it doesn't decay. Monsters here seem to love the acid that abounds, almost as if it were their life blood. These monsters feared by even the greatest of knights. The place, vile to the core! Some would say that the dragon here is the king of monsters yet he has been slain. Yet others would worship dragons like it almost as if gods.
Location Name: The Acid Lakes
Picture(s):Click
Information:The acid lakes are as one would expect from the name. A foul smell of rot and the stink of death fills the air, a demons playground and the bubbling of a green liquid that would eat away flesh. A skeleton of a dragon, some say the reason the lakes are acid now can bee seen in one of the lakes, it doesn't root, it doesn't decay. Monsters here seem to love the acid that abounds, almost as if it were their life blood. These monsters feared by even the greatest of knights. The place, vile to the core! Some would say that the dragon here is the king of monsters yet he has been slain. Yet others would worship dragons like it almost as if gods.
Map Point: H
Location Name: The Ylveyas Overgrowth
Picture(s):Click
Information:An overgrowth of trees and shrubbery to the south of the City of Waters. A hunters paradise, with a single path cut through that on the south end branches out to let traders that would travel by land go where they need be, easy passage to Rosa Turlough or the lands of Physt. But should one venture off the beaten path, the overgrowth soon would become thick and hard to traverse. Monsters big and small roaming the woods as you get further in. These monsters occasionally venture into the path. And as such. What should be safe could end some lives in the matter of moments. And yet with all these monsters, its still traveled every day, though some would call it an army that travels at the sides of some.
Location Name: The Ylveyas Overgrowth
Picture(s):Click
Information:An overgrowth of trees and shrubbery to the south of the City of Waters. A hunters paradise, with a single path cut through that on the south end branches out to let traders that would travel by land go where they need be, easy passage to Rosa Turlough or the lands of Physt. But should one venture off the beaten path, the overgrowth soon would become thick and hard to traverse. Monsters big and small roaming the woods as you get further in. These monsters occasionally venture into the path. And as such. What should be safe could end some lives in the matter of moments. And yet with all these monsters, its still traveled every day, though some would call it an army that travels at the sides of some.
~Oceanic Locations~
Map Point: 17
Location Name: New Narxos
Picture(s):Click
Information: A Certain Captain Chambers had written a work about how he dived in a water pocket under a metal bell into this city, 'The Great city of Narxos'. It was quickly dismissed as a work of fiction but it is indeed the city in question. Right next to a deep chasm of impenetrable darkness where heat came from and where the Narxians sent down their dead. Today the city which used to be lighted by magic and phosphorescent plants is dark and tainted with a black toxic fog coming from the chasm that had poisoned the population of the city. It is, along with most of the realm of the Kingdom of Narxos, taken over by the 'Unseen'. They got their name from the fact that Narxians had a very poor eyesight and these were extremely fast. What lurks inside the city is most certainly ugly and dangerous, what lurks in the Chasm, that fed of the Narxian deads for hundreds of years, is probably uglier still.
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Location Name: New Narxos
Picture(s):Click
Information: A Certain Captain Chambers had written a work about how he dived in a water pocket under a metal bell into this city, 'The Great city of Narxos'. It was quickly dismissed as a work of fiction but it is indeed the city in question. Right next to a deep chasm of impenetrable darkness where heat came from and where the Narxians sent down their dead. Today the city which used to be lighted by magic and phosphorescent plants is dark and tainted with a black toxic fog coming from the chasm that had poisoned the population of the city. It is, along with most of the realm of the Kingdom of Narxos, taken over by the 'Unseen'. They got their name from the fact that Narxians had a very poor eyesight and these were extremely fast. What lurks inside the city is most certainly ugly and dangerous, what lurks in the Chasm, that fed of the Narxian deads for hundreds of years, is probably uglier still.
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~Notes~
Please note that the city/world information is still under construction, and well, yeah. I'll be wanting everyone to make an "adventurer/commoner" but, everyone will also later, (when the plot kicks in) get a chance to play an important/high ranked character. I see the RP as having a lot of combat, and infinite creativity is welcome. As for Races, pretty much anything will be available, just apply for them and tell me what they do if they aren't standard fantasy, EX: Human, Elf, Dwarf, Orc, Lycan, Vampire, and such. It is encouraged to be an odd, or even self created race, Variety is cool. Also, If you wish to help with locations that's welcome too. (Feel Free to make a "subarea" of a preexisting area, but pm me beforehand.) And listen to me and my appointed Co-GM's,. Anyway, yeah, I'll be continuing in making progress molding this world as the thread develops, though your help is needed to make it a world we can all enjoy! So now, Off to adventure everyone!