Aetheral

Regions

Sep 20th, 2018
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  1. Lyra is a world split in two. The human side and the mystic side. The entirety of Lyra's human side is focused on the continent of Sias Ormm , which has become synonymous to the entirety of the world.
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  3. While immensely large, it is in fact not the entirety of the world. The far east of the continent is a realm where magic still exists, a distant land of forests and mountains. And beyond that, the rest of unconquered Lyra.
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  5. The continent of Ormm is split in seven regions: Velara, Syl, Soras, Rhia, Tarmon, Yesh and Cromma
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  9. Velara.
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  11. The south-western region, an arid desert, marked by sporadic hills and a singular tall, noteworthy mountain: Faraat Peak. The Faraat river flows from there, coursing through a small portion of the region and yet having a massive delta. Two cities: Vestan and Erestan have been erected along it's flow.
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  13. Two more cities lie in between two rivers, flowing in from the Syl region to the north, smaller for their part, even if farming is more viable. A train network makes travel somewhat easier in this region and despite the general infertility of the land, each city has managed to grow successfully.
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  17. Syl.
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  19. Central-western region. Syl is geographically speaking, a rather good place to live. Green plains, lush forests, a pair of rivers and soft hills make for a rather peaceful landscape, not to mention the oceanic climate, which comes with overall good weather. Of course, there is more to Syl than meets the eye, the region being outside the reach of the authority, in it's entirety.
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  21. Entirely taken over by outlaws, there are no investments, railways, landing ports or anything of the sort here, and any alleged cities or settlements would have to exist underground, or hidden by the forests or hills. The only roads were built before the rise of the outlaws, and that is all the region has.
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  25. Soras.
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  27. Directly to the north of Syl, Soras is similarly, a region of outlaws. The weather grows colder as the north is approached, the land is just so slightly less green and fertile, the grass is just a little bit shorter. A notable feature of Soras is the dead forest, the site of a battle between a large rebel force and the Authority, won by the later. Ever since, Soras has become a symbol of the outlaws.
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  29. Further to the edge, near the sea, there are actual pine forests, among which they set up bases and spread their activities all the way to the border with Cromma and Rhia. There are next to no stable settlements here due to the constant need to move, mainly due to the lack of hiding spots.
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  33. Rhia.
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  35. Central region. Rhia is a region firmly in the side of the Authority. The city of Gileas is located at the center of the region, an university city, where the finest inventions and research of the entire continent is centered. Rhia itself is a very pleasant region, with the largest lake (Morvas) on the continent, on top of being a crossing for many trade roads. There's a landing port here, as well as multiple trading posts.
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  37. There are few settlements and nature is oddly preserved, even is every such settlement is highly advanced, with the latest technology covering everything.
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  41. Tarmon
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  43. The center of the Continental Authority's military power, this region borders Velara at the south, and Rhia at the north. Tarmon is home to the Fogland Forests, perhaps the largest forested body, with competition only from the forests of Yesh. Further to the south, the ground is clearer, even if marked by the occasional hill. This is where most of the Authority fortresses and military factories are.
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  45. It is also where most of the heavy industry is, which means that it attracts a lot of people to come and work, from Rhia or Velara mostly, although some come from Yesh as well. Aside from this, Tarmon is a rather straightforward region, even if one dangerously close to the border with the...other side.
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  49. Yesh
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  51. The furthest region, some have called it, Yesh is in a way, sliced through by several rivers and their branches, with thick forests growing on the banks of such rivers, where cities grow and thrive. It is an area that has never openly supported or participated in outlaw activities, however due to how most of the population is centered around a small area, there is no tell with the rest of the open region of Yesh.
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  53. They are also known for being supporters of the Authority but not actually being part of it, which is a peculiar political status to possess in these times. To the very east of Yesh, lie the Timeless Mountains, a lengthy range, in which the entrance to the other side is said to lie. They are surrounded by hills and forests, which make it easy for outlaws to hide into.
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  57. Cromma
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  59. The command of the Authority lies in the cold, mountainous region of Cromma. Here, they first invented gunpowder and from here the first airships were launched. It was Cromma that created many innovations in the field of war making and nowadays it is simply one of the safest regions to be in. Accessed by airship for most part, these cities are situated near or in the mountain, import a lot of goods and are very much walled.
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  61. Cromma is no location for a casual visit, and is protected to nearly the same amount as Tarmon. Ordinary citizens need a permit to access the region in it's entirety, not to mention the difficulty of trying to travel there by foot. To the very north, the sea digs into the land, seeping through in small, thin streams.
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