Aetheral

World

Mar 16th, 2017
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  1. The lands of the Twelve Kings, were spread fairly and evenly, throughout four continents... Three, per each. The rest of the continents, are unexplored to varying degrees, even if to an extend known about. It is dangerous out there, even for the strong, even for the wise, and even for the prepared.
  2.  
  3. First, we have Maros, and it's three major settlements.
  4.  
  5. "The continent of Maros, is half desert, and half mountains, with very few naturally green areas to be found in it. The ancient people living there once believed they could alter the desert with sorcery, only to discover the true harshness of the sands.
  6.  
  7. Upon finding out that they could do so, through any means, the desert dwellers were humbled, and begun building underneath the sands, vast underground cities, sprawling for miles. Wars were fought under the sand, and weddings were had without the light of day.
  8.  
  9. But the desert dwellers were too foolish, to believe the sands had forgiven them. For w terrible curse, lies on their realms to these days. It begun, by bringing it all to crumble, and falter, becoming lost to time" -
  10.  
  11. The above, is inscribed in the Old Imperial Monolith, a giant stone slab, found deep underground, underneath where the King's Rest lies. It is filled with odd letters, the writings, translated through extensive use of Mystic powers, and with some aid from The Wealthy himself. How much of it is true is unknown. The desert portion of Maros, remains to this day, largely unexplored and unknown about.
  12.  
  13. The rest of the continent, is no more welcoming. Mountainous, and rough, it is difficult for anyone to even find a landing here. The only conceivable way of anyone achieving any sort of living, is if they would live in the floating plains of the Aeolian High. All agricultural products, are taken from the Forest Labyrinth, with permission.
  14.  
  15. King's Rest -Dominion of the Wealthy
  16.  
  17. Once, a mere pit in the sand, they say, and now a magnificent city, where the rich build in solidified dunes (through Mystic sorceries, clearly) and seem to manage a microcosm of the King's Rest own vast macrocosm. A merchant's dream all in all, the city is full of houses, and public buildings, as it is full of marketplaces. It is not u common for a school or hospital to be surrounded in peddlers and salesmen, wanting to make a profit.
  18.  
  19. "Wheresoever you may wish to go, you will always find yourself drawn to the King's Rest. For he who wanders the world, is a King, and also tends to tire out pretty fast" is inscribed in the doors to the city. As a statement, it is not untrue. The Wealthy holds court, snd presents his priciest, and rarest wares, at the center of the city, where it's highest point is located.
  20.  
  21. Strangely enough, this place has a system of catacombs as well and said system reached deep below the earth. Some say, the heart of the old city beats still, in there.
  22.  
  23. The Aeolian High - Dominion of the Conqueror
  24.  
  25. "One of the ancient Thaumaturges, was said to be so powerful, he could lift even the mountains, and then make them float. It is said that the floating crust of the Aeolian Heart, is due to his very sorcery still working, so much time after his alleged death. The mystery of how our very homes come to float, eludes us, paradoxically."-Excerpt from a text book, aimed at the younger ages, describing the mysterious nature of how the Aeolian High comes to float.
  26.  
  27. Indeed, this realm is entirely made of floating plains. Not too thin layers of rock, made to float in the air, as if by magic. And somehow, plants can grow here, at this height, and at...the unusual circumstances the realms are faced with.some say it is the work of an unknown Anima, but there is little confirmation. The mystery, they say, is best preserved.
  28.  
  29. A number of well-interconnected, but ultimately free cities, links all of the plains to the center, the Aeolian Heart, where the Conqueror, the most bellicose of the Twelve Kings, entertains his numerous lovers, and harem. It is said they have been working with something dangerous and explosive. Gunpowder. And guns.
  30.  
  31. The Forest Labyrinth - Domain of the Sage
  32.  
  33. "Here walks life. Seed conquers stones. Blossoms, conquer barren sands. Tread warily."-Is actually supposed to be a complex Incarnate poem, and these are only the portions of it, humans can understand and put in words. It is also the "town motto" of the Forest Labyrinth....an actual labyrinth, made out of a forest. The trees bend in the strangest and most unnatural , and form hallways, corridors, and even sometimes, lead into pits.
  34.  
  35. Houses of leaves, and vines, fruit, as well as many other natural products, are where the peaceful folk of the Forest Labyrinth live in. It appears to be, quite lovely. One of the most peaceful places, with little inner conflict. Humans are not seen too keenly, Exalts and Incarnates being the main species here, although everyone can prove themselves. Deep, at the heart of the Labyrinth, a massive swamp, a wise Sage holds counsel.
  36.  
  37. Further deeper, the infamous Bog of Mystics, where many tomes of ancient and unforetold power, are said to hide. But nobody would be crazy to dig as deep, would they? The Labyrinth and the areas around it are beyond-insanely fertile and produce food for the King's Rest and Aeolian High too (partially in the case of the latter, as some it derives itself), for reasons not quite yet understood.
  38.  
  39. And then, Golth.
  40.  
  41. "Fire is the essence of life, and it lies with the heart. Cold, is the essence of foresight, and it lies with the eyes. Dark, is the essence of the liar, and it lies with the forehead. Light, is the essence of the pure, and lies with the soul. Wind, is the essence of the transient, and it lies with the feet..."-And many more lines, recited before going onto a number of oaths, followed by a set of semi-prayers. The Red City is undoubtedly the capital of the region, and it has spread it's influence all throughout it.
  42.  
  43. Small inns, and barely-villages, have at least one cleric or conglomeration of pilgrims, sent there to spread the word. Of course, the effectiveness of this is dubious, at best.
  44.  
  45. The Red City - Domain of the Faithful
  46.  
  47. Built of stone blocks, and of amazingly tall walls, the Red city has massive red flags, hang down from it's walls, making it very visible to any traveller, even from very, very far away. There are numerous sets of doors, for numerous plateaus surround it, and people may enter through stone bridges, from either of them. The inside, is also built similarly, through a multitude of bridges and connections. The streets are broad, and welcoming to the masses of pilgrims as well.
  48.  
  49. The city itself, from the very ground builds up, vertically, as it does horizontally. Largely, owing this to being situated on a lifted location...or at least, that being true of the center. An old royal palace lies there, now being the "sacred" Hall of Ceremonies. The High Priestess, watches over the major matters of the religion here. Whereas, the Master of Pilgrimage, watches over the masses.
  50.  
  51. Their army is as dangerous as their faith. Their Weaving seems to be based around elemental powers, as well as some emotional/mental affecting powers. The Faithful lies unseen, deep in the locked off chambers of the Hall of Ceremonies.
  52.  
  53. Shores of Solitude - Domain of the Hunter
  54.  
  55. A number of keeps, well secured snd protected from the rampaging monstrosities that come from the seas and bang on the walls, are what is left, from the Hunter's legacy. He taught people how to built secure protections, and even left behind his own order, the Wall Knights, to serve as the protectors of these people, while he headed out to sea, to stop the monsters from coming.
  56.  
  57. And for hundreds of years, they were safe... Until some centuries ago, monsters begun reappearing. The keeps and fisher villages the selves, have succumbed to violent fragmentation, piracy, and a number of people looking to grow rich through expanding fleets, and monster hunting. It has already worked for them...not to the good of the Shores however. The Wall Knights do what they can, to keep the order, but even in their ranks, members have slipped, corrupted by the power of money...or other things.
  58.  
  59. Life is harsh outside the walls, but even inside, there are difficulties. Discontent clans clash with one another, snd bloodshed is common, just as outside. The pirates, and gangs do not make it easier.
  60.  
  61. Forsaken Archives - Domain of the Guardian
  62.  
  63. One must be truly dedicated to be allowed into the Archives. A number of oath-sworn people, Mystics, Weavers, Guardians, or even others, have come here and pledged themselves to the sacred duty of preservation. Of the past...of truth. The Forsaken Archives are a massive town, and at the same time, a library. Houses, serve only for the bookshelves found in them. There are only few people living here, either way... But always plenty, to come and go, seeking knowledge of residence.
  64.  
  65. "Forget not, that knowledge is granted to us, only when we need it. When we want it, we must in turn, grant something back. So go carefully, and put your soul at peace. For if you truly require it, the ancients' wisdom will become yours on it's own."-Words, that... Are repeated to anyone looking to take a peek in the books. Basically they mean, "unless you have a very good reason why we should let you read anything, you can either fuck off, or help us protect the knowledge there, while swearing you'll never read it".
  66.  
  67. The central portions of the Archives are completely locked off, and nobody is ever... EVER allowed to step foot inside. The Archive Knights as well as the Guardians serving under THE Guardian of the Twelve Kings, would declare war on you on the spot.
  68.  
  69. Velean.
  70.  
  71. "Across the seas, lies the land of Velean. Even in the era of the Thaumaturges, it was considered a rather backwater, and perhaps, even worthless land. Composed of a number of very closely located, albeit, still separate islands, of considerable size, it suffered the wrath of the Old Kin, among many other things, in great doses. Thus, to this day the signs of it struggling to recover, prevail over most of anything else." - Excerpt from a chronicle found in the half-burnt archives of Asylum Fortress. It is surprisingly correct.
  72.  
  73. While it is full on impressive remnants of the ages long gone, in terms of lost tomes, items, weaponry, and even beings... It is also full on dangers. So much that, the only settlements in this region where you will find that the majority of living breathing entities font want you dear...are the ones described below. Three of them, ruled over by three of the most legendary of the Twelve Kings. Large, undoubtedly, but in the end, lonely.
  74.  
  75. Asylum Fortress - Domain of the Warden
  76.  
  77. It is said that the Asylum Fortress was a city built in ten layers, at the heart of a circle of mountains, and that is certainly true. It is also said that at one time, a large number of soldiers, trapped inside witnessed a mighty light descend from the heavens, and burn it whole. ... But that is dubious, even if the city is layered atop a number of ruins. However, some things never change. Built high on the mountains, with tall walls to support it from outside attacks the biggest danger this place faces, comes from below.
  78.  
  79. Monstrosities, dwelling on the lower, now uninhabitable layers, plague this city even to this day. The Warden and his soldiers, often venture out to ensure the safety of their kin, by holding off the monsters at bay, whenever they elect to try and emerge. However, the truest enemy isn't always found below, or above, or even outside. Needless to say, people have grown wary, and cautious, experienced with the danger and the forbidden. But likely, also fragile.
  80.  
  81. Entering the city is no easy task. Making it in by foot is considered nigh impossible, and almost certain to get one associated with the monstrous, and fiendish. It is perhaps the only city, that (while "outright abhors" would be a strong word) shuns the supernatural, or at least the civilians do... Except for Golems, that is. They are always welcome here, for it has always been their home. Clock Men too, apparently.
  82.  
  83. Empyrean Ladders - Domain of the Seeker
  84.  
  85. A number of towers and tower complexes, built on an well isolated swamp land. Monsters don't dare dwell near them, but going outside of the inhabited areas, will likely have one fall prey to the dangers of the very terrain. Further on, monsters do dare dwell, and swarm unknowing travelers in great numbers. The Ladders span a huge area, yet there are few men or women inside. Sometimes, people who have been living here for decades, barely see one another once in two or three months.
  86.  
  87. A number of doors, and unknown passages fill this place, the true purpose of the Ladders, as well as the unreachable main complex, a mystery. It seems most of the dwellers are treasure hunters, knowledge seekers, or adventurers of all kinds, but permanent residents do exist. Numerous Incarnates, among them, Exalts, and surprisingly few humans. It is rumored that, even to the people before the Thaumaturges, the tallest reaches of the main tower, were a mystery.
  88.  
  89. So of course, it serves as a nice lure. The living conditions aren't bad, and as said, there is barely anything to worry about, while inside. Even the weather is nice, if you happen to live in a sufficiently elevated area, above the bog that is.
  90.  
  91. Seven Castles of Dust - Domain of the Chosen
  92.  
  93. The term Seven is a bit of a misnomer. There is in fact, forty nine locations throughout which this realm is spread , forty eight of which atop ancient, once barren hills. Like almost anything else, these realms are walled off, protected from outside dangers. However, unlike them, this protection is far lesser...because it is far less needed. In here, people can still plow fields, and send out their cattle. It is more of a beacon, than anything, actually, one of hope, to the rest of the world.
  94.  
  95. A lot of things happen here...it is perhaps the only place where festivities occur, and art is still developing. It doesn't mean however, these people aren't wary of the rest of the world. Their main fortress, is built on the back of a petrified dragon corpse, and the warriors nested there, the Dragon Legion, still derive power from it. Whether it be through armor from it's scales or the mystical remains of it's breath, enchanted into weapons. The Chosen, is the leader of the Legion, as well as the region as a whole, although as a country, it is not militaristic.
  96.  
  97. It is said, that the people living here came from across the sea, from a land not unlike that of the Old Kin. Freedom of faith is something notable of this realm, as the Dragon Legion's Weavers must derive their power from somewhere. Sometimes, they even lend their help to neighbor lands, and allies in need.
  98.  
  99. Alch
  100.  
  101. "Do you remember how this land was once alive? No, of course you don't. The earth here had been frigid, and the fog has risen on it's shores for so long, nobody remembers. All we have now is myths. Legends from times far, far too gone. But perhaps, those legends and myths will be what matters...in the end. In the very end. Always then..." - Apparently, this is supposed to be some sort of text, from an ancient tale. It's meaning is difficult to define, but the very brief and minimalistic description of the land of Alch, is pretty accurate.
  102.  
  103. It's shores are surrounded by fog. Said shores are the only somewhat fertile settlements as deeper in, the cold spreads, and grows. While the other lands aren't entirely explored, Alch is the one which takes the cake. Discoveries made at half the possible northward advancement, are considered dubious. Anything past it, is unknown.
  104.  
  105. Clock Capital - Domain of the Architect
  106.  
  107. The city of the Clock Men. Built mostly underground, but even for the above ground parts, one would be fooled to assume them not to be there, due to being underneath the cover of an earthy bump, hollowed out inside, together with the rest of the city underneath. Few know what the Clock Men are up to in here, but it is said they have an accord with human nobles, exiled from their lands, and now seeking refuge here. It is said they "accept" help from outside too, and in return of this strange help, they give items or their making, rare, and expensive, anywhere else.
  108.  
  109. The Architect is said to be not a leader, but a prisoner of these Clock Men, held behind numerous locks and traps. The Clock Men don't need a leadership, apparently, but this might be why they face many rogue elements. The Clock Men NOT hailing from here, from this...city, of clockwork, and of perfect order, speak very ill of it, and of the practices carried out there. But that would not be something one can prove in any way.
  110.  
  111. This said, the Clock Men keep their territory very clean. Of both monsters, and anyone wishing to stay. Even simply passing through it requires permission from them, not to speak of other things.
  112.  
  113. Colossal Bastion - Domain of the Beast
  114.  
  115. Golden, enchanted walls border this realm. The inside of it, is very much different however, with few houses and buildings on the outside, mostly, barracks and work-fields for the Golem and Clock-Men servants of the rulers of the Bastion. Another wall, limits the center of the city...a massive colossus, the inside of which, serves as a massive city, for the privileged class of this settlement to live on. Hence, outside the colossus, one would be considered to be living in the slums, or a degree of slavery.
  116.  
  117. But inside, people enjoy perhaps some of the best living conditions out there, comparable to the Empyrean Ladders or the Seven Castles of Dust. The higher classes are at a subtle, yet still fierce struggle. They are also deeply afraid of the surroundings, outside the walls, which protect them quite finely...so far. People are rarely ever allowed inside as well, but this is with reason after all as the monstrosities of Alch are the oldest, and strongest.
  118.  
  119. They have a virtue based faith, even if this would seem rather hypocritical to anyone, knowing of this colossus' inner workings, where the faithful, supported by a good deal of the military force, contest the elected rulers. The Beast is their ruler, a noble and just king, very different from his subjects, but with the power to transform into a horrifying monster at his side, as well.
  120.  
  121. The Nameless City - Domain of the Wanderer
  122.  
  123. Mentioned everywhere the twelve settlements and Kings are concerned, yet is nowhere to be seen. It is said, that the moon is brightest and biggest when observed from the Nameless City. It is said that it's inhabitants were immortal, and powerful beyond compare, once upon a time. It is said, that there are statues, of the Old Kin, as tall as some mountains or hills. So many things are said.
  124.  
  125. The city is meant to be located somewhere far, far into the cold of Alch, but nobody has ever been able to find a way there, without dying. Thus, nobody knows just what or where the Nameless City is. But of course, if someone made a settlement there, one of the Twelve Kings, nevertheless, then surely there are ought to be, or have been people living in it. The Wall Knights, or even the Lost Knights at times, claim to hail from there.
  126.  
  127. Whatever, or wherever it is, it remains a mystery to this day. But mysteries are meant to be unveiled.
  128.  
  129. The Seas
  130.  
  131. There is little there, other than big, nasty sea monsters, and a small, traveling island, half sunken. This is where you begin. This is where you eventually end as well, for the realm of the Old Kin, lies far, far into the eastern oceans. Or are they western? Southern, maybe. It seems that whichever way you go, you will end up in the first obstacle to that destination, the Shrine of Entombment. Read on though... For you will need these places, and they will certainly need you.
  132.  
  133. Half Sunken Town.
  134.  
  135. A city, at the center of which lies a magnificent, yet very open golden palace. Common people live there, and in it's surroundings, and is where you first appear. Most of it is already sunken, and only the very top of an once magnificent realm, now still remains. Yet, it obeys it's own law, of always traveling throughout the waters, never resting. And so it shall never rest. Your starting area too.
  136.  
  137. Shrine of Entombment.
  138.  
  139. A strange location, in a far off island, the Shrine of Entombment is a labyrinthine castle-temple of sorts. Few people have ever really made it there, and fewer even have made it to the bottom, where two guardians, said to be both ancient, and invincible, await anyone who wishes to gain passage, further towards the realm of the Old Kin. But you... Maybe you can make it?
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