Aetheral

AHA!

Feb 12th, 2018
178
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 34.43 KB | None | 0 0
  1. Important locations (a.k.a the setting)
  2.  
  3. The Lands.
  4.  
  5. Land is the term referred to any of the many planetoids found throughout the setting. They vary in sizes, but to differ a Land from a simple asteroid, if at least the living of a small village can be supported on it, then it's a Land. Lands are mostly flat-ish.
  6.  
  7. Lands form Clusters. Clusters are groups of Lands, that have well beaten paths by the Travelers of the respective Lands, and thus, share cultures, resources or even belong to the same government. Typically, empires or federations spread through a Cluster. For a Cluster to form, the condition is usually set at 5 Lands or more.
  8.  
  9. The Void.
  10.  
  11. The emptiness between the Lands. Not much to say here. Crossing it is the greatest challenge one must face, to be called a Traveler. Ancient cultures seemed to think of it as a particularly dark sea. That aside, some recent events (Balthea, below) seem to lend credence to this assumption.
  12.  
  13. Travelling the Void unprotected, or without the use of things like magic or the Lightning, can lead to death from suffocation, dehydration or the like. But most normal people will die from a different, and unknown cause, resembling some form of poisoning.
  14.  
  15. The Stars.
  16.  
  17. Distant, but life-giving. The closer stars seem to provide some form of sunlight. That aside, the movement of the Lands, seems to also provide a normalized day-night cycle. Many cultures used to believe stars have a will of their own, and seem to consider them conscious as well. Modern theories suggest that there is a relation between them and the Lightning. It is unwise to approach them too much, while smaller than conventional stars, they can be incredibly hot, and gravity's a thing too.
  18.  
  19. A list of Clusters with a brief description of the more important Lands found in each will be given below:
  20.  
  21. ----------------------------
  22.  
  23. Athreon (Ahr/Athr locally)
  24.  
  25. "It is unfortunate that in this land, the fate of humanity will be decided by blood and strife. But should anyone ever seek to subjugate and destroy another, I too shall rise in their defense." - Mim.
  26.  
  27. Athreon is a highly important Cluster. It was here that King Mim fought off the largest wave of Phantoms, before human domination was finally asserted. As a result, this Cluster gained significant importance to all Lightning-users, and all other Travelers, by proxy. It serves as a neutral ground, with no force having an interest in waging war or conflict of any sort here.
  28.  
  29. It lacks a proper government, and instead the Storm Court, a gathering of skilled and famous Lighting Users, looks over public matters and the state of individual Lands. Each member is usually given authority over one Land, but even then they function more as overseers and judges. Many multi-Cluster events of importance, are resolved or held in Athreon, especially the annual Gathering of Travelers, were all Travelers are invited to participate.
  30.  
  31. Athreon has 12 lands.
  32.  
  33. ------
  34.  
  35. Mim:
  36.  
  37. The Land housing the Court of King Mim, also known as the Storm Court. It is one massive city, surrounded by tall walls, and full of large structures. A highly developed urban center for it's time, it has one of the best universities, hospital services, one of the largest entertainment districts, libraries etc. It imports most of it's base needs from other nearby Lands, and in turn exports refined and processed goods back.
  38.  
  39. Zulf/Sulf:
  40.  
  41. Originally abandoned, due to having been terribly ravaged during the Phantom wars, it was discovered that for some reason, the world was rendered highly fertile. Generally a world populated by farmers, spread along it's surface. Large, lush mountains and vast temples, erected in the honor of Mim have taken over it's surface. Zulf is one of the more populated Lands of Athreon.
  42.  
  43. Yak:
  44.  
  45. The other urban Land in the Cluster, and home to most of the activities of the Storm Court. Lighting users can receive training here, and it possesses the largest academy focused on the study and observation of Lightning in the known universe. It is the world where meeting a Lightning User moves is less rare and more slightly uncommon. It also houses the small, but elite Lightning Guard, protectors of the Athreon Cluster.
  46.  
  47. Shin:
  48.  
  49. An odd, sea-world, with few scattered islands. It is home to strange Phantom species that dwell far underwater. It serves two main purposes, the first, being a rather attractive touristic spot and gaining a lot of income from rich Travelers coming in for a vacation, and the second being that it often houses foreign agents, meetings, commissions and serves as the neutral ground for many important events concerning multiple Clusters.
  50.  
  51.  
  52. ----------------------------
  53.  
  54. Avaliel
  55.  
  56. The Wall-Cluster. Called so because most of their Lands and cities are surrounded by thick walls. It is difficult for Travellers to access Avaliel in any way, other than sanctioned passages. One of their Lands, is connected to the Athreon cluster by a Star-Bridge, built long ago by an unknown Traveler (together with the many walls) who is said to have been a legendary kind of Avaliel. Only through the Star-Bridge may Avaliel be reached.
  57.  
  58. The Land of Caestellus is the heart of Avaliel. Long ago, the inhabitants of this Cluster looked to shrug off the influence of the Phantoms, forming the Grand Crusade of Avaliel. It...failed, at least until Mim came about. In the wake of his rise, the Crusade made sure to clean up and eventually hoard all artifacts left behind by the Phantoms. They created thus, the Great Vault Castellus, a fortress city to house the artifacts, and then further developed their land from there.
  59.  
  60. Many have tried to sack the treasures of Avaliel. None has succeeded. Ever.
  61.  
  62. Castellus:
  63.  
  64. The throne-world of Avaliel. The Great Vault of Castellus is a massive Land-spanning city, of walls made of an unique metal, and mysterious, ancient techniques, similar in nature and origin to the Star-Bridge, many suspecting it to be the work of the same entity. Moving on, Castellus is home to the descendants of the ancient Great Crusade, the Knights of Avaliel. They protect the whole Cluster, and on other times, they seek out artifacts, all over the world, to store in the Great Vault.
  65.  
  66. Another matter worth of notice may be the fact they seem to have a penchant for finding, and destroying 'evil'. While that sounds like typical templar mentality, the Knights of Avaliel are in fact, very cautious with what they judge to be 'evil', and thus, their operations rarely arouse displeasure.
  67.  
  68. Iristiel:
  69.  
  70. The entrance point to the Cluster, and one of the ends of the Star Bridge. Being highly coveted, it is controlled by the Silver Plume Knights, a sub-order of the Knights of Avaliel. Most of the world is covered in market towns, and a lot of it is highly optimized to house caravans of goods and ease their transport, as well as the storing of goods. However, the Silver Plume Knights tend to be rather independent, with the needs of the Land, coming before the needs of the Cluster.
  71.  
  72. Mirinas:
  73.  
  74. The word is home to a large lake, and seems to house the famous Starlight Mines. A whitesteel mine, which is the main source of wealth for Avaliel as a whole. It is the metal from which the walls of Castellus and other fortresses in the Cluster are made. It is never exported in large qualities, so only some weapons or armor are ever made by foreigners. Of course, the same can be said of Avaliel, seeing that the armaments for the Knights, are all made of whitesteel.
  75.  
  76. Iasteros:
  77.  
  78. A strange world, of dubious importance. It is home to a giant statue, depicting a crowned man, in armor, wielding a sword that's planted on the ground. Mostly assumed to be the mythical ruler of Avaliel, the statue is protected by tribes of forest dwellers, and Phantoms. After many years, a peace treaty was signed and an entire garrison of Knights exists to protect the statue. Lightning Chosen travelers and some Mages mention seeing the statue in their dreams.
  79.  
  80. Demordell:
  81.  
  82. Demordell is one of the more populated words of Avaliel. It is also where it's military concentration is greatest, and where most of the forces are trained. Largely, the Knights of Avaliel are an elite force, who receive training and unique powers, allowing them some mildly superhuman feats, supported by vast numbers of lesser warriors, taken from the masses. Demordell is also the only world that allows visitors without special privileges to stay in it. They are ported over directly from the nearby Iristiel.
  83.  
  84. ----------------------------
  85.  
  86. Frachlest (Fra-lees)
  87.  
  88. The Imperium of Frachlest, is known for two things. Industrial advancement and expansionist tendencies. A large cluster, of no less than 29 Lands, it is in fact composed of four smaller Clusters, conquered by the original Frachlest. Originally a decadent realm of old Nobles who relied on the occasional Lightning-user on their lineage to power themselves back to life, all changed when it's new leader, Emperor Wlan (Vee-Lahn) climbed to power, from the ranks of the ruined military.
  89.  
  90. He unified Frachlest, united the many cultures into one, and replaced the old nobility, with Travelers renown for their genius, business-sense and wealth. He commissioned the Steam-Network, the work of many of the new Traveler nobles, to update every possible service and facet of Frachlest with new technology (steam based), and especially the military. As it is now, Frachlest is both an industrial and military superpower, among the Clusters.
  91.  
  92.  
  93. Yuzok (Ee-zok)
  94.  
  95. The many worlds of Farchlest require a means of mass transport (of men or goods) and Yuzok provides. Home to the central station of a set of void railways, which connect the numerous worlds of Farchlest (and some outside of it), through trains. Yuzok deals both in the manufacturing of said trains, as well as controlling their itinerary. It is a world of foremost importance to the Imperium, and it's technologies could prove useful to the world at large as well.
  96.  
  97. Ixh-Scha (Ee-ja, locally Eej-Shah)
  98.  
  99. A Land added to the Frachlest Cluster post conquest. Home to a massive gold mine and a source of wealth for the Cluster, it is home to numerous mines, and large companies of soldiers who are there to guard it. Being born in Ixh-Scha means one is likely destined to the life of a miner, or a soldier if they are really lucky. However, sometimes, strange noises bellow from it's depths, which has brought some concern to the inhabitants and military.
  100.  
  101. Ixh-Mung (Ee-Moong, locally Eesh-moon)
  102.  
  103. A desert world, and one of the few freely accessible ones in the Cluster. Many adventurers come here from all over the universe, seeking fame and fortune. Stories of ancient kingdoms buried under the sand, artifacts of great power and all those things are widespread, both in Frachlest and beyond. The locals know better however. Very few explorers have come out with anything useful but whenever they did, it reignited the spirit of adventure in the masses.
  104.  
  105. Oshk (Oh-k)
  106.  
  107. A world covered in metal, and the heart of the Steam-Network, where most of the needed parts for many devices and technologies to work are produced, and where some of the research is conducted as well, Oshk is well protected by the Imperium due to being simply invaluable. Technicians from Oshk are prized all over the universe, as are the researchers and engineers. It is here, that the current peak of technology has been made part of the mundane.
  108.  
  109. Hirrumn (Eer-oomn)
  110.  
  111. A wealthy world, full of cities and markets, where a lot of people come to, to simply live their lives, or as the next step of their rise to power, fame or station in the society of Frachlest. While the Imperium is right to pride itself as a most orderly Cluster, Hirrumn is the Land that challenges that statement more, home to multiple criminal groups, and many instances of corruption, and other financial crimes. Indeed, it is home to some despicable sort.
  112.  
  113. Mudosh (Moo-doo)
  114.  
  115. Another urban world, with less marketplaces, but with more public services. It is home to the Imperial Supreme Court, and it is where many of the New Nobility (as it is called) have chosen to live in. It is very peaceful, but some parts of it seem to be covered in a perpetual fog, one which is ill advised to walk into (as many disappearance cases can attest). It is here one may attest to the grandeur of imperial architecture as well.
  116.  
  117. Urrok (Oork)
  118.  
  119. The last bastion of the old nobility, and a clever maneuver by Wlan. When he overthrew the old Nobles, he didn't murder their heirs. Instead, he offered them comfortable living in Urrok, and complete autonomy over it, as long as it still, technically was part of the empire. Most of the heirs agreed, and now live peacefully. This world is largely untouched by the Steam Network as well. Despite this, the seed of rebellion exists still, within some of the heirs.
  120.  
  121. Thala (Tahla)
  122.  
  123. Military Land. It is where the Imperial Legion, the most elite force of Frachlest is situated, performs it's training and has most of it's armaments stored in. It's in a strategic position, defending the capital of the empire as well as most other Lands of importance, making it foolish to try and launch an attack on Farchlest, for most people. Despite this, for the few civilian inhabitants of it, it makes for a really decent Land to live in.
  124.  
  125. Dlahk (Dee-lah/Dee-Lahk)
  126.  
  127. The Imperial Capital, Dlahk. Home to the palace of Wlan, and the capital city. Home to many of the most important buildings, places and functions of the empire. Home to most of the government and nobility. It is a masterpiece of architecture, urban planning, civil engineering and many other fields, the best and the brightest of which have come together for it's construction. The pride of Farchlest, hailing from Dlahk, is in and of itself, deemed an honor.
  128.  
  129. Acha (Atza)
  130.  
  131. In Acha, the great Imperial College of Farchlest, the Academy of New Sciences and the Acha Engineering College are located... the three pillars behind the Steam Network. In this world, lies the greatest concentration of intellect among the entirety of the Farchlest Imperium. The greatest minds, the scientists, researchers, engineers, are gathered here, to help the betterment of the Steam Network and discovery of new technologies. A most important Land, no doubt.
  132.  
  133. ----------------------------
  134.  
  135. Orchid
  136.  
  137. An odd cluster, of 9 worlds, Orchid can be described as divided. Five of these worlds are under the rule of the Wyrm-Emperor, a phantom of the Wyrm species, living deep underground. After coming to power, he initiated a purge on all Lightning-users and magicians, accepting only his own sanctioned emissaries as Travelers. This did not sit well with some, and three of the remaining worlds rebelled, and the last one held on to a peace treaty, and remained neutral.
  138.  
  139. To this day, the conflict between the forces lead by a small council of Mages, Lightning Users and Shadow-Possessed travelers, puts forward an opposition to the Emperor's forces. However, it seems to be a battle they cannot win, thus, one they can only drag out. This has lead to alternating periods of relative peace and then conflict (although it is yet to escalate to a full blown war, once more). Once, it was the home of many new philosophies and faiths.
  140.  
  141. Haolin
  142.  
  143. The 'capital' of the Orchid Cluster. A mountainous world, with very few cities located either in the deep valleys, or high up in the mountains. The depths of this Land, contain the dwelling of the Wyrm-Emperor, a deep, hot cavern near the center of Haolin. In this world, only officials and servants of the Emperor are permitted to live. Accessing it is incredibly difficult otherwise. Those who live here, are said to have inhumanly long lifespans.
  144.  
  145. Sailin
  146.  
  147. The Wyrm-Emperor created his doctrine of Dragon Enlightenment, and banished all other followings and philosophies that lead to Enlightenment. Saolin became the center of this 'religion' in a way, and where most of the Wyrm-Emperor's emissaries came from. The Emisaries, are the ruling caste of the Wyrm-Emperor, handpicked, and given strange new powers. Their job is both to maintain the unity of ideologies, and fight the remaining adherents of alternate beliefs.
  148.  
  149. Piluria
  150.  
  151. The one neutral world, a peaceful Land of pilgrimage and rest, for many tired souls. Lacking in industry or urban spread, it is a collection of small towns and villages, living a simple and undisturbed life. Many pilgrims visit this land, and find shelter in the mountains, among the many monastic orders, that have altered their teachings over the years, and have taken in a more accepting and liberal set of beliefs. However, as the peace is at risk, so is Piluria.
  152.  
  153. Yodomos
  154.  
  155. Among the three rebelling world, this is the one with the highest concentration of insurgents. The heads of the old faiths, Lightning Users, Wizards, Shadow-Possessed warriors, famed generals... all of them, have come together in Yodomos, to form the last front of resistance to the Wyrm-Emperor's forces. And while the war has been dragging on a lot, the rebel forces have been recuperating and strengthening, and will soon be able to withstand the Emperor.
  156.  
  157. ----------------------------
  158.  
  159. Luna
  160.  
  161. The Dark-Cluster. Unlike other Clusters, Luna is nowhere near any large stars, and thus receives very little lighting. The only source of light to the Cluster, and also it's namesake, is the large lunar object, at the center, which reflects a pale light. Whether said light is it's own, or reflected from a distant star, is unknown. However the light from the Central Luna, is known to be the source of certain phenomena, of dubious nature.
  162.  
  163. Luna's worlds, are full of oddities. Among them, the origin of the Ethrest butterflies, the undead, the Shadows... among other mysteries. There is a total of four explored worlds in this cluster of 7. None has returned from exploring or at least wanting to explore them. They seem to be in perpetual, or nigh perpetual darkness, of varying intensity.
  164.  
  165. Ethrest
  166.  
  167. One of the least odd worlds of Luna, Ethrest is full of massive forests and meadows, as well as the occasional lake and cavern. A few hills here and there, it is nothing to write home about, despite being quite beautiful. There are no permanent inhabitants, barring the mysterious Wizard of Ethrest. The most significant thing about Ethrest, is that it's the origin of the famous Ethrest Butterflies. In fact, entire fields may be covered in them, at times.
  168.  
  169. Skylie
  170.  
  171. The Land of the undead. In this Land, a mysterious (suspected infected) fog, seems to re-animate corpses and skeletons (as long as they are at least somewhat capable of motion) as undead. They seem to possess primitive reasoning and can be communicated with by Necromancers. They (or perhaps the infection) is susceptible to fire, one of the only hopes and tools for the few living inhabitants of Skylie. Bone dust from the undead, can also be used.
  172.  
  173. Alcon
  174.  
  175. The Land of the Shadows. Shadows are an odd creation, fantastic existences, often humanoid, and possessed of strange abilities. They exist only in Alcon, and need to possess a living being to be able to leave. Even then, they are locked in perpetual conflict with one another, and with the few (by now, quite battle-hardened) humans inhabiting Alcon. Some of these humans, are themselves Shadow-Possessed (Or Shadow-Bound, as is respectful to call them). However, the 'Shadow-Possessed' term can also refer to odd, crazed people and entities, as an euphemism.
  176.  
  177. Lotus
  178.  
  179. A barren world, with few villages and towns here and there, the occasional undead and Shadow Possessed and a gigantic tower at it's center, surrounded by a perpetual storm. It is said that whoever climbs to the top of the tower, may enter another world, that proceeds from the Lotus. Some say the climbers ascend into the stars. Others say it is the source of limitless power or eternal life, and that King Mim originally climbed it, and from there attained his power.
  180.  
  181. It is also said however, that the tower of Lotus, also known as the Tower of Eyes, was an extremely dangerous Phantom, the spirit of which was sealed within the book of Mim.
  182.  
  183. ----------------------------
  184.  
  185. Balthea (locally Baa-li-theh/Be-le-thi-a)
  186.  
  187. A Cluster of (sand) desert worlds, which managed to attain the status of one of the most enduring Clusters in the known universe. It is home to 17 worlds, but very few of them are known about or even readily accessible. Under the rule King Amaldias II, a terrible event known as the Void-Flood, where the void of the space came over the Lands of Balthea, left them barren and filled with strange black monstrosities infesting most of them. In this time, a hero rose.
  188.  
  189. The young prince Sectis, having had to leave his burning homeland, returned with an assembled, elite force, to take back the capital of the Amaldian dynasty. A legendary battle, that will surely be spoken of in legend, occurred. The prince won. He claimed the throne. And now, Balthea is at least somewhat stable, with a few worlds being inhabitable. But the battle for Balthea, is far from over, as the monsters still have a strong hold over the Cluster.
  190.  
  191. Sorovial (locally, Surri-va-ala)
  192.  
  193. Once, the capital world of Balthea, it consists of a massive, singular city, covering the entire world. Libraries full of knowledge, gardens full of exotic flowers, clean, broad streets, tall towers, glistening palaces and the like were epitomized in the city. Nowadays it's diminished a little, and serves to house swathes of survivors and refugees, soldiers and warriors holding out against the monsters, as well as the military command and government of Balthea.
  194.  
  195. Lamaan (locally La-mu)
  196.  
  197. Another important world to Balthea, an originally largely fertile world, it has been reduced to little more than a desert. But it is still the world with the most oases, where crops can be grown, and where people can live safely. Refugee camps are build here, and a medical service has been established, to deal with the illnesses ravaging Balthea these days, and tending to the wounded warriors. Prince Sectis liberated Lamaan on his way to Sorovial.
  198.  
  199. Bakni (locally Ba-an-nu, pronounced Bah-noo)
  200.  
  201. The Bachnians were a proud people, subjugated by Amaldias I, but allowed generous autonomy nonetheless. After the Void-Flood, Bachnian warriors from Sectis' group, and the resistance within the Land, banded together to rebirth the Kingdom of Bakni. They fight against the monsters and are not too fond of Sorovial's authority either. They have rebuilt a few of their cities, villages and farms. While only progressive minds would condemn re-conquest, their rebellion against Sorovial is still, borderline unanimously considered a bad idea.
  202.  
  203. Kudrat (Ku-durta)
  204.  
  205. Another one of the freed worlds of Sectis. Kudrat became a fortress overnight, as his first conquest. From here, he launched the retaking of Lamaan and Sorovial. However, Kudrat was one of the most affected worlds of the Flood. Even the ground pulses with dark energy, and it's only function is as a bastion. Anyone living there, even the ones who were once simple civilians, have been made into sentinels, to the incoming invasion of the monsters.
  206.  
  207. Neremah (Nee-rma/Ne-rri-mah)
  208.  
  209. Originally an insignificant backwater world, Neremah grew to importance with the advent of the Flood, when a tall black structure, that served as a point of congregation for the monsters, Cluster wide, appeared in it. It seems to house some truly dangerous monsters, and Sectis's troops steered clear of it. So do any survivors or scavengers. If anything, the toss on whether the final battle for Balthea will take place is between this Land, and Sorovial.
  210.  
  211. Shakma (Sha-ma/ Sha-an-ka-ma)
  212.  
  213. The ancestral world of Balthea. The mythology of ancient Balthea, had it that all life had sprung from here, following an event similar to the Void-Flood. Shakma is a world full of mystery, that strangely enough did not suffer under the Void-Flood. However, it didn't have any significant population or civilization in it beforehand either. There is a massive cavern at the middle, that is said to lead to the heart of the Land.
  214.  
  215. ----------------------------
  216.  
  217. Soram
  218.  
  219. The Cluster of Soram is renown for being ruled by the Sisterhood of Warriors, a gathering of powerful queens, warrior women and scientists, all female, that banded together in ancient times. Before the advent of the Lightning, and magic, and society itself coming to value technological genius first and foremost, which practically killed off any present sexism in most Clusters. However, by the time this had happened, Soram had grown into a strong, standalone Cluster.
  220.  
  221. Other than that, they are highly secretive, and warlike to boot. The Cluster is plagued by revolts, and conflict, as well as outsider attacks. Frachlest first and foremost, sees it as an opponent (then again Frachlest sees most worthwhile Clusters as it's opponents) and frequently attacks the isolated Soram. However, the exceedingly well prepared rulers of the realm have done a good job protecting it so far. It is home to 11 Lands.
  222.  
  223. Soram - Prath.
  224.  
  225. The capital Land of Soram. It is where it's Travelers (all women) gather, to hold court, and discuss the more important matters of the Cluster. It is here that the Lofty Concordance is located, an ancient temple, converted into a court of law, and of hearing. The mightiest minds, and arms of the Cluster, often live here for extended portions of the year, when law-making processes or other important events affecting their Lands, are taking place.
  226.  
  227. Soram - Or
  228.  
  229. The Tower Land. The Tower of Or, is a massive construct, built over many, many centuries of hard work. It is a grand library, and also an academy, and research laboratory at once, in separate parts of itself, and the entire Land works to preserve it's glory. The Travelers of the Cluster are given greater permissions, of course, but other Travelers, or even normal folks, are permitted to make use of the Tower as well, granted, under some slight restrictions.
  230.  
  231.  
  232. Soram - Kun
  233.  
  234. The Land of Conflict, within Soram. It is this that most riots seem to have born from. Many discontent Phantoms, and male heirs of noble families, who attained Traveler status but refused to submit to the Lofty Concordance of Prath. Therefore, they holed up in Soram-Kun, to defend themselves from any attempt at getting them to submit. The conflict seems to be one sided, for most part, but their effort still causes some moderate discord.
  235.  
  236. ----------------------------
  237.  
  238. Contea
  239.  
  240. Originally renown for being the Cluster that birthed gunpowder as an invention, after becoming quite widespread, Contea is now home to a different sort of advancement. Transportation, that is... they serve to build the best and newest models of airships, trains, and the rare new inventions such as a motorized chariot. That is not all, as Contea is quite the cold land, and inventions on survival based tools and technologies have become quite prominent as well.
  241.  
  242. To this day, they have also brought some revolutionary changes to firearms as well. Contea itself is divided between numerous feudal lords, who each build up their individual military forces, and subjugate lesser lords into working for them. Usually living is fair near the cities, or even towns and villages,but gets harsher for those wandering the cold mountains. It is a Cluster of 12 Lands, each of them being quite prominent, but some do rise above.
  243.  
  244. Ralean
  245.  
  246. The warmest among the many cold worlds of Contea. It is home to a massive city, with the same name as the world itself. The lord of this Land, is highly religious and seems to have established himself as a reincarnation of king Mim. He is also attended to by Stone Men. The world itself is highly organized and the higher up on the city one lives, the more social standing they possess. The lower levels are mostly workers and peasants, the higher, Travelers.
  247.  
  248. Zolokin
  249.  
  250. Another contender for warmest Land of Contea, Zolokin is instead a singular great city, with many important sites surrounding it. Temples, for some small parts, but also academies and libraries. It is less of a world of research, but more of a gathering point for the wealthiest, most elevated people on the Cluster. It's army too, is small, but highly elite. Zolokin is also home to many dangerous and wild Phantom species, making travelling around difficult.
  251.  
  252. Dagias
  253.  
  254. For reasons unknown, the Land of Dagias is carved inside out, and resembles a large labyrinthine structure, extending to the inside of the ground, and composed of many 'stair'-like platforms, that lead all over. It's geometry is truly mind boggling and most of it serves as an outright chaos, and mix of different cultures and people. However, those living in Dagias can easily maneuver themselves around it, somehow. It is not ruled by any particular lord.
  255.  
  256. Diasma
  257.  
  258. Diasma, the Golden City. Surrounded by a massive market, in the shape of a ring, and with numerous districts leading up to the central capital, Urn-Diasma, in which the lords of all the Cluster gather, and which is ruled by the mysterious King Ison. Renown for being one of the largest Lands, it's underground is full of laboratories developing new technologies, while the above side seem to house most of the bustling life, and most of the population of course.
  259.  
  260. Golthea
  261.  
  262. This Land is quite the important one, as most of the industry of Contea is focused on it. Airships are mostly built here, as are train parts. The first automatic prototypes of various projectile weapons (firearms too) have shown up, as well as the usage of alternative ammunition that seems to be far less exhaustible (but not infinite) compared to what is usually available. The army of the lord of Golthea is the largest, and best equipped as well.
  263.  
  264. Idamen
  265.  
  266. Idamen is a world of tall mountains, and forests, with snow covered pines, and wild animals, and a singular great Forge-City, Idas. Idas is home of most of the actual production industry in Contea, and a lot of commerce occurs here as well, on the edges of the world, away from civilization. It's lords, are a caste of ancient Travelers, who call themselves the "Druids". However, their true nature is a mystery. Some say they are ancient immortals, or Stone Men.
  267.  
  268. Aleris
  269.  
  270. Were you always here? Has everything always been here?
  271.  
  272. ----------------------------
  273.  
  274.  
  275. Yaka
  276.  
  277. The Yaka Cluster is a fairly well off cluster. Many cultures assembled here and individually elevated themselves. The absence of Travelers in the early ages, had each world develop on it's own, and that aside, most of the worlds of this Cluster, did so quite well. It's a rather small one, with only five Lands, but each of them is well developed, and quite wealthy. Not only that, but this absence of contact lead to interesting developments with regards to the Phantoms.
  278.  
  279. In most of the Cluster, the Phantom and human populations decided to collaborate, after long years of conflict that was counterproductive to both sides. Thus, in Yaka, high concentrations of Phantoms, humans and Phantom-blooded, can be found in roughly the same areas. Most of the worlds are urbanized, as the population happens to be small and not a lot is needed to sustain it. Thus, they turned to learning and culture. And of course...exploration.
  280.  
  281. Yodan
  282.  
  283. Yodan is a jungle Land. Full of dangers, and practically uninhabitable as a result, it forced the inhabitants to build tall Towers, and live in the heights. However, there is no means of living in the below jungle, for prolonged periods. In this situation, Yodan as a Land, turned to filling whatever space they could find with crops, and develop medicine and welfare to great heights, bringing the average lifespan is quite high, and countering most jungle dangers.
  284.  
  285. Ikran
  286.  
  287. A dangerous world, in it's own, Ikran consists of a system of caverns, and the occasional mountain, although most of it is covered in hills, which bear the caverns underneath them. It is also covered in deadly flora, some deadly fauna, and full of patches of contaminated fog, water, and even disease-bearing rocks. The Land has been taken over by a terrorist group, the Knights of Yaka. A faction of unknown goals, but great influence.
  288.  
  289. Zolok
  290.  
  291. A swamp world, which is home to a rather firm balance between the overall peaceful and kind Phantoms living there as well. Due to the harsh conditions, this alliance has been a necessity for the humans living there, to maintain their civilization. And so, to this day they have built quite the unique culture, and are the only ones in the universe in possession of rare resources, derived from the swamp itself.
  292.  
  293. Myrea
  294.  
  295. A strange world, with a rather rocky surface, and few structures if any, erected. These involve a temple guarded by a few mysterious Stone Men, and the occasional strange statue, of perhaps, the same origin or nature as the one in Iasteros. Rumor has it that there are no less than three of them, in Myrea. Other objects of note, are a few temples to King Mim, and the monks attending to them, are perhaps, the only permanent inhabitants of Myrea.
  296.  
  297. Juyu
  298.  
  299. The world of Juyu could well serve as the capital of Yaka, if there was such a thing as a central government. Covered in small lakes, and the occasional forest, the resources offered are rather extensive, as are the cities built on it's surface. The world primarily serves as a hub for humans and Phantoms of the entire Cluster, and is also home to numerous, large markets that distribute the resources throughout the worlds. A form of nobility exists in Juyu too.
  300.  
  301. ----------------------------
  302.  
  303. Sho-Dun
  304.  
  305. Sho-Dun was once a famed Cluster, that served as a grand bastion of mankind, against the forces of the Phantoms, that had conquered the rest of...well, universe. It is here, that in a kingdom formed by the effort of humans, a young boy was born to a warrior-prince. This boy, Mim, inherited the rule of the kingdom after many deaths of many nobles, including his family. But unlike them, Mim did not simply hold the line until he perished. No...
  306.  
  307. His legend, dates back to the twelfth century, following the rule of the Phantoms. It was Mim who sealed 100 mighty Phantoms and used them as his personal army, to defend his Kingdom, and teach humans the many necessary arts and techniques they needed to stand up to the Phantoms. And with Mim, stand up the humans did. But that was long ago. Nowadays, Sho-Dun is a small Cluster, with three Lands, with very little of note in it.
  308.  
  309. Yol-e (Ee-ohl-eh)
  310.  
  311. Yol-e. The home of King Mim, and the original Yolan kingdom. Ruins of the old, enlightened cities, of the ancient temples, and markets and houses still exist in random parts of Yol-e. However, the world itself is largely provincial. Little to no cities, and only a few small towns, most of the people of any relevance are the archaeologists, tomb raiders and the bandit clans dwelling in the ruins, not to mention the nobility, that has since lost it's splendor.
  312.  
  313. ----------------------------
Advertisement
Add Comment
Please, Sign In to add comment