Friday, February 12, 2016

Population Center: Feldurre:

In the northeast end of Hokare, the city of Feldurre stands.  Built atop mesas among the Spurnwood Forest and the Crimsonwane Fields, Feldurre is a city surrounded by miles of predatory creatures and environmental hazards.  The Spurnwood Forest is heavily infested with Mykra Spiders, and only the defenses of the city and streams through the forest offer any real protection from their danger.  Unfortunately, the streams are tainted from the blood and poison to soak into their waters, and are often home to specters haunting the areas nearest to their soul-echo was first created.  There are flora and fauna that survive in The Spurnwood Forest despite the dangers, though most tend to drink from ponds more toward the center of the forest, instead of near the borders where many foolish explorers have fallen.  The Crimsonwane Fields, however, have red-tinted wheat caused by not only all the blood soaking into the water table, but from all the iron underground.  Unfortunately for the brave miners in Feldurre, the are is riddled with anthropophagi dens, making harvesting the ore difficult without a small militia present during any mining expedition for defense, which cuts into profits...  The wheat, however, tends to back into very distinctive bread, pasteries and other doughy creations, so much of the population works to either harvest the wheat, defend the town, or create new, safer and more efficient ways to harvest the wheat and iron.  As space is rather limited in Feldurre, each mesa has a large groupe of structures build atop and into the mesa, and none of these structures are divided into cultural or species groupings, making for quite an experience for visitors, seeing the blending of cultures as it has occurred for a thousand years.

Friday, February 5, 2016

Hokare Continent: City Locations:


North of Adslein, the continent of Hokare stands separate from The Great Suarn Empire as one of its oldest opposing forces, half of The Vissex Republic.  While it does not have as much landmass as Adslein or its smaller territories, the density of its population, and drive of its people has made it stand the test of time, ruled by a communal vote and representatives held accountable to their people.  Though it does not have the military force that The Great Suarn Empire has in sheer numbers, Hokare has provided much of the arcane strength The Vissex Republic wields to not only protect itself, but keep the republic a major player in global politics.

Tuesday, January 26, 2016

Region: The Great Rhydarcus Desert:

While many cities are within The Great Rhydarcus Desert, and there are smaller desert sections near to it, they have been previous covered.  However, there are three additional areas of note within The Great Rhydarcus Desert being covered today.

The Buried Tomb is due west of Perkam, nestled between two large dunes which conceal the major of its structure.  Ancient and mysterious, its origin predates the founding of the city of Perkam itself, and the modern colonization of the continent, but to the best understanding of the archaeologists studying it, the tomb itself was formed only a scant thousand years before the earliest modern city was formed...  Long after the ancient human cities had become ruins.  Due to its unusual architecture and the lack of any other similar artifacts within it elsewhere on Lenida, is theorized by some that a species who has yet to reveal itself to the inhabitants of their planet had made the tomb, though the scraps of imagery and language not destroyed on its walls have thus far failed to provide much information.  That it is a tomb is for certain due to a large mural that has stood the test of time, but its depiction is vague, only showing a humanoid shape being placed within its chambers...  Though the crypt itself has yet to be discovered due to all the damage and sand that has concealed much of the tomb's labyrinthine corridors.

The Caravan of Salt runs its rounds southwest of Dulda primarily, its lineage of species-concealing robe-wearing merchants having multiple secret harvesting grounds in The Great Rhydarcus Desert where rare types of different colored salts are gathered for them to sell.  While most are edible, some are also used as potent dyes, or for use in different chemical, alchemical, and ritualistic compounds.  Though many have tried to trail The Caravan of Salt, bribe, threaten or steal information regarding their harvest grounds, none have yet discovered them that was not part of the family, or if they had, they did not live to tell the tale.  Every generation, however, does have multiple offspring from which to carry on their line, typically marrying worthy outsiders to continue the lineage.  However, not all who have married a member of The Caravan of Salt's merchant lineage have been thought to continue being members, as a few prominent worthy individuals to join them have never had their voice heard again, while others have.  Whether they merely met and unfortunate end early by accident or due to a condition they may have had before marrying into the family, or whether they have met an untimely demise due to their actions after becoming one of them, is a mystery few wish to question...

The Dust Heights Crossroads was constructed south of Shesham, using a large amount of metal, engineering and magic to keep the crossroads from being consumed by the desert sands.  One of the roads from the crossroads leads north to Shesham, another south to Scaragau, one east into The Great Rhydarcus Desert, and the final path seeming to lead to the shoreline beyond a set of arches...  However, those that pass through them with the right artifacts will find themselves instead transported through the magical Reynix transportation system to a destination tied to that artifact.  Every continent on Lenida has at least one archway in the system presently, most far more protected and controlled than the one in The Dust Heights Crossroads, but some have been long abandoned, damaged in an accident or intentionally in a manner to make the journey either one-way, or to deposit the travelers to a different destination than planned.  Additionally, not all artifacts even lead to a destination on Lenida itself, and some lead to secret places intended to be kept hidden from prying eyes.  If one brings a Reynix travel-stone to the archway, a brief glimmer of the intended destination as it was when the stone was initially created will be shown...  But it may no longer appear that way once one travels through the arches, or it may possibly be tampered with, just like the arches themselves, to show a destination other than the one that a traveler actually reaches...

Friday, January 22, 2016

Region: The Crystal Dunes:

The Rhydarcus Crystal Dunes is a region of the continent's northeast island, a mountainous region filled with caverns and surface veins of many different varieties of mostly low value crystals...  But also many broken fragments of crystals and rock which form shifting dunes throughout the region.  Slowly over the centuries these crystals are becoming smaller, more toward sand...  Though for some reason yet to be discovered, the crystal dunes keeps growing more and more crystals, some of which have been found to contain ancient species in preserved states.  Some have theorized that its initial crystal cluster may have been formed by the Bodel from crystals growing in The Crystal Slumber, but given how many terrified visitors have had nightmarish vision when sleeping in the region, others have theorized that it has some link to The Forgotten Prison of Pral, and that it might be an incursion attempt by one of the imprisoned Pragur through a hidden rift between the realms...

Saturday, January 16, 2016

Region: The Entropy Drifts:

The Rhydarcus Entropy Drifts is a region of desert that is riddled with boulders and caves, sinkholes and quicksand.  In the Entropy Drifts there are rifts to The Forgotten Prison of Pral, The Shifting Sands of Jahneer, and The Somnium Bleed, sand and rocks from the different realms drifting into the desert and mixing together.  Firestorms and reality-storms race across its dunes during the day, while frost-storms and massive upheavals occur during the night.  Mapping The Entropy Drifts is almost impossible due to how drastically that the region changes, though its conflicting natures cause it to swell and contract without any major change in size, mere inches since its discovery...

Friday, January 8, 2016

Region: The Deep Stones:

West of Rhydarcus, between the Utten and Averline Plates lies The Deep Stones.  Arranged atop and within the trench between the tectonic plates, these ancient monoliths have been studied and proven to exist back to the time of the human and dragon settlement of Lenida, but their purpose has always been shrouded in mystery.  Strong and solid, it has only been since the arrival of the Reynix on Lenida that they have begun to pulse and glow a pale orange under the ocean waters every full moon.  Large creatures of the sea migrate to them frequently now, and they have been a source of foreboding but vague visions to various individuals blessed and cursed with precognition, though the details of what the danger is lies shrouded in mystery.  The leylines around The Deep Stones pulse and fluctuate more chaotically now than ever before, and aquatic animals, even gigantic ones, bash themselves against the stones to no purpose, as no damage to them has been recorded yet....

Saturday, January 2, 2016

Region: The Silent Knot Basin:

The Silent Knot Basin is a region on Rhydarcus that is surrounded by mountains with geysers and hot springs, but the almost level plane where The Silent Knot Basin exists is absent of them.  Instead, this boiling shallow basin bubbles almost silently in its center, where highly alkaline salt and soda water is heated.  Further away from the center, certain bacteria species that have adapted to the highly toxic boiling salt water, tinting concentric circles around its center in a prismatic pattern.  However, due to the chemical makeup of the water itself, its fumes cause irritation of the eyes, lung burning, liver failure, heart attacks, and eventually, gnarled mummification.  In various places in the basin and on its shores, twisted, pained mummified animal remains may be found.  Despite all these dangers, several still travel to it every few years, with few surviving to tell the tale, because it is rumored to be the location of an ancient human outpost, filled with long-lost technology and treasure...