empc: (Lindsy)
Empatheias NPCs ([personal profile] empc) wrote2019-12-28 03:53 pm

[ locations ]

CITIES | AREHTEI

City Navigation
Empatheias » Layout
» Environment

Verens » Layout
» Culture
» Residence
» Technology
» Emotion Control

Shaarnath » History
» Layout
» Culture
» Residence
» Technology
» Dunamis
» Outside the City

Theasthai » History
» Layout
» Culture
» Residence
» Performancy
» Outside the City

Briarlan » Layout
» Culture
» Residence
» Technology
» Outside the City
CITIES | AREHTEI

Arehtei Domains

Aiada » Prinwoeg Jungle
» Deml Temple

Daimonia » Thera

Elios » Philea
» Diateris
» Henoia
» Rojulie

Peromei » Brindossi

Piphron » Mountain
» Usaldr
» Cleft of Angels

Simpathis » Areta
» Lavieti
» Verati

Sosyne » Port Feiran
» Baizho
» Haschen

Thras » Ephyria
» INDEX «

To the left is the navigation, where clicking on the City and Arehtei names will drop down a menu to a list of specifics. Cities will usually consist of Layout, Culture, Residency, and Outside of City, while Arehtei locations will be sorted by the Names of the location.

Clicking the header for an opened list will hide it again, so feel free to do that to make it easier to browse the different locations! NOTE: Pictures of locations are for inspiration, and to give you an idea for the most part: if anything in them contradicts the text, make the pictures fit the text in your head.

From Empatheias = Empatheians
From Theasthai = Theaspians
From Shaarnath = Shaarnathians
From Briarlan = Brilens

» LAYOUT «

Full version can be viewed here.

After years of being rooted to the ground, Empatheias is an island once more traveling through the skies. It’s a considerably large island that is roughly 1000 square miles (2590 square kilometers). However, only a very small portion of it is actually populated. The main capital, Verens, lies close to the southeastern edge of the island. There are small hamlets that are settled away from the capital, but most are for farming, and there are those who live out in the "wilderness", but not enough to try and start another city.

» LAKE NIRAS «

Cradled on two sides by lush forest and with water always cascading off the island, how exactly Lake Niras operates is a mystery, but one most natives are more thankful for than anything. The catches are plentiful, and not even the most old-aged fisherman or woman could tell you all that you can find in its depth, only where you might be able to catch specific types, and with what bait. The Arehtei of Calm and Anger Sosyne regularly lurks in its waters, but is known to leave at times when her temper becomes dangerous to the aquatic life around her.

Around 09/18, the water levels dropped to temporarily reveal a cavern.

» CALINEDE TEMPLE «

The temple that appeared along with the first Otherworlders, it's name as Calinede Temple was revealed to by the Arehtei Aiada at a later date, is known to have some connection to Simpathis, if simply due to location. Still a mystery of why it was hidden, the inside descends deeper underground, and four levels must be travelled before reaching a door leading into the Shrines of the Arehtei, where small shrines dedicated to each Arehtei sit in individual pockets. The health of the shrines correspond with the health of the Arehtei, and are regularly checked for an idea on how the Arehtei are doing in regards to balance. The Arehtei themselves are not always a reliable source.

This is also where the Wall of Names can be found, where the names of Otherworlders that have left mysteriously appear. There is also a small lake here, where Otherworlders once were able to mine their own crystals. However, it has been emptied over time.

( report )



» TOWN OF INOMAN «

First appearing on 16 Deca 814 (November 16, 2014), the town sits on its own small, floating island close to the main island. It is completely destroyed, appearing as if it was first brutally attacked before wiped out by a flood. A report was written regarding the town after its discovery and investigation. A small temple is located within the town. It used to be guarded by living skeletons and ghosts once wandered through it, but they have all stopped and disappeared, as if finally put to rest. It is possible for anyone to venture into it, with no longer any dangers or negative air lurking the place, apart from small pockets inside some of the buildings.

It was what led to Empatheians first learning about the Arehtei, and also holding keys to unlocking more of Calinede Temple. Due to the water damage the city suffered and flashbacks that lingered in the ruined town, it's commonly believed to have been destroyed by Sosyne, though it was also being attacked before her arrival.

» DESERT «

While a dry and hot landscape, the desert has frequent patches of growth around with pockets of oasis to make journey through it not as suffering as it could be, but still worth preparing for. Criminals have been known to make their bases out in the empty land, using airships and airbikes to better travel; and creatures exist largely undisturbed camouflaged in the sandy stone. Stories exist of buried treasure that attracts the hopeful, despite most being hoaxes to scam maps out of the gullible.

» FERRIL MOUNTAINS «

The Ferril Mountains is a partial mountain range that arcs toward the northeast side if the island. The mountains hold mines and caves where elemental cores can be obtained. Vast and endless, the mountains have held some mysteries in the past, but mostly hold dangerous monsters. This is where the island gets their crystals as well as other resources, and some of the smaller villages on top of the western side, where animals are taken to graze. Dragons are known to lurk deep in the northeast, but sometimes come out to pick at livestock for an easier prey; wolves are a problem on and off the mountain, and the winter sometimes makes strange snow beasts appear. Usually, however, where the cute snow bunnies can be found.

Man-made caverns had been found at times in the mountains, with even doors securely locking the contents within. What other mysteries exist is unknown, but has made it a hot-spot for explorers.

» ENVIRONMENT «
» CLIMATE «

The climate of the island follows your usual four seasons, and so depends on the time of year. Most of the land is rich with life, with only the desert lacking in any greenery, though pockets of oasis with palm trees growing may be found. Flora for the most part is harmless, colourful, and can be found all around the island. However, where people are warned to be careful on part of the flora (though the fauna may also count) is deep in the forests and in the mountains. Here the most curious of plant life can be found, their availability depending largely on the current season.

» SEASONAL EFFECTS «

In such dense locations, emotional energy has also packed in tight and affected life, and results in effects depending on changes in the season. Around the fall, emoshrooms grow in the woods around Lake Niras and near the bogs to the northwest of the island, collected mostly for recreational purposes; spring and summer brings a constant multiplying pink blob that react to the uptick of love, causing the wildlife to grow to absurd heights when in contact to their sticky slime; winter flutters in flying flowers that drift lazily through the air, never finding the ground. They give off a sense of peace and tranquillity, but should never be allowed to settle on a living being, as they'll start draining their emotions. Despite this, they're caught and kept in woven hangings to display, and will usually keep forever in emotionally health locations.

» WILDLIFE «

Empatheias has many of the same animals as your modern day earth: sheep, dogs, cats, birds, and bears. While bears are found closer to the mountains, the rest can be found nearer to the city and around the farming villages littered around. More unusual creatures, though sometimes found as pets, are plants that have come to life, from pumpkins to flowers. Be mindful in the city if you attack a monstrous looking thing—it might just be someone's darling.

» LAYOUT: VERENS «


Verens is the main capital of Empatheias, and where Otherworlders usually arrive. With a population of roughly 300,000 people, it's a very large and bustling city. It uses steampunk technology and parts of the city are industrialized. Despite this, it looks clean and bright due to the use of elemental cores and the locals keeping a more or less positive attitude. This allows them to keep the plant life enriched and part of their structures. This creates a bit of style contrast as there is enriched nature mixing in with industrialized components. Situated by the edge of a large freshwater lake and surrounded by farm fields and lush forests, it is in the ideal spot for resources. The terrain is hilly and the city itself is somewhat tiered in design.

» THE OBSERVATORY «


One of the iconic structures is the Observatory. It is a tall tower with a giant crystal floating on top. Because it is on an elevated part of the terrain, it can be seen from various parts of the city, with the crystal visible from every party of the city. This crystal reflects the color of the populations emotional flow: prism (balanced default), gold (positive), and black (negative). The observatory focuses on keeping up with the crystal, but it also tracks the changes to the island and world beneath.

» RESIDENTIAL QUARTER «

Although people can live in any part of the city, a large portion of them are situated in the southwestern Residential Quarter. Those of higher class keep their manors either in the countryside or in large plots of land a little away from the more common folk. The buildings are situated close to one another and vary in design and style. Some are simple one story cottages, others are multi-leveled similar to modern day apartments. These apartment like blocks and streets resemble those of the old Victorian days, yet due to the steampunk influence, quite different at the same time.

» MERCHANT'S SQUARE «

Located in the central area of the city and directly connected to the port via a few canals, this "square" has expanded to a more undefined shape. As one can expect, most shops and businesses can be found in this area. There are plenty of in-building stores as well as a few shopping galleries that should satisfy anyone’s needs. But for fresh foods and products, locals depend on the open market stalls set up by farmers, hunters, and fishermen who come in every morning. These marketplaces are usually set by the canal and is thus often called Canal Market. A lot of the popular cafes and restaurants are also found around this location.

» TREE OF MEMORIES «

At the center is a very tall clock tower—or at least, the remnants of a clock tower twisted into the looming Tree of Memories. Leaves constantly flutter from the tree no matter the season with an appearance closer to cherry blossom petals than actual leaves. They're the size of an adult human hand, and across their surface can play any emotionally charged memory, from the most peaceful of days, to the most traumatic of moments. They can be looped back to the beginning, only capturing about a minute or so worth of imagery, but do not play sound.

» WELCOME CENTER «

The Square also houses the Welcome Center, a joint effort between natives and Otherworlders to help accommodate new arrivals. The services provided there include: welcome kits that contain various helpful items, enough money for a meal, and a brief pamphlet that explains the basics of Empatheias; lessons on various topics, such as emotion control, cooking, and local culture; temporary dorm housing; and various books that provide more in-depth information on the world and its history.

» ADMINISTRATIVE QUARTER «


Situated on the northwest side of the city, the Administrative Quarter rests higher up along the hill, as if to better oversee the city. It houses the island's elder as well as other council men and political and security leaders that help oversee Verens and Empatheias. The main police station can be found here. It is also where a bulk of the research and technological advancements occur. Most of the emotional flow evaluation occurs here. The Grand Central Library is located here and is the only library in Verens.

Although there are some smaller family owned clinics scattered about the city, the central hospital is located within this area. Medicine is basic both in treatment and technology, but it is the first to receive advanced upgrades. A newer addition to this quarter is the radio tower, constructed in Deca 817 (January 2018) after the Briarlan Trade Deal. While still somewhat experimental, live music performances and radio shows are becoming more popular.

» THE SLUMS «


Although the people try to help one another, there is a small portion in the northeast part of the city that houses the poorer and shadier members of the population. Closer to the small desert situated to the east of the city, getting natural resources is harder to come by. While most try to help out, the increase in population and advance in technology is starting to create a wider social gap. However, there are often charity drives and acts of generosity that helps to keep people afloat.

» PORT NIRAS «


In the southern most part of the city is Port Niras. Here is where most of the fishing occurs. Multiple streams and rivers flow out from this lake to other parts of the island and thus ships sail along these waters to the hamlets and farms situated farther away from the city. The lake does flow off the edge of the island, so sailors must take care to not accidentally sail over the edge. There is also a small beach along the shoreline that people can use and designated areas for swimming. A little ways from all recreational and commercial use are the facilities and warehouses used to make naval ships.

» CULTURE: VERENS «
» LAW «

There are consequences for breaking the laws—if you get caught. It should be noted that the city of Verens and the rest of the island has a bit more of a "rough and tumble" type of culture. Everyone is allowed to have a weapon without much restriction, and licenses are only required for the high powered artillery (that could also be acquired through black market means). In addition, the laws of Verens only pertain to the city. Once outside, you're basically on your own.

The laws of Empatheias are moral based, or the "natural" laws, and the police force is known as the Enforcers. Most of the population maintain "good behavior," however, there are bandits and pickpockets about. Despite there being an actual security force, vigilantes and the notion of self defense is widespread. Still, there are prisons and police, and if someone is caught, they will have to serve a sentence that will vary depending on the crime. Bail can be made for early release.

Those who kill, however, have a heavier sentence. If it's for a job, self-defense, or an accident, and it can be proven that it is, then nothing is done. But if it's in cold blood, then the amulet is completely shattered and the offender will stay in the prison until they can prove some kind of penance. If they don't, then they are effectively killed off by the world. So yes, a very harsh "death penalty," and the rules of death will be different for those convicted and die this way. It will be different for each case, but they will not just simply return to life.

» FASHION «

Belts, belts, belts, and more belts, the steampunk fashion is still going strong in Verens. A lot of leather, belts, straps, buckles, random metallic parts, lace, sometimes even clockwork is incorporated into the design. Although women love their dresses, many wear pants and shorts—the age of wearing stuffy dresses that covers every inch of skin is over. Knee high boots are the rage. The aristocrats may think otherwise, but the "current generation" thinks otherwise. As for the men... Well they pretty much look the same no matter the era. Shirt, vest, pants, boots—they're set. Just a few different embellishments and casual, "grungy" wear is seen as more of the norm.

The arrival of Otherworlders and therefore further fashions has brought varying national flavours as well, and so the sky is the limit as to what your character can find.

» CUISINE «

Due to the expansive space, a variety of animals and vegetables and the rotating seasons, Empatheias as a whole is home to many different dishes. Corn and wheat is especially plentiful, and there are also specially cared for coffee bean farms that keep stores well-stocked in their most favourite coffee beverages.

Over the years with the introduction of Otherworlders and other native cities, Verens in particular has increased the varying snacks, foods, and drinks from the inspirations and requests to share delicious cultural recipes. There's likely little you can't find in Verens that you couldn't in most Earth-based worlds, or not some close equivalent to it. Vegetarians, pescatarians, and all other types of food-mindful people will be able to find some store or restaurant that can give them satisfactory choices.

Restaurants and cafés are everywhere, and the market stalls are always packed and available every morning at the Merchant's Square. Basically, we have a Steambucks. Your average human-like character isn't going to be too wanting in choice.

» LEISURE «

Most things your mind and heart can imagine and want. While most activities may be indoors — such as a large indoor public swimming pool, games similar to tennis or emotionally charged frisbee — not all are, timetables are available around the city, and posters will always be slapped up for the latest stage plays or public event that's being put on. There's never a dull day in the city, and artisans will often make use of the Tree of Memories and the parks to put on their displays, from paintings to sculpture, to more theatrical acts.

Live music is also popular, and with the radio station now existing, various producers and musicians have swooped in to provide constant entertainment. Handheld video games are also available, with graphics on the same level as original Pac-Man.

» RESIDENCY: VERENS «
» CURRENCY «

The currency for Verens — and the whole of Empatheias — is sylvs.

» RENTING, BUYING, INNS «

As arrivals from other worlds is common, there are shared houses available for those in need of a place to stay promptly and rent free, for a duration of time. Renting an apartment is also an option, or outright buying your own home, and the architecture is so varied that the designs of these buildings is all up to you.

Inns are also scattered around as farmers and else come in from outside the city regularly, and business in tourism from the other cities have made them more popular.

» TRANSPORT «

Most people in Verens — and more so the rest of Empatheias, which is not as technologically advanced and who have tighter purse strings — don't have their own personal vehicles. Horse-drawn carriages are still a popular choice of travel around the city, with a few mechanical cabs around. Aircabs are more popular for getting to the teleporter or the airship facility, or generally anywhere you're willing to pay for them to go. Airbikes can be bought, but like all vehicles are incredibly expensive, and also demanding in their fuel as they use crystals.

» TECHNOLOGY: VERENS «
» MAGITECH «

Magitech is a combination of magic and science, with the magic being crystals, generally. Crystals store emotions which in itself is an energy, and so these are the batteries of most of Veren's technology. There is working plumbing systems, electricity, and also transport options such as aircabs and airbikes (as well as more grounded vehicles).

However, tech in Verens is always becoming better, especially with the help of Otherworlders and with old equipment unearthed. Airships meant for exporting and importing goods and general adventuring can withstand a good deal of the emotional storms that kept Empatheias ignorant of the world for so long, and the airship grounds are always expanding and doing well in business.

Other examples of technology in Verens are the screens that are brought out during big announcements made by the government, though TVs are not a thing; bulky road sweepers; emotional containment and release devices have been created; and then there's the technological additions from Briarlan, such as the radio towers.

» EVERY DAY TECH «

Day to day appliances and other gadgetry consists of clocks and alarms, cameras that instantly develop photographs, portable radios, walkie talkies, and freezers/chillers. Hand-held video games also exist (distributed from playable characters to local shops), and further advances in technology are always being constructed.

» EMOTION CONTROL «

While dunamis has become the more popular option since it was shared by the people of Shaarnath, the people of Empatheias have had their own way of learning to control one's emotions. While without a fancy name, General Control could be it -- and also the general explanation.

The idea of it is the same as how people in the real world learn to deal with their emotions. If you're a naturally animated individual, easily annoyed, you explore through activities or counselling how to find a way to trigger a control in yourself. It's about finding your own personal key word or image that no matter if you're upset or bursting with energy, you trick your mind into turning down your physical emotional reactions. And also mostly negative outbursts, but everyone understands that sometimes, you've gotta be mad and bitter.

There's no one way of doing this, and there are many options to explore one's own way of dealing with the outer effects of their emotions. But dunamis has the promise of being a magical fantasy hero, so teachers in dunamis are also available around Verens these days.

» HISTORY: SHAARNATH «

During the final moments of the great war, when destruction raced across the land consuming all in its wake, Thras was in a precariously-balanced position: coherent and sane enough to understand what was happening, but not powerful enough to DO anything about it. The limit of his ability to interfere was one blessed gift of the Arehtei: protection.

According to Thras, he chose Shaarnath’s particular location and its initial inhabitants for one simple reason: they were where he was at the time. Scholars of Shaarnath have poured over their written works and their oral histories and explorers have scouted their surroundings, seeking greater meaning behind the Arehtei’s movements, but so far have come up with only speculation and circumstantial evidence for a host of different theories. If anything greater lay behind Thras’s actions, he either doesn’t know or isn’t telling.

The first few generations were harsh and brutal. The vast bulk of Thras’s power went to maintaining the humans against the lifeless environment that would have eaten them instantly. Without their technology, people had little to no idea how to survive. Food was scarce and usually appeared by accident, as emotional reactions resulted in the appearance of water or plants that were swiftly harvested by a vigilant and hungry populace. At the same time, the terrors and negative emotions so persistently radiating off this cluster and into the scoured planet began to take more solid form, becoming the precursors of the wyverns and sand wurms of modern Shaarnath. Occasionally, the humans found the strength and resources to battle them -- more often, the humans were the meal.

Plays and pageants and bardsong tell of the legend of the Bravest, the first woman to master dunamis and bring salvation to her people, and these same tales tell of her countless exploits to tame the environment and erect the first true walls and buildings that would become Shaarnath. But these are only stories, meant to encourage children and entertain adults -- the academicians of Shaarnath and the oral histories passed down from this time agree that dunamis grew naturally out of human desperation and ingenuity, as they sought any way to gain control over their environment and their lives. Time and study taught them to refine their emotions into a chosen output.

After this discovery, Shaarnath as it is now quickly began to take shape. In a very real way, dunamis beget Shaarnath itself.

» LAYOUT: SHAARNATH «

Smaller than Verens with a population of around 120,000, Shaarnath is the only living settlement in the entire area, a city watched over and protected by the Arehtei of Bravery and Fear: Thras. Surrounded by desert, the city is ringed by two giant walls — due to a need to expand the city — of sandstone and earth cores meant to protect it from the outer world, guarded at all hours from monster attacks or erratic storms passing through. While not as technologically reliant as Verens, they have a mastery over emotions that more than makes up for it, an art called "dunamis" used to help them in their day to day lives, as well as for protection.

Largely cramped with buildings upon buildings, all structures look similar, made with the same yellow stone as one another. Despite this crowding for space, Shaanath devotes a fair amount of its lands to parks and pools. In defiance of the world outside the city, fresh clean water and green, healthy plants offer comfort and solace for the people, and a reminder of what it is they are working to preserve and regain.

» THRAS'S TEMPLE «

A giant pyramid on the outskirts of the city, its structure towers over Shaarnath. It is not gilded nor adorned with beautiful stones, but of pure sandstone, stark, and decorated only with the sigils of his alignment and the arms and shields that the people bear. It needs no embellishment for the pyramid itself exudes power. To reach the top, one must walk the hundreds of steps, fly, or utilize the crystal powered lifts to make the ascent. If they succeed, and Thras is present, the Arehtei will almost always deign to favor them with an audience.

The temple was made to support Thras's size in the past, when he was much larger and his landings inconvenient for the city. Occasionally the previous Arehtei would be seen opening up the great doors on the topside and placing something within -- relics of the old world, he told those who asked, that he found during his travels.

» THE GREAT LIBRARY «

All of Shaarnathian history, education, and knowledge that isn’t oral -- and much of it that is, now transcribed -- resides within this one great building. The oldest and most ancient works within it date back hundreds of years and are transcribed on stone tablets; much of the lower levels of the Library are devoted to these works, and typically only scholars and academics are permitted to view them owing to their age and delicacy. The more modern works, primarily written on parchment, take up the upper levels and are generally free to public viewing.

» ARCADIA «

Set in a particularly large park, Arcadia is a mass of water screens and crystals suited for their manipulation. Using dunamis, creative and clever individuals can project images onto a screen that others can interact with. Though not quite at the level of a profession yet, the creators and projectors of several popular games (“Wyvern Duel”, “Battle for the City”, “Pac-Thras”) are approaching that level rapidly, and can frequently be found here offering to provide their images for a fee.

» THE DRASK ASSOCIATION «

Doing side jobs for profit is encouraged in Shaarnath, both as a means for a person to earn extra money and as a way of encouraging hobbies and creative outgrowth. As a consequence, what Verens would call the ‘task board’ is a managed organization, in which people submit requests to have them filled by avid seekers. This means the jobs a person might take on in Shaarnath are better managed and better organized than in Verens, and also that shady and ridiculous stuff doesn’t fly.

» WYVERN & WURM RANCHES «

Wyvern and wurm ranches exist next to the main exits out of the city, the neighbouring buildings temporary housing by guards to sleep and change in than any actual homes (due to the smell). They're massive spaces to accommodate the beasts, both to home them in their full sizes and for also breeding and raising. Otherworlders are welcome to learn how to care and use either of these creatures, though you'll be expected to have a hand in clearing all types of waste in exchange for lessons, amongst other caretaker tasks.

A constant issue of theft and with the young wyverns sometimes bonding with Otherworlders has put restrictions on allowing Otherworlders to babysit newborns. Anyone caught taking a wyvern will be punished, banned from the ranches and renting them. Wurm ranches rarely have these issues however, and are more lax about the presence of Otherworlders. Wurms are affectionate herbivores.

» THE GRAVEYARD «

One side of the city is marked with thousands of graves, tattered if colorful cloth flapping against stone or wooden markers. Farther out from this lie remnants of what surely was a great battlefield—a battlefield that's long been scavenged, but remnants remain, as if a grim reminder of what happened all those centuries ago. Very large sheets of metal protrude from their graves, along with what look like steel beams and rods.

» CULTURE: SHAARNATH «

The Shaarnath people are disciplined and strict, years of living a life shaped by the understanding of bravery and fear and the dangers of the world outside their walls creating a fairly no nonsense group of people. They admit to fear, but those who surrender to it are scorned and shunned. From early childhood, its people are taught discipline and self-mastery. Life is hard in Shaarnath even with all its advances and luxuries; survival is fought from the dead world on a daily basis.

Despite its discipline, strictness, and pride, Shaarnath embraces individualism and difference almost to the point of a mandate. Everyone is different, so everyone’s dunamis is different; everyone has something they can provide to the city, and a different way of providing it than anyone else. Rather than focus solely on the end results, Shaarnath embraces the means to that end, and encourages its examination.

Cooperation with one another is a vital part of living in Shaarnath. These days inns are more readily available, but are mostly just homes willing to share a space on the floor, with bedding and food included. However, it's still possible to just stay over at a stranger's house if you ask around. You'll be expected to either give money or some gift, as well as help with preparing dinner and breakfast. Remember to leave a good impression: word spreads fast, and troublemakers will be watched out for and given the cold shoulder.

» LAW «

While there is no equivalent to the Enforcers in Shaarnath, the people of Shaarnath are strict. Every citizen is capable and entrusted with the power to stop criminals and wrongdoing. To actually manage this system and determine the truth of accusations and crimes, the city has a small but fantastic legal system, with investigators trained in both dunamis and mundane techniques and barristers who can navigate the laws and determine guilt and innocence. ‘Trials’ are more like fact-finding missions, with no one directly accused or convicted until the end. Most crimes receive a punishment of highly unpleasant civil service, such as carting the rotten fruit and vegetables for the sand wurms. Serious crimes, such as murder, are punished with execution. Shaarnathian culture does not view this as retribution, but self-protection; the city cannot afford to have such elements within it and survive in the wasteland.

Of particular note to those visiting from Empatheias is that Shaarnath has far stricter laws on emotion crimes and emotional influence during crimes. Shaarnathian law does not accept a lack of intent as a lack of crime except in extreme circumstance. A man who caused a brick to fall on a child because he was having a bad day at work would be treated as culpable, although a man who had just lost his beloved wife would have leeway. Shaarnathian justice is firm but not cruelly absolute.

» FASHION «

Shaarnath fashion tends towards the loose and flowing -- the better to trap cool or warm air within, saving on one’s own personal dunamis as the temperature fluctuates wildly between night and day. Robes, cloaks, loose shirts… the uncharitable might describe Shaarnath as a group of Vampire LARPers who long for nothing more than to sweep across a room and send cloth flying every time they turn. Fashions of late center around stitched runework, and an entire culture of runes has been growing over the past several months.

» CUISINE «

For cuisine, traditional Shaarnath dishes rely on one of three meats, and a plethora of vegetables and herbs. The main three meats are those readily available in the city: wyvern, wurm, and also gruse, couch-sized chicken that tastes halfway like pork. Stews are the popular variety of dishes as rice has to be exported and doesn't grow in Shaarnath, nor wheat. However, the stable relationship between the different cities has introduced foreign dishes into the mix, and while restaurants were a rare sight in the past, the increase of business has opened up more inside larger homes that can handle a flow of visitors.

Note: Wyverns used for food are a fat, small-winged variant that are raised solely for eating.

» RESIDENCY: SHAARNATH «
» CURRENCY «

Shaarnath does have a standardized minted currency, the drask; one drask is equal to fifteen minutes of dunamis labor, very generally speaking. When converting to sylvs, 1 drask is equal to 16.50 sylvs.

» RENTING, BUYING, INNS «

You'll be told—or will find out soon enough—the best way of staying in Shaarnath: ask someone, anyone, and have either food or money on hand: especially the former. There were no need for inns before the teleporter opened up Empatheias and Theasthai to the Shaarnathians, so the way to get around was to room with anyone willing to let you in (surprisingly, not that difficult to find), and to help out in some way in return.

While one or two inns now exist, peoples' doors are still open, and anyone who behaves and also brings meats and vegetables that can't be found in Shaarnath will be especially remembered, particularly if they also brought a recipe for it. You can also find somewhere to stay if you're strapped and don't have anything to offer, but be warned: word of troublemakers spreads fast, and you will start receiving a cold shoulder if you're trying to get fed and have a roof over your head for nothing.

As for moving to Shaarnath, note that the options in design and space are limited, and don't differ much from one another. All buildings are constructed from sandstone and crystals, and you will have to pick from one of the two options: a community apartment, or house sharing. Space is tight in Shaarnath and living in anything bigger than necessary for one person is looked down upon, and won't actually be approved. Community apartments, simple rooms with a bedroom and living space, and then a communal kitchen area that is used by the adjacent rooms. This is for the people who'd prefer not to live with others, but a compromise to share facilities still.

» TRANSPORT «

There's no bikes or vehicles around Shaarnath, and the structure of the city doesn't really make them work in most places. The only forms of transport around are the wurms and wyverns, mainly used for outside the city rather than in.

While you'll need to show you can use them, they can be rented for getting around outside the city.
» TECHNOLOGY: SHAARNATH «

Shaarnath is sparse of actual technology like Verens relies on, and focuses more on crystals. There is an abundance of crystals floating around and lack of machinery and appliances. Where Verens may look more "metallic" with its steampunk technology, Shaarnath has a more down to earth traditional feel but with a greater sense of "magic" with all the crystals floating around. The crystals may not be as large as the giant one that is currently hovering above Verens, but they are sizable. Shaarnath uses the power of emotions and crystals to run the city. Although Verens uses the same to some extent, they only use it to help augment their other technology. The people of Shaarnath actually use both emotions and crystals as the main source for everything. Even more telling is how brilliant and bright each crystal is. Some may flicker and dim, but for the most part the crystals shine strongly, reflecting the strength of the people.

Elemental cores also exist down here, however rather than relying on them, they use the cores to augment their weapons and for small technological convenience. Fire and air cores are common, but water cores are very rare, and are treasured. However, there is now a fourth core available: earth. Earth cores are used to increase strength and balance within foundations. Unlike the other elemental cores, its effect is more passive, although it is capable of creating dust clouds and if there's a pile of them and there's too much negative energy, they can create earthquakes.

In the past years, some pocket groups have gained an interest in scrap vehicles found out in the desert and while participating in excursions ran up on Empatheias. While they're still largely prototypes and in need of more materials for experimenting, finding more ways to travel the deserts safely has been underway.

» DUNAMIS «

Shaarnath is where dunamis was first introduced, an advanced form of Emptheias's general control, and more offensively and defensively useful than Theasthai's creative Performancy. Dunamis is not an easy task to learn, but its basics is the same as any lesson to do with controlling your emotions. Without the ability to rein in your emotions on a personal level, you cannot learn how to guide them, and to reshape them into whatever form or ability you may be looking for.

Instead of focusing on what can be achieved with dunamis, people are first taught to shape what forms their emotions usually inspire: so people who make plants grow with joy are tasked with taking care of plants that need tender care, and not to overpower the plant, and more stubbornly persistent people may be guided to turn the finest grains of sand into hard stone that can be used to build.

Once a person can achieve a respectable level of control over the forms their emotions usually take, then they're encouraged to explore other options and to be creative. Everyone is a master of dunamis in the city, and there are many who are willing to take on apprentices, especially in most forms of labour.

Dunamis is ultimately achieved by turning your emotional energy into something more. It can also be strengthened with the use of crystals, with completed crystals better than incomplete.

» OUTSIDE SHAARNATH «

Hot and dry, any who go outside the city are warned to dress suitably for the trip. It is a giant desert that suffers from frequent sandstorms, littered with holes in the ground made by the wurms that roam the area, tamed and wild. Maps are available from Shaarnath for a price. To the northwest are the mines used for unearthing crystals and other resources, while to the far west are dunes that hide quicksand, and in those hide carnivorous wurms infected by an aura of twisted emotions.

Under the bearing heat, apathy lingers in the back of the mind. Small shacks can be found dotted around that have been constructed mostly from the sand itself, places of refuge for those daring to venture out. Wild beast carcasses can be sold, either as food for the wyverns or for their hides, depending on the beast. At times these wild beasts may actually be mechanical, though appear organic. Any found and brought back to Shaarnath's growing technology groups can be sold for high prices, depending on the condition.

Along with wild wurms, wyverns, and mechanical beasts, behemanths can also be an unfortunate problem to add to your list. These creatures are huge and muscle-bound, with long horns for goring and massive claws. They're resistant to both magic and dunamis, their constitution hardened by life in the desert, and they have a particular appetite for wyverns and humans.

Wild wurms can either be straight-forward (lengthy with tough skin, but penetrable), or can be more dangerous depending the type you find--or the type that finds you. The latter come up in many horror stories for even the hardened of Shaarnathians: capable of sensing emotions from even far away, they will locate people in a moment of vulnerability and be upon them in minutes, ready to devour them from below.

Fighting them is no joke. They give off a large radius of emotion, and can strengthened the fact with their wails, paralysing warriors or confusing them. Their bodies are tougher than the average wurm, and also have a sticky trick: blades that stab and stay in for even a moment too long may become stuck, as they ooze a thick blood that quickly hardens, and will break down anything that's stuck in their bodies for too long (so don't stab and start shooting off one-liners). Fight them from a distance, or keep your emotions levelled—they're blind, and can only sense anything via emotion or vibrations.

The most dangerous of the wild wyverns is also considered the most beautiful: its scaly skin is luminescent, sparkling in the sun, but can also camouflage in the night at will. They shoot out dark balls of emotion from their mouth and can create a fog of it, its effects usually to do with fear that can paralyse anyone if hit without protection. Wyverns like these cannot be tamed, and are tricky to deal with. Their lithe bodies make them quick and agile, and their cries will call any nearby wyvern to aid, similar to them or not.

Sabotuars are a prickly sight, indistinguishable with the actual cacti that scatter the dry, sandy land. Some won't attack unless provoked, while others will abruptly, and they do so by rapidly firing projectile spines at anything that moves. They come in all shapes and sizes: tall, short, round, stalk-like, some with extra appendages and others with flowers blooming atop their heads. Some Shaarnath natives seem to think these creatures are cute, but those that do have probably never been stung by one.

MINES

Northwest from Shaarnath, the mines are located in a labyrinth of stone that monsters have a habit of making nests in. The mines themselves are a maze of their own, but they're regularly in use, and the people of Shaarnath will happily take on hardy workers to collect the crystals from inside, or to defeat any of the monsters that decide to lurk inside.

The most common troublemakers are called Gnashers. While only coming halfway up a human adult's lower calf, Gnashers are ridiculously sturdy, in that their bodies are as hard as solid rock. They also eat rock, though their favourite snacks are crystals and cores, which are suspected to be what makes them so tough. While small, they're not particularly fast, which is good; as they're incredibly heavy once they put themselves on you, and they can break most things between their teeth, or leave a nasty dent.

The best way to deal them is with emotion magic powered by fear or despair. They're rather easy to spook, but miners do like to get rid of them, as once they find their meal, then spooking them is impossible! They'll scarper for nothing if their meal is right there. Overall they're not very smart, and once defeated, their bodies are useful for long-burning fires once you crack them open.

Rock Golems sometimes form around the mines as well, growing to great heights due to the discarded stone becoming infused with earth crystals. They can be deadly if they get massive, and need to be properly destroyed: by the crystals and cores that give them 'life' in the first place.

...most of the time however, they're small and simply bumble around, barely paying anyone any mind. Mostly found outside than in, some miners have been known to tame them with dunamis to pull heavy carts.

» HISTORY: THEASTHAI «

Every theater group has its own retelling of the founding of Theasthai, each more embellished than the last, but there are similarities in their stories: being driven from their homes, forced into the treacherous tunnels and caverns of the mountain, and Daimonia’s light.

The most beloved production of it goes something like this: Before the war began, there were six cities outside of Euda Mountain, happily enjoying life to the fullest. Daimonia rested inside the mountain, speaking only with a single representative from each city once a month; for townships outside of her reach, she would communicate with them via crystal. One day, the young representatives returned home with quick feet and heavy hearts to deliver the chilling news they had received from their Arehtei: war was brewing. Councils came together to discuss the matter and decided that until it came to their land, they would not lift a finger.

Daimonia waited and watched, growing ever more fearful of the rising tensions. When push came to shove, her people fought, and Daimonia was torn between grief over her children dying, and the pure bliss she felt when they won, when an enemy was torn asunder. In the end, they were not strong enough, and the living retreated into Euda Mountain, navigating the endless tunnels and dead-ends with the help of the young men and women who had traversed it dozens of times before. After days of searching, they found it: ruins of an ancient city, and Daimonia’s sanctuary resting in the center of it.

Colored a deep black and red, Daimonia acquiesced to their demands of peace, and on her final breath protected the city with a shield that stretched from her sanctuary to the very edges of the cavern. Since then, they have lived quietly, carrying on their traditions and keeping a close eye on their Arehtei. A less beloved production, however, paints it in a markedly different light: The area around Euda Mountain was flourishing in life, in love, and in labor. Hundreds of thousands of people went along their days with nary a care, inventing new things every day to ease their troubles. Every couple of months, groups would be sent into the mountain to carefully dig up crystals and distribute them among those that required them; how they did this without the crystals aligning to them is unknown, but some suspect it was with the help of machines.

While not inherently terrible things, machines had become a big part of their lives. They cooked, they cleaned, they harvested with them. Especially talented people created mechanical pets, and especially cruel people turned their own livestock into mechanical beasts. For a long time, the country was happy.

Until one day, it wasn’t. Calamity struck quickly, burning and tearing apart cities and families in its wake. Machines designed to protect turned into machines design to hurt, to avenge those that had fallen. Emotions turned tumultuous and overbearing. When all seemed lost, as the skies turned as red as blood, a brilliant light rose out of the mountain, twisting into a form only illustrated old children’s books.

Daimonia, the Arehtei of Joy and Grief, who had slumbered for hundreds of years.

The Arehtei turned from a brilliant blue to a sunset pink, then shrieked as black and vibrant crimson began to color her form—and laughed, the sound hollow and haunting.

“If you still wish to live,” she called, voice twisted by sorrow and bliss, “retreat. The mountain will shield you. Theasthai will protect you as it has protected me.”

And with that, she disappeared once more. Wanting to live more than anything else, those that remained alive rushed to the mountain’s embrace, leaving behind everything they had ever known. They ran over the slow, the crippled, and the elderly without abandon. Weeks later, baby-faced young men and women finally navigated their way to an open cavern far larger than any other they had ever seen.

Buildings lay in ruins, with two tall towers suffering the worst of it. Artificial light hailed from above, lighting all in a dim pink. In the center of the city, Daimonia’s head—encrusted with a helmet of black decay—rose from the shattered roof of a sanctuary. She greeted them with a cry of genuine relief, sinking back into her home, and that was how Theasthai came to be.

The war was not over by then, but it was ending, and the people set to rebuilding the city they had retreated into. They set to repairing their Arehtei as well, doing their best to keep their spirits up. Temperamental and having a tendency to strike out when she felt like it, the oldest of the new city council came together and chose orphans and young children that would not be missed to be their representatives to Daimonia, to keep an eye on how she was doing. Most days, she would be fine; others, she would have to be introduced to a new representative, having killed the one before them.

As the war began to end, as skirmishes at the edge of the mountain began to wane in frequency, and as Daimonia slowly calmed from her fits, the world shook. In a fit of desperation and determination, the Arehtei used the bulk of her power to shield Theasthai from another tragedy, and for hundreds of years to come they would rest safely behind Daimonia’s barrier, and behind wards of their own. As all history is passed down orally, the truth is hard to find—especially when the original generation of Theaspians is long gone.

» LAYOUT: THEASTHAI «

A city hidden in the center of a massive crystal-rich mountain, Theasthai is home to Daimonia and the last of her peoples. The city is located in the hollow center of Euda Mountain, one of the largest mountains in Daimonia’s territory. How the city originally came to be is unknown, as is the reason behind the massive cavern. Due to the Euda Waterfall and the many other smaller ones around the cavern’s edge, there are multitudes of rivers both around the city and that cross completely through it. Thanks to this, the most popular form of transport is by boat; there are plenty of docks, and the maps of the city account more for river travel than foot travel.

The majority of city's technology nowadays relies on water power; the entire city is fueled by many of the smaller waterfalls around the cavern, as well as the rivers flowing through. Stations are set up along the fastest flowing of them to collect the energy using old technology carried over from the old days—it’s pretty much safe to say that’s the only thing that’s carried over, due to necessity.

If looked at from above, one would notice the city is made of concentric rings. Daimonia’s sanctuary sits in the middle of the city, with various factions (actors and political both) populating the first two rings—though it’s worth noting the majority of political buildings are in the second ring, while actors reign king in the third. The commercial market districts are the middle three rings, and the residential districts are out on the last three rings. Buildings are made out of polished white stone and look completely out-of-place, seeing as the mountain is sturdy dark rock, but people shrug when asked about it. For as long as they can remember, it’s just been like this.

Every building has some set of columns with them, the most common being this type. The faction buildings in the second and third rings have this type, and Daimonia’s sanctuary is the only one with this type. They’re of various heights, though the closer they get to the center, the shorter they are—until there aren’t any that are taller than the sanctuary. The taller buildings have large, open archways on their higher floors, and long slabs of rose quartz acting as stairs to the upper parts of the building, as well as to balconies and things like that. There aren’t any railings on those, so it’s best to mind your step.

The streets are made of multicolored glass stones, larger than what people wear on their clothes but of the same idea. There’s often rivulets of water running between the stones, giving them a perpetually glossy, clean look. Many people choose to walk barefoot, liking how it feels, while others prefer to wear flat-footed sandals half an inch high. The main source of light comes from a massive cluster of brilliantly shining crystals at the top of the cavern.

» DAIMONIA'S SANCTUARY «

A large, circular building with a mostly shattered crystal roof; the door is an open stone doorway that’s fairly tall, but definitely not wide enough for Daimonia to go out of even in her small form. Unlike the streets outside, it’s a rather dry, white stone, though the closer you get to Daimonia’s island ornately colored stone area/island the wetter it is; there’s a shallow pool of water around it. The deepest it goes is probably about waist-high on an average height person.

There’s also stepping stones for those that don’t wish to get wet at all. They start off as white stone, then suddenly switch to the same ornate stone that Daimonia’s area is made of. Worn white columns similar to the ones found in the residential district surround the area. It has a nice soft, ambient glow thanks to clusters of crystals growing out of the walls and floors.

» THE COUNCIL HOUSE «

A small building by the sanctuary, in the second ring. As the name suggests, this is where the city’s council meets, stays, and discusses the state of things. Daimonia’s representative also lives here. It’s not open to the general public.

» THE AMPHITHEATRE «

It’s the second-biggest building (as far as area covered goes), located in the third ring. Wide and open, there’s dozens of rows in an almost complete circle around a large stone stage richly decorated in gems and crystals. Plays are being performed constantly, no matter the time of day.

» THE EAST & WEST TOWERS «

Two towers that reach halfway up the cavern and house Wards, a massive crystal powered by filled crystals that helps stave off the world’s apathy. Darker-colored crystals are deposited on the east, while light-colored crystals are deposited to the west.

» THE HANGING GARDENS «

Tiered stone gardens suspended using emotion magic; instead of greenery, though, there are curling crystal vines and pale pink & purple blooms made entirely of shimmering rock. The city keeps a careful balance of emotions by watching what crystal flowers bloom, and how high or low the tiered gardens are every week.

» CULTURE: THEASTHAI «

In an attempt to mostly push away from technology (that the younger generation are trying to introduce into the city), the older generations returned to a more simple life of culture instead of outright progress; this became the theater and drama loving culture it is today. Plays are performed on a near-constant basis by hundreds of different acting troupes, of all genres and types, though ones that incite catharsis are generally the most popular. Choruses sing the morals of the story and the narrative, while the characters play out their lives on stage. The majority of their history can be found in these plays, though most are embellished to appeal to one group or another.

Theaspians are a friendly and cheerful people, if cautious. Living under Daimonia’s protection and hearing stories of the world outside via embellished plays and productions has not given them the greatest confidence in people who are not aligned to Daimonia herself, so those aligned to other Arehtei might be given some distance while in the city. Clothing-wise, they tend to wear things that are a little more flowy than Verens but not as light as Shaarnath; they’re surprisingly heavy and warm for how sheer and graceful they look! They’re also all dark colors, generally decorated with glass beads that are usually in the same shade range of each other; so all blues together, yellows, etc.

» LAW «

Laws that the city council passes are enforced by the "magistratus" - a task force made up of police-like officers and civilian informants. They aren’t militarised, but it’s the social power that they wield that deters people from breaking the law, which is also why civilian informants cannot disclose their position to anyone save for a select few close to them. Those accused of crimes are innocent until proven guilty, but those who disturb the city’s peace are prosecuted with extreme prejudice.

» FESTIVALS «

Festivals in Theasthai are unique in that they span the entire season; certain days are dedicated to smaller celebrations and are livelier as a result, but for the most part, there is always something going on. Theasthai’s Greetings, a celebration spanning two weeks of the month, is the biggest and longest of them all; it’s dedicated to celebrating the rediscovery of Theasthai and the protection offered by Daimonia near the end of the war hundreds of years ago.

The second longest is Boreas’s Sorrow, a week-long celebration dedicated to grieving the lost while keeping in mind the good times shared. It takes place in Deca, generally on the second or third week of the month, and has many similarities to the Night of Selenium that takes place in Verens.

» CUISINE «

As can be imagined fish is the biggest resource and main component of their meals. Vegetables are largely helped along with Performancy in the same way that Shaarnath grows its own food source with the use of emotional magic. Since relations between Theasthai, Empatheias and Shaarnath have opened up, their palate has drastically improved, and they're a large importer of wheat and wine.

» RESIDENCY: THEASTHAI «

Theaspians have no use for a currency, and instead do business with a bartering system. Goods can be exchanged for money from Verens or Shaarnath however, as it's useful for when the citizens go to visit the other cities (however, sylvs are usually more well-received).

» INNS «

As Shaarnath has had to, inns have popped up around the city, though closer to Bed&Breakfasts as the rooms are simply refurnished bedrooms. Finding a place to stay is as easy as checking buildings for a visible sign, a fancy O-like symbol.

» TRANSPORT «

As the teleporter is located in a pocket of the mountain that's only accessible by a boat, visitors must use these to reach the city itself, and they can also be used to get from one side of the city to the other, if you don't fancy walking. There's no need for vehicles or bikes, and Theasthai simply doesn't have them.

What Theasthai does have access to however, is a hot air balloon station. These are used to search the outside world when expeditions are put together, and are the way Theaspians first came to Empatheias many years ago, and brought visitors from the island to Theasthai (...after taking them to Thera first, anyway).

» PERFORMANCY «

What if CGI/special effects, but in real life?

Theaspians have a similar hold on emotion-based magic that Shaarnath does, though they only rely on it for two things: recreation and warding. It isn’t called dunamis either—instead, here it’s taken on the name of “performancy,” since the majority of it is used for special effects and the like in plays and everyday life. When not used for that, it is used in warding; this is what helps keep the world’s hunger at bay, though the larger the barrier needed, the more filled crystals required to help power a ward. It’s also responsible for keeping The Hanging Gardens afloat, though which usage of this that falls under isn’t clear, even to most Theaspians.

Performancy as an art is taught by many from an early age, used as a way to encourage games and the arts in children. With theatre being such a popular past time in Theasthai, it shouldn't be a surprise to imagine that children's plays are also popular, as the act of teaching children can be a grief, then countered by a parent's joy of seeing their child on stage (or upset they didn't get a more suitable role).

With the Thespian people more welcoming to outsiders these days, it won't be difficult to find those willing to teach Performancy for a price, posters usually plastered with details along with the latest shows on the cavern walls near the teleporter. Performance based magic is the most readily available, with effects such as creating illusions of water, winds, a light of a rising sun or a darkening night; fireworks and loud bangs, and how to dramatically break things, and then repair them for use later on.

While this type of art is usually passed up for dunamis and its more action-oriented skills (though both are in the end the same thing, different name), performancy does provide what one could see as support skills: fireworks can be used to daze opponents, night time can blind them, and dramatically breaking things can confuse, as well as an onslaught of banging sounds from every direction.

All emotion-bending magic requires patience and some discipline, but performancy may be a better pick for those who can't stand the stricter conditions of dunamis, or may find it a great entry point. For warding however, teachers are rare to impossible to come by, as wards are predominantly used for protecting the city.

» MT EUDA «
» TELEPORTER «

A large teleporter similar to the one on Empatheias, down to the set up. Located in its own pocket of the mountain, there are flyers for productions in the city posted on a wall nearby, as well as times for when boats come by to take visitors into the city. These days, boats are always around.

» EUDA WATERFALL & LAKE «

A massive waterfall that stretches across the northern side of the cavern. Rivers run out of the lake below it and into the city, setting the stage for much of Theasthai’s transportation, and eventually runs out of the mountain on the far side of the cavern.

The lake is full of fish that glow like fireflies, and the water is clear enough to see the bottom. It’s deceptively shallow in places—stepping in will net you going in right over your head—but that’s where the fish tend to congregate, so it’s easy to avoid them when they’re swarming.

» CRYSTAL CAVERNS «

Dozens of tunnels and caves filled with crystals of all shapes and sizes. Most of them used to lead outside until they were closed by various earthquakes. The widest actually does lead outside—to the chilly ruins of civilizations and their ghosts.

» OUTSIDE MT. EUDA «

Outside of the mountain, the land is a barren tundra with mauve crystals sticking out of the ground that have begun to chip away and lose their colour. There’s the hot air balloon station closer to the mountain, while ruins of civilization lay a ways out. They’re ordinary houses similar to the ones found in Verens except eroded by time and weather, shops that are mostly rotted out or that have become nests for smaller creatures (or homes for larger, more solitary ones, such as the owlion), concert halls, libraries… things ordinary cities would have. One major thing to note is the amount of machinery that can be found, from things like household appliances to small mechanical animals, like birds and rodents and etc. They’re rusted and unusable—simply trapped in a deep, unending sleep.

» DANGERS «

For the most part, those wishing to explore the land outside the mountain range won't find much for miles. The most common one will bump into are the corpse dogs, named so as they're a ragged sight not worth hunting. While being common, they're easy to ignore, and to have them ignore you: they're attracted mostly by strong displays of emotion than by what they see or hear, those they may be attracted to loud noises. Staying calm is best when moving around them, as emotions ranging from positive or negative will incite them.

If you do get in a fight with one, be warned: they can be dangerous. While nothing to look at, their deadliest weapon is that their touch and presence inflicts apathy. This can cause damage to clothing, weapons, to the people themselves, and also expands out into the air. Taking one down on its own isn't too bad, but if you get more, then the effects of apathy will numb at people within a large proximity, as well as dull any kind of attacks. It's best to just ignore them when possible, or strategise how you take them out.

Owlions have no emotional effects, and are slotted under animals. They're quick and intelligent, and have survived for so long thanks to their great hunting skills. Usually they won't bother packs of humans, though may bother a pair if they're hungry. They will call for back-up, though they're not stupid: if they think a fight won't go their way, they'll make their escape. They also remember faces.

Their meat and feathers can be sold, with clean feathers especially loved for Theaspian costumes. May be tamable, though not something the Theaspian people put effort into.

Mechanical animals also loiter around the landscape, closer to where the ghost towns barely stand. They mostly take the form of dogs, wolves, cats, horses, and even hawk-like birds. Horses and birds are more rare, and finding these mechanical beasts is rare to begin with. Broken remnants are more typical to find, but if you do find an active beast, their reaction is usually hostile and crazed. They will attack anything that catches their attention, usually by body slamming and pinning.

If you don't break them too badly, people around Verens or Shaarnath will take them for a pretty penny.

» LAYOUT: BRIARLAN «

Briarlan City is located on the north ridge of the island. It is a hodgepodge scrapheap of a city that looks like it was built from old broken things laying around that had once been part of something else. A good example that gets close to the feel of Briarlan would be the map of Junkertown from Overwatch, Midgar from Final Fantasy VII, or Pandora from Borderlands. While not the same, the general feel of the city is there. Briarlan is, however, much larger and more complex than these examples.

The city is broken down into 4 sectors:

Easen: Location of the Government Center and Banking Groups.
Norsen: The home of the Red Light District, gambling casinos and Techmotion Industry
Sousen: Commercial Businesses and Artistry Industry
Wesen: Purely Residential with areas for all 5 castes clearly sectioned off

» EASEN «

Briarlan Government Center: A five-story building where the seat of power for Briarlan can be found. It is easy to pick out even from a distance as it stands in stark contrast with the other structures around, as it resembles that of a modern day, if a bit run-down, office building.

Majorus & Tonnik Bank: The two main banks of Briarlan, they differentiate solely by the type of person they're willing to do business with. Majorus is used by the higher-ranking castes, while Tonnik is frequented by the lower.

» NORSEN «

Candy's: A bar run by the eponymous Candy. It is usually in disarray and strewn with unconscious bodies (either from drinking too much of bar fights). It's not a place one would go to, but it's frequented by many because of Candy's sex appeal and cheap drinks. Drop some money in her tip jar, as she's the one who personally makes and mixes the drinks, and she might tip you on certain underground things happening in the city… or perhaps even elsewhere.

Fyxit Wells: The biggest workshop in Briarlan that deals with mechanics. If you need your airship or your motorcycle or any other mode of transportation fixed, Hood and his team of tinkerers will repair, upgrade, and customise your ride for you. Just remember their tagline: We Fyxit Well...s!

Briarlan Institute of Techmotion A once highly developed laboratory and research centre. While not abandoned, many of its researchers have retired or have gone to other places to pursue their science, as the institute cannot keep paying their researchers and scientists the amount that they ask for. There are still a handful of scientists remaining who work for the betterment of society and for the sake of science, and they're more than willing to assist anyone when it comes to their passion: the study and applications of Techmotion.

» SOUSEN «

World of Briarlan: A museum of sorts, compiled of taxidermy, from wildlife to notable people that made Briarlan what it is now. While it was once a tourist destination, after Briarlan's decline, the museum has since been in disrepair. It perfectly reflects the state of Briarlan in that it used to be rich and successful, but has now become more like a scrapyard protected by bandits. Some items on display (do not steal!) seem to be alien technology, such that they are futuristic in nature but the technology themselves seem to have been lost throughout the times.

Grunge Street: Grunge Street is the centre of tech and mech in Briarlan. It's where people go to shop and trade for their weapons, trinkets, and small technology-related items such as Techmotion routers and the like. The streets are always busy and cases of pick-pocketing are so common that it happens once every fifteen minutes. One might even find something they previously owned here. How did that get there?

The Aleier Station: The term "starving artists" may be real and true, but it does not seem to bother the people of Briarlan who are committed to their craft. Theasthai may be experts in performancy and theatre, but those of Briarlan are experts in metal crafting and making art from junk. There's a rather large yet rundown building in Sousen that houses most of its metalsmiths and artists. Perhaps if you'd visit them, they can sell you a bicycle for only 200 sylvs.

» WESEN «

Posse: The part of Wesen where the higher classes reside. It's all so different from the other parts of Briarlan as the housing does not look like it's made of scrap metal. It’s not exactly teeming with nature and life, but it can be comparable to the living standards of the upper middle class. While it may be peaceful and slightly well-guarded, this is the smallest area in Wesen.

Wyrocan: Where the working class reside. They're not as well-off as those who live in the Posse area of Wesen, but they get by. Their area has a park that's slightly neglected, but the swings and see-saw still work. Houses are beside each other with very little space in between, and people can easily eavesdrop on their neighbours.

Satis: While Wesen may be the residential area, Satis houses parts of the city that no one wants to go to. The entrance to the sewers of Briarlan can be found in Satis. The small rivers that can be found in the area are polluted and almost dead, while street lights are almost always broken. Be careful where you walk, because the people of Satis are the ones who work extra hard for their money.

» CULTURE: BRIARLAN «
» CASTE/CLASS SYSTEM «

For better or for worse, Briarlan operates on a social caste system that manages to, for the most part, keep people that self identify as pirates in line. This system winds up permeating throughout the rest of Briarlan’s society, as everything comes back to what caste an individual is in. Upper caste members generally tend to look down upon the lowest castes, however it’s not uncommon to see the top three castes working together, especially in ambitious pirating projects.

» THE CODEX «

Government regulation aside, there is something else that all citizens of Briarlan go by. The Codex is an ancient code, written in a green leather bound volume that is stored in the main government building in Easen. The code lays out the groundwork for most of Briarlan’s laws, but there is one guideline that is followed above all else: "honor among pirates and thieves".

While criminality is part of Briarlan’s society because of their affinity for Piracy and exploration, that does not mean there isn’t a thread of what is and is not expected. Those individuals who are brought in front of the 4 Council and determined to have failed their honor will find themselves removed from their caste and shuffled into the lowest class as punishment. Others, depending on the severity may find their deaths, however it’s often considered a kinder punishment than finding yourselves removed from your caste.

» CUISINE «

Given the state of their land, Briarlan’s cuisine lacks in variety as far as plants go; the lower castes typically only manage to get their hands on a few root vegetables, with rarer leafy vegetables going to the top three castes, along with the few highly rare and coveted spices produced on the island or stolen from other settlements. However, the Brilens are fortunate to have several hardy animal species as livestock and a few more for hunting purposes, giving them a hearty diet often seasoned with salt. To drink, most people avoid the local water and have the alcoholic drink they call tincture. It’s a bit like vodka, except a little sweeter.

» FASHION «

This all depends on caste. Upper castes have more refined clothing, as they have the money and means to commission the work. The colors available to them range the fuller spectrum, while lower castes are restricted to duller, less vibrant colors. The lower the caste member, the more hodge podge the clothing becomes. It’s a matter of what they can get their hands on. Above the softer cloth, the lower caste often suits themselves with patchwork armor of leather and metal, especially when going out on a pirating excursion off the island. The middle class—usually found working in technology—seem to prefer the grungier, metal and leather look, likely because of the work they gravitate to with Techmotion. However, in order to present well at official gatherings they too, will delve into the richer clothings like the upper class.

» GOVERNMENT «

That one dude over a 4 man council over a guard corps. The Guard corps answers first to the leader, and secondly to the Council in case of emergency. The people are mostly self governing with a lot of backroom deals going on to prevent jail time for crimes committed. Overall the actual need for the guard corps is kept low one way or another.

Lead Official - The leader of Briarlan (currently Ferrick Leamor) is elected and he remains for life. Once he dies an election amongst other high-ranking classes is held. Ferrick Leamor is a fair man who is in his early fifties. He was elected to lead the city of Briarlan when he reached the age of 26. His former position in the caste system was a mid grade government official, due to being born to a man and woman from the same caste. It was a solid upbringing but he found himself spending more time with the lower ranks than any other caste. This has given him a unique insight to that level of the caste system and he has made efforts to level out the caste systems large differences in living situations. For the most part he is popular amongst most castes, but most importantly the tech-classes are increasingly in favor of his rulings as his efforts to form the Trade Deal with Verens has made their jobs much easier.

4 Council - 3 are elected out of the highest caste while the 4th is elected out of the tech-classes. The council works with the Lead Official in all matters from small to large. Their rulings are handed down and enforced by the Guard Corps, as well as the rest of the largely self regulating society.

Guard Corps: The Guard corps are honorary members of the top caste, however they are not allowed to rise higher in the caste outside of marriage. This affords them a lot of liberty, but they are often not treated as equally by the rest of the upper class. They are the law enforcers and are kept to the strictest interpretation of the guidelines laid out in The Codex. They’re very similar to knights of fantasy lore, but their look aligns with the rest of Briarlan’s feel.

» PIRATING «

Pirating is a huge part of Briarlan’s culture, especially for the middle classes. Upperclass rarely participate in pirating expeditions, and instead hire out the lower classes in order to seek profit from Pirating expeditions. Most agree with the pirating life and all it brings, and live to their fullest with pirating and exploration being a big part of the lower class life. Those who are not allowed to leave the city grow restless and instances of the lower class trying to get jobs on pirate ships in order to see more outside Briarlan isn't uncommon.
» RESIDENCY: BRIARLAN «
» CURRENCY «

Once, Briarlan had its own monetary system but is currently phasing out Gorfins in favor of Sylvs since the enactment of the Briarlan Trade Deal with Verens. Gorfins are being traded in for Sylvs and otherwise have no monetary value anymore. The trade is currently a 1:1 ratio, with the 4 Council watching what impact this will have on their economy.

» RENTING, STAYING «

NOTE: Staying or visiting Briarlan is currently impossible.

Finding actual places to stay can be difficult with how cramped and same-y Briarlan looks, but what you can expect is for the prices to be high and the quality low. With the relationship between Briarlan and the other cities...existing, some effort have been put together to create hostels for visitors to give their money to, but the rundown state of the city and its habit of swindling anyone it can of their money makes it a hard sell for anyone to return to, to simple visit.

It's not impossible to find some reputable locations for staying overnight however, with recommendations to be found at the Welcome Centre (amongst all the others put up for people looking for business). As for becoming a residence, be prepared to spend a good amount of money: either for a decent place, or for the costs of making it more inhabitable. Also, make sure you're buying from the actual owner of the premises, or that the owner of the property themselves isn't working with scammers to further empty your pockets.

» ENTERTAINMENT «

The current state of the museum in Sousen is a good indication of how much Briarlan focuses on art and culture in general; that is to say, not very much. While once art for art’s sake was encouraged, these days most creative sorts either starve for their craft or adapt to add their own unique flair to more “practical” pursuits. It’s not uncommon to see special designs painted onto airships, carved into weapons, or added to any number of mundane objects.

Brilens tend to get their kicks by visiting one of the many gambling establishments scattered throughout the city, be they run-down bars or flashy casinos or hidden crime dens. Musical performances can only be found in these kinds of places, and it’s as lively and rowdy as Briarlan can get. But gambling isn’t their only pastime: the red light district in Norsen is highly frequented, and Techmo Battles, a popular sport where techmotion creations are pitted against each other, can be found in any number of dark alleyways and underground clubs.
» TECHMOTION «

While there are many in Verens who scoff at the amount of power that most techmotion designs take in comparison to magitech, no one can deny the lead that the Briarlan people have in invention compared to the city on Empatheias. Much of techmotion is based on technology of the old both already available in the second what what has been scavenged from the ruined world, the life of piracy popular in Briarlan coming from a need to find ways to sustain their livelihood and to keep their people safe, both through resources and alternative means of protecting their existence.

Not aligned to any Arehtei, the Briarlan people use devices with crystals slotted in that automatically used any released emotion to protect the individual, thus making it more difficult to collect completed crystals as the people of Empatheias do. Many examples of their technology prowess has been seen since they were finally known to the people of Empatheias, such as barriers supported by power grids, radio towers and two-way radios to keep in contact with one another, as amulet communication is not an available source to them.

» OUTSIDE BRIARLAN «

The island that Briarlan calls home is rocky, craggy, and full of briar bushes that range from tall up to large and even more massive sizes that spike way into the air. Much of the rock is in the red to brown color range, while the briars are tan, brown and sometimes a gray-green. This is largely where the city got its name, and they’re awfully proud of it.

There are massive cave systems where crystals used to be in abundance, but now most lay empty and unused. Some of the old rail systems have been repurposed inside the city, so much of the rail system is now unusable. There is minimal area with rich enough soil for farming, but what is available for this use is amplified by techmotion in order to meet the demand. Around the rim of the island, outside of the city limits, are multiple large docks for airships, they explore other islands for resources since their island does not have many itself.

» AIADA: PRINWOEG «

From the cliff where the teleporter brings its visitors, the view of the lower beach and the acid-green sea can be seen far and wide, as well as the start of a massive jungle at their backs. Prinwoeg is a portion of island dense with growth that makes it hard for airships to land, and so most travellers take the route of the teleporter than fancier options.

The area around the teleporter is largely safe, except for the ocean water the farther you get out from the island. Access to the beach is easy, and when on level with the coast, gentle breezes can be felt to relieve you from the murky, hot atmosphere that clings to you. While the water that lazes along the coast is safe to put your feet in, as it goes out and turns green, it will burn the skin as acid does, and send your emotions into a(n appreciative) frenzy.

This place is neither forgotten nor abandoned, as tourists come to visit the beach and to take recreational tours through prepared sections of the jungle. This has been going on for some time since the area was first discovered back in 816 (11/16).

Due to being a popular tourist attraction, paths have been carved through the lush greenery and signs guiding people. Warning signs have also been put all over for what visitors may find deeper in, should they choose to venture where trouble lurks.

Mushroom Biome: The safer path follows the river that flows out into the ocean close to the beach, and is the easiest to navigate. Green and bright, what look like tree roots are actually mostly a mixture of vines and mushrooms, both of which are in abundance in the area. Spores often flutter down like snowflakes from the mushrooms that act as canopies with their enormous size; to keep people safe, the main paths have roofing that follow along them where possible. Visitors on the tours are often asked to bring a parasol to keep the pores off them.

Care needs to be taken to extract any mushrooms as most are covered in slime, and are also very clingy and reactive to most excitable emotions (surprise, anger, appreciation, joy, etc). However, chemists from all the cities will often issue tasks asking for samples, as many of the mushrooms have useful qualities.

DANGERS: While being the easiest to navigate, the mushroom biome homes a most dangerous, vicious monster. Not a foe any single person can take on alone, the Yigawa is two stories in height and has enough teeth in its mouth to make at least an entire dozen of sharks jealous. Its “saliva” is actually slime the plant beast produces in a special sack inside of itself. Highly corrosive, it’s a good idea to avoid letting it drool or spit on you. Its breath can also knock a horse out at 5000 paces among other, grosser status effects. Poison, confusion, and other maladies are common. Should one be felled its tentacles fetch a high price in most markets as a cure all, since the toxins the creature uses can be transformed into curatives.

Root Path: The other path is where the trees grow thicker and their roots tangle the ground underfoot. Unlike the mushroom biome, the trees here are gnarled and black, with moss growing in patches. Small bugs hide and scuttle around, and they are to be watched out for, as most are poisonous. Unlike the stuffy air around the mushroom path and the immediate jungle close to the beach, the air here is cool, even a little chilly, and easier to manage. However, there are few to no paths due to how many roots cover the ground.

DANGERS: These poison pixie are always around, and never alone: If you see one, there’s many hiding in the nearby foliage. Only a scant 3 inches tall at most, they can be quite a pest when they want to be. ...And that’s often how they want to be. They will pull on hair, try and steal baubles and buttons and bits they find to their liking. The worst part is that their bite is poisonous. Not anywhere near deadly alone, but can make a person quite sick after being bitten a few times. Mostly they’re a nuisance, and their chatter, too high pitched for most to understand, just inflicts headaches and mood swings instead.

Jungle Canyons:The jungle canyons start abruptly just beyond either the rooted expanse or the mushroom biome, but no matter what angle they’re approached from they start in a sudden drop off. Sharp craggy rocks covered in molded moss and stringy vines spring up from the depths, almost like trees poking out of a foggy forest from above. In particular interest is a long, worn bridge hung from the craggy pillars that winds through the expanse only to stop at the largest landmass to the southeast. A cave is there, and it smells distinctly wet. Unlike the jaded water everywhere else, this cave is decidedly moist, and there’s a lot of fungus growing inside making walking a slippery mess.

Note: Prinwoeg was believed to be the old word for 'forest' in the language of Aiada's people. However, rumours exist that it's meaning is more closer to calling someone 'a daft plank of wood', and that attempts to ask Aiada has sent her sprites into laughing fits.

» AIADA: DEML TEMPLE «

After travelling through the canyons deep within the jungle, the tunnel opens into a wide, expansive area surrounded by untamed jungle. This isn’t the interesting part, however as at the center of the open area lies a overgrown and partially crumbling 7 tiered stone temple.

Obelisks surround this centrepiece, glowing with a soft green light since they were fixed and activated. The temple itself is accessible with two thick stone doors pressed inward, light glinting off the mirrors set alone their surface, but be warned: it's boobytrapped everywhere. Stepping on the wrong stone underfoot may (will) cause arrows to fly out from the walls to skewer you, or lower nets that weren't triggered in previous visits. Sudden pits are also a problem, and there's vines everywhere. Watch your feet!

FUNGUS ROOM: Going deeper into the temple will reveal where a boulder has demolished a wall into a room. It was once covered with machinery and funghi, a room for research and genetic splicing of the different species of mushrooms. It's been cleared out by now by greedy researchers from Empatheias, who can be found and asked more in-depth about the fungus and their properties. It's made medical trips to this domain very popular.

MIRROR MAZE: Continuing on however, there's a lengthy spiral staircase leading down into a mirror maze. The mirrors reflect not the person, but visions of their desires, from people to realities. Some mirrors have been taken or lay smashed across the floor. The mirrors have a powerful effect in capturing a person's attention, turning them greedy and spiteful towards others if not brought back to their senses.

JADE ROOM: At the end of the maze of mirrors is an elevator leading down into the deepest depths of the temple, with glowing green stalactites hanging off the ceiling that illuminate the entire cavern. A machine was once here that aided Aiada when she was imbalanced but is now gone, leaving only illustrations across the walls of long-eared, stumpy toed people, and that of Aiada's serpentine form.

NOTE: It's said that when asked about the temple, Aiada gave it the name 'Deml', though nothing is known about what else Aiada shared about the site. Perhaps inspired by the rumours of how the jungle was supposedly named, it's assumed that the name is less innocent than one would believe.

» ELIOS: PHILEA «

Sitting atop the highest mountain to the north of Diateris is Philea, the capital city of Elios's territory. It was first visited when the Arehtei of Love and Hate shut himself in when realising himself becoming greatly imbalanced. While not the frenzy state it was to begin with, the mountain leading to Philea still has icy blizzards and a sense of possessive love in the air, that becomes all the more clinging to the back of one's neck the nearer they get to the city itself.

Compared to how it was before, the old capital and mountain has made some improvements. The base of the mountain and the land around is less frozen, having thawed out over the years after his possessive spree and thriving more naturally. However, because there is still more love than hatred, there are still a few patches and portions of forests that are still a little twisted and warped with ice. These areas are on the northern most side of the mountain, where blizzards still storm past on occasion. The mountain itself is in a similar state, with much of its base starting to show signs of natural life, but peppered with areas that will take more time to thaw and heal.
To get in, one must reach the gate embedded in the mountain wall. A dark hallway leads into an open courtyard once used to accommodating incoming visitors, inns and restaurants lining the mountain wall, with three gateways leading to further sections of the city. However, these have all been sealed off by Elios, who refuses to allow entry for the safety of those who visit.

In the accessible courtyard stand frozen corpses of ages past, their visages crystal clear, and the scorch marks of those who were destroyed are still etched into the stone. There is some hope that the city is starting to thaw: the air is warmer, and the outskirts show signs of the ice melting. Some of the people who had once been frozen are no longer there, only their clothes a sign they were there at all.

Beneath the mountain, an underwater stream of hot water has been discovered, and a little ways to the east hot springs can be found. However, the water is boiling and still toxic, making it unsafe.

The safest route is by travelling the mountain path, the quickest using hate-powered snow buggies that can be rented at Diateris.

» ELIOS: DIATERIS «
Discovered around 04/17, Diateris is a city that was once known for its festivals, found in ruins by Elios's at the time representatives. Cold and forgotten in ruin for years like most other settlements, it is a beautiful, colourful town used for gatherings and festivities, especially the Zephyras Flower Festival and weddings.

A wall surrounds the city with two gates leading out from the south and north, and a river flows in through from the mountains that can be seen from within the walls, even at its great distance. The roofs are spiralled and pointed, and at the centre of the small city sits a cathedral that still sees use now. Hard work was used in putting Diateris back together, and party planners are thrilled to used the restored space as best they ground.

Around the city grows wildlife, from grass, to flowers, to trees. Lush forests cover a great portion of the land that the flower fields don't, expanding a large distance. Birds not found on Empatheias can be seen chirping in the trees in their nests (be careful not to be caught taking any - they're considered a protected species!), as well as bears and wolves lurking in their habitats.

It is currently accessible by teleporter just outside the city, and is considered safe to explore by anyone. There is a feeling of warmth, peace, and love on the grounds. The climate is chilly due to the cold air coming from the snow-covered mountains, but manageable.

( festival '17 log, festival '18, '18 overflow, festival '19 log, '19 overflow )

» ELIOS: HENOIA «
Discovered around 11/16, Henoia is a small town found on a floating island crowned by a temple used long ago as a wedding chapel. The town itself is not much to look at, with a few plots where houses stood left barren in its lower section before coming to an abrupt edge; but on the road leading into the chapel are a few guest houses and a hall done up with an old-fashioned flair, matching the same structural design as the temple that anyone takes the trip now to the island.

Inside are rows of pews and hymn books celebrating love dating back from Elios's time, copies made and written in the Empatheian language. Some of the original copies still exist, stored safely to keep them from being easily stolen or ruined. Glass-stained windows spill colours of red and gold across where many stood to take their vows, and it's said that birds will come to watch weddings, chirping from the rooftops and the trees.

Trees can be found round the back of the chapel, where a few graves exist. Patches of grass goes with flowers the size of one's thumb. However, as the land in total is small - no bigger than a school and playground - there isn't much to it than a romantic option for the well-off.

Henoia is accessible by teleporter and hot air balloon from Diateris. The land is safe to walk around, if with a wistful air of yearning for the love that used to once live around and within it.

( log '17 )

» ELIOS: ROJULIE «
Discovered around 818 (2018), the castle Rojulie is located east of Diateris, as the land begins to wither from its growth and thorns tangle the ground, once as thick as a forest but now more manageable. While on initial discovery the castle appeared well-kept despite its age, since the discovery of Elios's chalice, parts of it beginning to crumble now that the grudges that held it together are fading. Whether it will continue to deteriorate or be fortified by the love that was once shared remains to be seen. The areas surrounding it and leading to it are also showing more signs of improvement.

Those who decide to visit Rojulie may find random creatures scattered around that will get in the way. One peculiar creature is the Tamawo - a handsome looking human-shaped monster having very fair to white skin with fangs and claws of gold. It will ask a question: what is it that you desire, and give you two choices. Some say this creature will give you great reward...or a quick death.

While the castle itself is now largely empty, spirits known are Pandaki still lurk some areas. They are humanoids in white who will entice their victims, saying they can change their fate in exchange for their souls when they pass. Does not actually attack, but their voices are very clear and tinny and will make just about anybody vulnerable with their proposal.

» DAIMONIA: THERA «

A city always shrouded in a cold but never touched by snow, Thera was 'discovered' by the people of Verens and otherworlders when a performance troupe from Theasthai used those interested in seeing Daimonia's city to collect crystal shards scattered around the abandoned city to be used to power Theasthai's teleporter. Documents uncovered at a later date described Thera as a city known for its research and technology departments, while still maintaining old yet fashionable architecture that made living in the city expensive to anyone. There is somewhat a visible discrepancy that can still be seen by those willing to visit Thera, with the slums of the city not unlike Verens's worst, and those of the rich with high walls and gardens adorned with sculptures and intricate designs.

It's divided into districts that all meet at the centre in a circular fashion, with those still accessible the residential districts, and a few buildings where large companies spread across the world made their headquarters in Daimonia's domain.

Bodies were once found scattered around the city and in many of the buildings, as well as animals kept alive (but beyond reason) through experiments involving crystals. All have since been removed from the city, though a strong sense of grief continues to shroud it.

( IC log, OOC post )

» SIMPATHIS: ARETA «

Undiscovered, Areta was shown to people in Verens on the 17th of Ena, on the last day of the Zephyras Flower Festival 816 (2016). A vision of the city known as "Areta" was seen when a pod from the Tree of Memories burst and dispensed a pollen into the air. The vision took over the city's architecture, and what was witnessed has been recorded in writing and art. It should be noted that the known symbol of Simpathis was seen on banners within the few moments the vision existed.

Very little has been found in the library records on the city of Areta, other than it being a considerable distance from Verens, and the two being "sister cities". Its technology was highly advanced, and was known as a great city filled with intelligent people who were always looking towards the future. Some found information revealed that many of those on the island when it first rose were refugees from Areta, some even soldiers.

» SIMPATHIS: MINES «

sss

» SIMPATHIS: LAVIETI «

Discovered 18 Deca 817, Lavieti was a ruined city basking in apathy. To reach Lavieti, one will need to take a teleporter to the outskirts of a large train station like area. This is actually near to a mining site, with carts and tracks visible, as well as ground scarred by explosions and jutting metal where structures once stood. Following the right tracks will lead visitors to another train station-like set of platforms, and from here a paved road will lead to large stone arches and the rest of the city. The trip will take about 30 minutes or more by foot.

However, unbeknown when or why, all that exists where the remains of the city stood is a large crater. Lavieti stands no more. What follows below is of what was known to be there, and can likely be found via documents at Verens's library.

For the most part, the city can be navigated as any other. The road from the entrance leads into the plaza, and paths split across different streets with buildings . However, many of these avenues have either corroded and turned to rubble over time from the apathy that blankets the entire city, or by the huge craters where sections have been wiped away entirely from overhead attacks.

The atmosphere of the city is a contradiction. While the apathy is strong, muting all sound and making it impossible to speak beyond use of amulet communication, there still lingers the memories of the city before its destruction. With enough hope, concentration and intent, people will be able to see visions of how the city once looked. The ghostly spectres of the city may be long gone, but it's as if the city itself wishes to be remembered as it were, even as it continues to slowly fade away.

Of particular notes is the remains of a cathedral, or similar type structure. Mostly destroyed, it can still be accessed. There is not much to take in other than faded murals, broken glass and statues, which depict in places feathered wings, lion paws, and an eagle's beak. However, going deeper underground leads to a sanctum with many rooms scattered around. However, their contents have long been discovered and taken.DANGERS: While mechanical wheels once patrolled the streets, nothing more than broken pieces of them exist, any salvageable remains taken back to Empatheas long ago. Now, nothing really exists except the apathy, which may be troublesome for those poor at keeping it at bay, or those who simple stay in the city for too long.

SURROUNDING LAND: Apart from the mines and and the cart stations, there's not much else to see, not by a quick look. The entire area is grey—not just the land, but the skies too, as if the apathy in the air has muted out all colour. The only places where this isn't true are the large craters caused by bomb impacts, where red and black dirt scorched with an intense anger and hatred still boil inside the pits.

If there's anything else to be found out there from Lavieti though, it'll take quite the trek to find it...

( Event log, OOC post )

» SIMPATHIS: VERATI «

Doused in a strong enough apathy to nearly mute all sound, the ruins of Verati is a great distance east from Shaarnath, more easily accessible by teleporter than foot, wyvern or wurm. More ruins remain than actual buildings, with only three still standing to be examined: a two-storey building to the north, a second tower to the east, and barracks to the southwest. A trip was taken here around 02/18, where puzzles had to be figured out to open doors within the intentionally sturdy buildings.

No signs of life were found at the time of its discovery, though researchers continue to study the site to learn anything more still hidden away.

( trip log, trip follow-up, mod post )

» SOSYNE'S DOMAIN «

Unlike some of the others, Sosyne's lands are scattered about the globe instead of in one continuous area, though this makes sense given that her people were original coastal farmers before becoming overly reliant on technology. Their technological advances resulted in a number of (originally) underwater cities scattered throughout the world. Few records exist in the surviving cities as to what her people were like, both due to them assimilating into other existing cultures and those that didn't being isolated, but exploration of these ruined locales revealed a culture that's dependency on technology and inattention to emotional balance eventually brought about its destruction.

» SOSYNE: PORT FEIRAN «

Discovered around 11/2016, it exists some miles outside of Mt. Euda, where Theasthai is located. It is a small port town by the sea with a large lighthouse recreated from the old remnants of the original Port Feiran that existed there.

Once ruined and swept in an overwhelming indifferent air bordering apathy, a small town now sits with a buzz of restless energy in the air of that nags at the back of one's neck for something more to do. Used more commonly now by natives of Theasthai as an outdoor location for fun engagements, it was awoken from the once lazy town into wanting more than it has. Some artists will come out here to be inspired, though there isn't much in the way of scenery beyond the blood-red ocean in the far distance to paint. A few people use it as a holiday getaway for some peace and quiet, but find themselves unable to simply laze around.

The most attractive sight is the lighthouse that stands a short walk from the town, the only original structure left. A small amount of ocean does reach the beaches of Port Feiran, but not by much. There is still a tired drowsiness if you go too far where the sand darkens into a soggy, clinging mess, the right spark not yet bringing it much to life. But it has shown signs of rising, slowly, as time goes on.

It is currently accessible by air balloon, teleporter, or by walking two hours to the site. The city itself is safe, though monsters from the roaming empty lands may travel close to the town and be attracted by visitors.

» SOSYNE: BAIZHO «

Discovered 10/2016, Baizho is the remains of what was once an underwater city, the surrounding area now nothing more than a large mudflat where metal juts out of the once-seabed, and remains of pottery, ladders, and other rusted metals pieces lay scattered.

Muddy, ankle-deep puddles are spotted around this rusted city, with framework still standing creating broken hallways that lead to nowhere but outside, suggesting the city was larger than just the one section that has kept over the years since whatever destroyed it: The power plant. Old technology found here implies that the people that once lived in Baizho relied on machinery to generate the necessary emotion to keep it running, leaving the area surrounding the city in a heavy atmosphere, but far calmer than the rest of the location.

Elsewhere of note is a large ravine that exudes a strong sense of outrage the closer that one gets to it that all must be careful to approach; the grief and fear also blatant, as well as injustice. It is difficult for most to get near due to the intensity of the emotions surrounding it, a constant dark cloud covering whatever may be there from view. Sosyne aligned have been noted to be more affected than others at this time.

Despite attempts to help the atmosphere, it is largely unsafe to be in for too long without proper preparation, with the ravine in particular dangerous to get near. Efforts to seal the emotional leak has eroded over time. An emotion generator was found here in the past.

» SOSYNE: HASCHEN «

Discovered around 02/17, Haschen was once an underwater agricultural city now surrounded by translucent, hardened water that keeps it in place. One must travel down the large air pockets that make visiting the city possible, and which brings oxygen down into an otherwise hot and stuffy pocket of the ocean. It was originally filled high with anger that kept alive the sea creatures inside for an unknown amount of time, though work has been done to put the creatures to rest, burying their corpses.

While some of the buildings do stand, they've been left to rot in a forgotten mess, with most of the metal work rusted. Pipes can be seen jutting out of the frozen water, but not much more has been done to the site due to the danger of it collapsing should the hardened water return to its natural state.

» MT PIPHRON «

Piphron’s vast, barren, uninhabitable wasteland of a domain has seen some improvement in the years since it was first discovered. While it still takes a solid few days’ trek to reach Piphron’s mountain hideaway from the teleporter, the scenery is significantly more pleasant. Though it is not lush by any means, mosses and hardy shrubs have inched their way into the area and stubbornly cling to life in the rocky soil. The color of the soil has given way from an unyielding gray to a somewhat more compliant, rich brown. Still, as nothing much has been done in Piphron’s domain, the general atmosphere remains bleak. The sense of abandonment is less pronounced, though, and there is a quiet, watchful air.

The mountain — actually an inactive volcano — is where Piphron can be found. While filled with many winding caverns inside, good relationships has made it less likely for Piphron to make it difficult for individuals to find him despite his complaints. Many peculiar-shaped rocks can be found all around, put there by the Arehtei of Trust and Distrust himself.

No actual name has ever been uncovered for this particular mountain, but is fondly referred to as 'Mt. Piphron', or even 'Pippy Mountain', for the Arehtei who makes it his home.

» PIPHRON: USALDR «

Once a merchant/trade city, Usaldr exists southwest from Piphron's mountain and meets the sea. While many of Piphron's cities were destroyed by the Arehtei himself, many of the small settlements surrounding Usaldr and Usaldr itself are presumed to have been missed by the Arehtei due to their location on the outskirts of his domain, though this didn't save them from the devastation of the war.

While as ruined as many other cities, roads through market streets can still be walked, and a few buildings persist. Warehouses border closer to the sea as well as the remain of docks, and the most accessible building within the city itself is a museum, though with nothing but placards or rubble on display.

As can be expected, there is a heavy amount of distrust in the air that makes the city difficult to navigate without proper protection. But even beyond that is when night begins to fall over the city, and a memory of the city plays: its destruction, as well as those who suffered and met their ends all in a single night.

While not much exists anymore in the city, trinkets and jewellery that have been found are said to be cursed, and few are even kept in public collections in Verens. It's said however that they go for a high price for those with macabre interests. If you find yourself with anything from the city, even a brick, don't hold it for too long, or paranoia will haunt you even in your dreams.

» CLEFT OF ANGELS «

A burial site, it's aptly named so, where down in the cleft of the mountain a large graveyard, covered in a chilled fog and the emotional energy of the dead. It is a dangerous site to travel due to the emotional instability of the location, and those who cannot keep their heads straight may and can find themselves succumbing to petrification.

There exists a few crypts, with one being where an artefact associated with Piphron was obtained, after a compass found in the city of Lavieti (in Simpathis's domain) reacted one day to another item of interest found in Usaldr.

( Event log, OOC post )

» THRAS: EPHYRIA «

(To be Updated)

( Event log, Event end, OOC post )

» PEROMEI: BRINDOSSI «

Located atop a plateau in the mountains, Brindossi is the name of the small town left in ruins and in a perpetual acid rain, with what was once a massive complex devoted to astronautical engineering now whittled away to a few towers standing tall. Some flora grow here such as moss and mushrooms, though the area is largely devoid of other life.

Surprisingly, the power to the towers of the complex continue to function, with lights that turn on when one walks down its metal halls and into its rooms, only a few doors busted through to allow access; the others otherwise opening to anyone's approach.

Still, one has to be careful navigating the facility: many of the hallways are bent out of shape, rooms toppled in on themselves, and holes in both the ceilings and floors. The room of most particular note on upper ground level is the anti-gravity training, which can both increase and decrease gravity by use of a console attached to a side room.

Of greater significance found in the facility however is the entrance leading down into an underground temple. Side rooms exist with bed rolls and living utensils once occupied by the temple's long-gone caretakers, but the way inside is otherwise a relentless hall leading finally into an inner dome. Here, a thick fog once permeated the area and forced those who stepped into it to face their strongest moments of hope and despair. However, as people faced this trial and came out victorious, the fog lifted to reveal a bell that the Arehtei of Hope and Despair, Peromei, took a great interest in. It can no longer be found, and much of the temple remains empty.

Of other note, one of few other paths inside the temple leads up and back outside, coming out to what once a prayer site, now homing a large crashed space shuttle.

DANGERS: Dangers for this area largely consist of the high emotional instability everywhere. The acid rain itself helps to supply with the weight of hopelessness that soaks into the terrain, dread clinging to the walls of any and all buildings, and puddles of ooze build around the outer area from the facility to the town that can zap a person of all their will.

Harpies, however, can come out and attack any visitors without much warning. Once more commonly found within the temple when first explored, they can still be found on the rare occasion to make their home inside the ruins, but regular visits to the site since have led them to hide out within the town itself. Twice the size of most humans with antlers on their heads and with twisted faces, they are capable of some flight, but their most deadliest weapon is the poison that they can inflict with their talons and fangs if they break their victim's skin.

( OOC post, Peromei's call, Event log, Event log 2, Event finale )

» MT EUDA «


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