timelostlore (
timelostlore) wrote2012-05-30 09:47 am
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Setting

Soreion is an immense dual solar planet with a rich environmental geography. It has a large green sun, and a smaller orange sun. Both rise and fall at almost identical times. Soreion has all the known earth formations and natural environments as well as some fantasy ones. This is the world where all players begin at, more precisely, once they leave the Void, they end up in the outskirts of one of the largest cities in the continent of Searagus, Casale.
Map of Searagus can be found HERE!
Maj'n - The Continent of Magic
Terrania is the main city in Maj'n and has been nicknamed the birthplace of Magic. It is a wondrous city full of mystery and intrigue the likes you'd see in dreams and fantasy books. Magical creatures can be seen all over as pets to the many mages of the city and travel is almost exclusively all done through magic, be it magical transport, or teleportation services.
The Duality Planes is one of the many wondrous locations in Maj'n. It is far to the west of Terrania, it is a desert unlike the one's you'd see in normal worlds. This particular desert is made entirely of glass and it has a tendency to mirror more than just what is seen to the normal eyes. It is also home to the Briar Wurms, massive magical worms that possess immense power. They generally never venture out of this area. The Duality Planes are also home to a very rich resource called Kore, which is used to power not only very powerful magical artifacts, but the more advanced technological items in Soreion. Mining it is extremely difficult and dangerous due to the Briar Wurms.
Canterbar is the city of thieves and void users and is the main city of the Neutral Nations of Soreion. It is a city veiled in shadows and illusions and only those that are in a favorable standing with the neutral city dare venture into its midst. It has a Bazaar feel to it and there are many merchants that make this their main home. It is also the location of the largest Black Market in all of Soreion.
Black Moon Mountains is a mountain range that makes up all of the northern area of Maj'n. It is home to many of the dragons and larger magical creatures that make their home in Maj'n. There are few villages that have lived in harmony with the creatures that live in the area, and they are also protected by said creature in exchange of worship and tribute. Messing with one of the small villages is looking for a great deal of trouble. The moon never appears in this region, which is why the name was given to this area. No one knows exactly why the moons can't be seen here, but there's a myth that says that the moons are consorts to the most powerful being in the mountains and that they spend the night pleasing their master or mistress until dawn arrives.
Senairy Forest is said to be the birthplace of elves and trolls, yet this forest was made uninhabitable by the abuse of magic during one of the original wars. Many ruins hide beneath the heavy canopy of this forest but very few dare venture into the toxic forest.
Gobalan Baths is a magical area that is very popular with travelers. Seven lakes are suspended in mid-air at various levels in this location and massive waterfalls fall from the farthest, all the way to the one closest to the ground in which the waterfalls from that lake seem to disappear before hitting the sands below. The Razani, merfolk and mystic folk live here and take care of the area. Passage is usually bartered for as well as stay within the lakes and the various inns and taverns that were added later in favor of welcoming tourism into the area.
Caestus - The Shrouded Continent
Every now and then there will be massive air ships that leave the continent in search of trade, but the merchant themselves are very secretive and all business. You may be lucky enough to find and maybe even purchase one of the many wondrous items sold by these caravans, but you'd be even luckier to find a way into the continent itself.
Tekishinwa is the main capitol of Caestus and the motherland of technology. This massive, floating city is as far distanced from what you'd normally see in Soreion as you can get and seems more like something straight out of a sci-fi world. Massive skyscrapers, floating vehicles, constructs of all kinds and many more can be found in this location.
The Vortex is a fantastical location. It is a condensed ball of massive energy and constantly fluxes inwardly and outwardly, creating a powerful suction force that will drag anything within 20 feet of it inside. What happens inside the Vortex is anyone's guess and no one has ever returned from it. It's in a stationary location to the east of Tekishinwa and is usually pretty vacant considering no one really dares to go near it.
Maebara is the second largest city in Caestus and is mainly made up of constructs. This city is part of the Neutral Nations of Soreion and is ruled by sentient automatons which rebelled and sought out their freedom from the rulers of Tekishinwa. It is a huge, domed city that is home to various bio-domes where the people of Maebara preserve the waning wildlife of Caestus.
Nunulu Caverns is one of the last natural wonders of Caestus and is fiercely contested by many of the denizens of the continent and yet it's never shifted hands from the local nation of Shimmerscales. A tribe of lizardfolk gone advanced through years of pilfering from the different city's of Caestus until they themselves started to develop unique tech of their own. Now a thriving city, the Shimmerscale hold a neutral stance upon the continent of Caestus and don't take sides in the scuffles between the bigger cities. However, it's not from lack of ability to as they hold vast powers that few know about and even less know how to combat, leading to believe that is one of the reasons as to their iron gripped hold of the Nunulu Caverns.
Xixian Lakes was once a beautiful set of twin lakes that took up a vast part of the southern area of Caestus. However, massive chemical dumping in the area turned the once crystal clear lakes into chemical lakes and changed the area in it's entirety. Even the flora and the fauna adapted and are now just as twisted and odd as the lakes themselves. There is a small city-state by the name of Lowtown in the area, it has little to offer other than a fairly safe location to stay at when venturing through the Xixian Lakes.
B'thial - Hell on Soreion
Foragore is the city of demons and devils and is one of the largest cities in B'thial. Massive dark spires rise in the horizon as you approach the city and it is clear by the roads paved from bone and bodies that it is not a very hospitable place.
On the other hand, Juv'lethian, the city of flame, is more welcoming despite its name. Juv'lethian is an elemental city and is home to various elemental races, not limited to just fire elementals or fire attuned races. The city itself was founded by the lords of flame and is encased within protective walls made of rising flames, however, inside, the city is divided into various districts representing an element so that they may live comfortably. The city itself is open to trade and visitors in this hostile land and the denizens are mostly welcoming if not a little bit wary of travelers.
Hellmaw is a foreboding name to a foreboding location and yet... there's a secret within the massive volcanic rock caverns that have been shaped through time to mimic a maw from a nightmarish creature. Inside the caverns and past the many winding tunnels that make up the maw, you will come across a tunnel that has runes around it. Once you enter, you travel down a long and winding tunnel until you finally arrive into a massive clearing, and surprisingly enough, an underground oasis. A jungle paradise under the fiery world that makes up B'thial. This particular location is protected from evil aligned creatures by powerful magics. Those of neutral or good alignments can enjoy the pleasures of this tropical paradise, free from the dangers that lurk above. There are minor scattered tribes of lizardfolk, elves, fairies, nymphs and sprites, but they are mainly harmless, if a bit overtly curious.
The Shattered Wastes is a beach unlike one seen before. Lava tunnels make up the majority of the shoreline and a volcanic glass wall separates the ocean from the continuous lava flow that falls from the laval tunnels in the shoreline. The water here is fatally hot and only a host of creature that have adapted to the harsh environment live in the area.
Isles of Kelp
A ruin of notice within the Isles of Kelp is the Ancient City of Nasikton hidden somewhere in the lush jungles of the biggest island, Charamat. It is said that vast riches can be found within the ancient ruins, but the treasure itself is cursed by ancient gods long forgotten to the sands of time. Whether this myth is true or not remains to be seen as not many have seen the ruins and those who have, don't speak of it.
Hoehnz is a large island full of natural riches. It is home to a grand variety of rare creatures and is preserved under the Neutral Nations of Soreion. While there is an area exclusively for the hunt, the vast majority of the island itself is protected and the punishments for breaking the rules is very dire.
Riblaha is the smallest island in the Isles of Kelp. However, it is also the most popular tourist location, known for it's wild festivities and amazing taverns and entertainment locations. Riblaha is home to a unique kind of plant that only grows in the region and is protected by the NNS but is under the control of the locals. This particular plant acts as a stimulant and can have all the beneficial and pleasant effects of certain drugs and alcohols, without the negative side-effects.
Scowderblo Mountain is the largest dormant volcano in the Kelp Archipelago. It holds one of the largest mining operations in the region and it's the main distributor of precious gems in all of Soreion. Glimmerstep Corp is the largest holder or mining operations in the area and have been known to be ruthlessly territorial.
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Merfolk are common sights, and they tend to have a certain, complex trade route mapped out with some of the primitive races that exist on the Isles.
Duradura Is less of an island and more of a low-flying collection of dense clouds. The area beneath Duradura receives heavy rainfall year-round, causing the place to be a contested zone of fertile land. Despite their nature, standing atop Duradura and even living there is possible.
It sports a race of small, winged humanoids, not unlike halflings and harpies. No one is sure if magical interference was instrumental in its creation, but many come to see the fluffy towers built there and the unique cuisine only possible from a life in the sky.
J'nta The Floating Paradise
After many years of them having vanished, an explorer discovered that they hadn't vanished, but instead, they had moved and now floated idly in a continuous location above the Forgotten Seas to the south of Searagus.
The J'nta islands are protected by fey creatures that are not linked to the creatures of the rest of Soreion. They are vastly powerful and unique and yet they are not hostile to outsiders. However, they deny the retrieval of anything that is native to the islands and have the ability to banish people from the location in an instant, leaving them in a confused haze for days before they come to.
The islands themselves are a thing of beauty, magical and natural environments seemingly untouched by outsiders make up the majority of this group of islands and it in itself is a location where you can lose yourself forever.
That being said, it's also home to various unexplained events and phenomena that make researchers wish they had access to study the area thoroughly. Things like achieving agelessness while in the islands, the curing of illnesses, encounters with creatures never seen before, sudden disappearances and more.
It's safe to say that the Isles themselves are something of immense value and unexpected dangers.
Polar Caps of Soreion
Feverant the northern cap is full of snowy valleys and frost forests and is home to massive behemoths called Jondars who are believed to be the keepers of the north and keep it in constant frost to prevent the flooding of the world.
Cho'Ziel the southern cap is a very mountainous region housing some of the largest peaks in all of Soreion. It is home to many magical nodes wich are often revered as raw magical zones. The Xetavites keep the frozen south from melting with it's frost magics and are rarely seen outside of their mountainous homes.
The Torant are a massive tribe of outcasts from all walks of life and races that got exiled from their lands and ended up in the harsh wastes of the north and the south Polar Caps. However, in time, these people started to help each other out and eventually formed a unique tribal connection, regardless of whether they live in the north, or the south Polar Caps.
The Torant of the North are called Cheziac and are the most sociable of the tribes, excelling at resource gathering, trading, medicine and crafters. While the Torant of the South are called Gunxai and excel at fighting and war. While the relations between the Torant of both Polar Caps is incredibly close knit, they aren't too fond of outsiders and treat them with a distance, if not outright hostility.
The Torant, especially the Gunxai, do raids on the other continents every so often, stealing what they can and then vanishing back to their ice fortresses back in the Polar Caps. They often take people from the other continents as well for various reasons.
Tanzinite City - The Portal City of the Sand Seas
It was almost unrecognisable, even more so with the massive structure that was now around the portal that doubled as a massive fortress city.
Access as of last week got opened to people who wanted to move into the new location. The area is harsh but the city is well protected and already had merchants, inns, and your everyday commodities. The portal city of the Sand Sea got dubbed Tanzanite City.
Searagus - The Mother Continent (Main continent of Mirage)
The city itself has only one main entry and exit, the Grand Archway. The gate itself is decorated with majestic magical runes that shine and glow every so often. The architecture of the gate itself is grand, and it is clear that it can withstand great assaults as well as be warm and inviting for those looking to venture into the city.
As you enter the city, you notice that it is as full of life as the outside. Stands of produce, weapons, and miscellaneous items liter the alleyways of this vibrant city.
The buildings are made of red stone, giving the city a deep blood color. The decorations generally steered into the golds or silvers, with hints of emerald and sapphire. All in all, the city itself seems to have a decent economy and the difference in social levels is unapparent besides from a large upwards road into what you can gather is the nobles district judging from the big houses and mansions.
In the very back of the city lies a majestic citadel. Crowning towers and a massive courtyard with the statue of what appears to be a two headed giant wielding a massive great axe.
There are four main, very large roads that make up the main traveling area through the city and link the four main districts of Casale itself.:
The Trade District seems to be the one with most life. Vendors of all shapes of life bellow out their advertisement for their stands. The smells of various food stands waft over the crowded alleys and the wealthier merchants make sure their customers are well taken care of in their large restaurants, stores and service parlors. This is also the first district you encounter after passing through the gates, the main road leading all the way up until you see the center courtyard of the City itself, where the roads split into the four different directions that lead to the other districts of the city, as well as back to whence you came and the main gate.
Four Winds is the center of the city where you will find many of its denizens mingling as well as the most recent addition to the city, the statue of the Heroic Traits, the saviors of the Blood Moon Tragedy. Maderas, Billy, Elivanthe, Ellyn, Wraith, Axemaim, Kaya, Hank, Rarity, Jinx, and Gizmo among other heroes that took part in that fight where displayed in the wonderfully detailed fountain. It was a sight that made people smile as they passed by. Children played around the square, pretending to be the heroes of that day as if it was a distant story, all claiming different outrageous rumors about how they helped in the fight, or fought the fires, or helped the injured just as the heroes did.
The Noble's Quarter is where you'll find the wealthiest of citizens of Casale. Big dresses and fancy suits adorn most, if not all of its denizens. Decorated carriages, knights in the most impressive of armors and extravagant houses decorate this lush quarter of the city. Taking the right road after reaching Four Winds will lead you to this lush and vast district. This district also holds Casale's Mystral Lake and the Rushberry Park, open to all denizens and visitors of the City.
Castle Ophriel is the majestic abode of the King Kitton and Queen Ophelia of Casale and it is at the end of the main road that begins at the gate and continues through Four Winds and beyond. It's generally open to the public so they can consult, or ask favors from the Royal Family. Most, if not all of the population considers them a wise and caring, brave and intelligent, others however, claim that they have taken on a burden, far too large for people of their age, taking up the mantle of rulers after the catastrophe of the Blood Moon Tragedy.
The large statue in the middle of the courtyard seems to retell the story of the Ettin that betrayed his kin to protect Casale. He had befriended the previous King, Milorn and in return for the human's kindness, he fought against the legion of creatures bent on destroying the prosperous city. His last act of bravery involved him tackling a dragon mid-flight, and plummeting alongside it, to the depths of the canyon behind Castle Ophriel.
The Castle District also holds the Grand Library, the Mystic Abode, the Casale Fairy Labyrinth and the Holy Knight's Fort.
The last district, reached by taking the left road in Four Winds, is the Blood Quarter, named for it being the district that holds the blood that flows life into Casale. The majority of the populace makes their homes here and the variety of life is the most apparent in this location. Many races live in relative peace, all sorts of walks of life live next to each other and enjoy the bounties of living in Casale. However, not all in the Blood Quarter is pleasant to behold.
The Blood Quarter also holds the Underhold (Is the location under the sewers where the majority of the underground criminals and underlords make their home and unpleasant dealings.), the Grand Cemetery, the Communal Baths, the Hot Springs, and the Grand Orphen Hospital.
The immediate surroundings around Casale are as follows:
Soulsurf Beach (a large expanse of purple and normal sand beach that stretches out for miles. It would take around a month of travel by foot to reach one end to the other. The waters are fairly safe near the shore, but deeper waters are home to dangerous creatures such as large dire sharks, aquatic humanoid creatures (some hostile, some neutral), kraken's and sea sprites.) is to the south, past the Valley of Ivory Kings (a large valley with crop circle formations and large ivory mountains and caverns. Wild game creatures such as antelope, elephant, gazelle, zebra, llama, large valley eagles. As well as some more dangerous creatures in and around the caverns like hydra's and basilisks.)
The Dragon Spine Mountain range to the west of the city with is where the volcano Mt. Jocelyn is. Denizens of the mountain range include Dwarves and gnomes who are neutral to the city of Casale (dwarves are typical fantasy dwarves, and gnomes are a bit more eccentric in this world, often using magic for anything and everything.) In the mountain, deep in one of it's dwarf-made entrances, lies the City of Stonehaze home to the gnomes, and further in past that city is the Forge City of Coalbeer, home of the dwarves of the region. Past the mountains and a few weeks travel through the Lo'reckt Marshlands is the closest large city to Casale, Kabretu, City of the Dead.
To the east you have the N'jari Enchanted Forest, it's a forest where many enchanted creatures live. It's protected by the very creatures many come to hunt due to the riches that can be gained from the pelts, and magical items that can be gained from killing any of the creatures in it. It is also highly dangerous and many hunters and adventurers stick to the outskirts of the forest. Past the forest is the Fluxean Waterrise; a large lake that was bombarded with arcane energies during the last great war resulting in a backwards waterfall. The water rises, a mile wide rise, and then falls once it reaches two hundred feet. The lake that holds it is 10 miles wide around. Inhabitants of the area range from small humanoid tribes (lizarfolk, barbarians, Ettins, ogres, orcs and goblins). Within the darker areas of the forest you can also find the Raven's Nest. An independent city-state made up of one of the strongest barbarian tribes of the region and one of the more recent allies of Casale.Past that lies the Sand Sea, the largest desert in Searagus, filled with barbarian tribes, massive monsters and incredible magical dungeons. In the same location, far above the ground of the Sand Sea you can find the floating capitol of the elves, Liberty City.
To the north you have the Imperial Chasm where the dragon goddess Tiamat was sealed. The chasm itself is full of demons and shadowy creatures that are in the dungeons past the Royal Family Cavern where Tiamat was kept. Many of them broke out of their cells during Tiamat's release but are unable to go past the wards at the entrance of the dungeon. Past that, the Arcane Wasteland (the biggest site of the last war), is an area torn asunder by the major battles, now a wasteland full of restless undead. And further north is the Floating Island Graveyards, a phenomena of the years of war before, many denizen's of Soreion where piled up and burried in the area, but the sheer amount of energies released from the tormented souls and the magical artifacts left behind tore the very ground and now multiple islands that hold crypts, mausoleums and dungeons float above the ground full of dangers and spoils.
Past Searagus are 3 other major continents. Maj'n the continent to the west of Searagus, past the Girard Ocean. Caestus, the continent to the east of Searagus, past the Pentaglee Ocean. And B'thial, the continent to the north-east of Searagus, past the Lingering Sea. To the north of Searagus, before the polar ice caps, you may also find the Isles of Kelp, an archipelago of various volcanic islands that have gone inert. And to the south of Searagus, before the polar ice cap, you'll find the Floating Isles of J'nta
Marybird Orphanage - Casale
The building is large enough to house over one hundred people with rooms both above and below ground. A large couryard out front greets guests with a large Marybird statue carrying children to safety and a small hedge fence that leads to the yard where a few objects have been contructed for children to play in. (Playground usuals as well as a few other more unique places.)
There are currently around 50 orphans housed in the building, all varying in ages from a few babies, to a handful of late teens/youn adults who are training in a profession to make their way on their own soon enough.
Castle Von Veigar - Dragonspine Mountains
It is a bastion of defense with high walls, sentry towers and magical wards around it. Entry to the castle can be achieved through two means; arrival through the front gate, or uttering the special invitation word that would teleport you inside. Flight into the fortress is also possible, but it'd be best if you were cleared for landing as the wards will leave an unsavory experience if you get too close.
Within the walls there are many golems that protect the castle itself. Most constructed out of the same stone the fortress was built from, but there are many other kinds that got raised for the very purpose of showing off the power of the owner.
It's positioning makes it ideal for trade routes looking to go over and past the mountains, and it's alliance with Casale makes it more accessible.
- Lord and owner - Baron Von Veigar
Casalian Arcane Academy of Higher Learning
It is one of a handful of prestigious academies across Soreion, and only one of two on the continent of Searagus (the other belonging to Liberty City).
Competition to attend CAAHL is both fierce and pricey, as attaining mastery of the arcane arts without having first apprenticing under a wizard, sorcery or priest can span upwards to a decade and cost thousands and tens of thousands (in rare cases hundreds of thousands) gold. Many of Seargus' elite send their children abroad to the academy to learn many practical, etiquette-related and educational skills and knowledge as a supplement to their usual studies of nobility and the courts.
As it is a private school, the royal family have little say in the management of the academy, beyond the city and realm laws that apply to all Casalian business and entities under their rule. Instead, CAAHL is run by a president, two deans and a council of members (all former students and/or teachers, known as the 'Directorate') who maintain different duties, including voting on decisive issues concerning the school. This council also serves another role as sponsors to the school, often using their own money and time to provide scholarships to extremely talented people who would otherwise be unable to afford the steep tuition that comes with this level of educational excellence.
The current upper-management faculty include:
Fenniker Deluront: President
Harley Endinborough: Dean of Martial practices
Valourel Mendarth: Dean of Arcane practices
Lady Cathlorin Redstrom: Member of the Directorate
Nielven Capeheart: Member of the Directorate
Rilba Goatsteak: Member of the Directorate
Himdan Scalesplit: Member of the Directorate
Bianca Komin: Member of the Directorate
Attending CAAHL
Students wishing to attend CAAHL must undergo both an interview process and one of two tests (based on skill-set or knowledge, respectively) by submitting their applications by mail, courier or in person. Applications submitted by spell, send, telepathy or otherwise are prohibited and make applicants subject to a two-month blacklist of their applications.
Studying at CAAHL
Those who do excel in the magical arts are left with areas of expertise that include (but are not limited to) the Arcane, Light/Faith-based, Nature, supernatural and racial spell users. A selective list of Necromantic spells and abilities may be taught and learned, but any student who is focused on, or will become a Necromantic or other Life/Soul-based magic user must register with the city courthouse at the start of their intermediate courses, in accordance to current Casalian laws.
Champion/Chosen Progression Program
Those who make it to the top amongst the various academies of Soreion are lavished with praise, riches, prestige and more. It's difficult to maintain the position, but the rewards are well worth the struggle for those who succeed.
Champion and Chosen (practicing and Alumni) are not expected to join the military of their home nations, but they are required to return any and all call to arms issued by their respective academy.
What is a Champion and what is a Chosen?"
Champions are responsible for the defense of their charges. They are one half of a team, paired with a mage, arcane gunsmith, battlemage or otherwise magically inclined, that attends the academy. Chosen are the spellcasters of this pair, prepared with the knowledge and arcane expertise to make their partnership beyond the walls of the academy, a success. Champions and Chosen assist each other in their travels, field-study, expeditions and other worldly journeys they wish to engage in.
What makes one a Champion or Chosen?
Loyalty above all is the most important thing, next to having a good head on their shoulders. A Chosen or Champion is required to have intimate knowledge of their charge's abilities and skills. Their personality and to a lesser degree, their life. To perform many of the shared spells and cross-skills, they must be in near-perfect sync with their charge, or face unfortunate consequences for failure.
What makes a good champion or chosen is acquiring an understanding of them and fighting for them as they would for themselves.
What type of people do they become?
A Champion and Chosen team of note are that of the President of the academy and the Dean of Martial practices, who have been Chosen and Champion for more than 30 years. Though most of their time is spent within the walls of the school these days, they do take time out of the school year to continue with their partnership. Other notable teams include Scalesplit and Hedan, and the legendary heroes amongst Searagians,Rainwell and Skysong.
What are classes like?
Normal students at CAAHL undergo a 40-hour schedule of coursework over five out of seven days in the week, supplemented by research, homework. A Champion and Chosen's schedule are a bit different, however.
They attend 20 coursework hours of classes, while the other 20 are gained through missions and mystic or martial synthesis training. Progression students are able to choose when that training goes on, making their schedules more flexible. As they attain rank and skill, they're sent out on more missions, or they're tasked to lead expeditions of their own. Those count towards both their in-school coursework and their synthesis training. Any expeditions or travels that are taken towards research are treated as credits and class hours.
With this in mind, a champion is only as strong as their charge, and vice versa. If one or the other slacks, especially with their studies, it's up to their partner to demand excellence. Punishments are also shared by the team, regardless of who was responsible. In this way they celebrate in victory together or wallow in defeat. Always as a team.
How do I join?
Due to the difficulty, stringent requirements and high levels of excellence required, the pool of available Champions and Chosen are in small number at CAAHL. However, if a student does wish to join their prestigious ranks, an assessment test is required to show that they have the aptitude and skills required. Depending on the results of this test, they are placed between 1st and 3rd year. That also means they'll be assigned a Chosen with appropriate skills.
Champions and Chosen are not currently able to pick a partner based on their own choosing.
Searagus Map
Aig'dragmir - The World Tree
A large island centered in the Radiant Sea between most continents, it is surrounded on all sides by treacherous waters. Immense dangerous sea creatures seem to guard the island itself as they aren't known to venture elsewhere in the waters of Soreion.
The large tree itself is fashioned into a metropolis of sorts, divided by castes depending on the tiers of your powers. Most common folk and low tier denizens live at the base of the tree and the island itself. A hunter-gatherer sort of society, they're more friendly towards outsiders than the rest of the residents in the uppoer tiers. Their main focus is fishing off the coast and more adventurous kin risk their lives in the open ocean looking for legendary catches. Those are few and far between and usually never end in a pleasant way.
Up and through the trunk of the tree up until just before the tree reaches past the clouds is the belt, or mid-tier. It is comprised of nobles and royalty and many skilled denizens. Mostly spellcasters or tinkerers, this location is decent in it's welcoming of trade but their arrogance and large egos is well known througout Soreion. In the belt, the higher you are in the tree, the more powerful you can expect encounters to be.
A pseudo level in the island of Aig'dragmir are the floating rings that encircle the island itself. Every hundred miles, a flat ring that resembles an elaborate mesh fence can be found. These spin slowly, as if orbiting the tree itself and on every quadrant you can find a smallish outpost, the size of a town. These are purely militant with some tradezones for foreigners. It is here that anyone outside of Aig'dragmir docks if they want business with the island. Each station has a flight master that will take would be visitors to and from the island and it is the only means aside from an infiltration to reach said island. It is also the first line of defense from invaders, sporting massive magical defenses and a small yet elite troop of soldiers on each island. These outposts, labeled Sentry Rings can each have it's own denomination and name and they run under their own rules aside from the one rule of loyalty to the tree and sworn protection of its denizens.
At the cusp past the clouds live the most powerful of all the denizens of Aig'dragmir. Often thought of as gods by the base folk, they're the target of jealousy and resentment by the belt denizens. However, it is said that it is the Sky folk that keep the tree healthy and protect it's sacred fruit. It's rumored that they often disguise themselves and venture to the lower tiers to mingle with the populace. Sometimes forming bonds with the lower tiers and friendships that can span centuries as it is said that they grant agelessness to those they favor in lieu of being able to continue the friendships. Every once in a while a child is born from the joining of a Sky folk and the lower tiers and these end up being the heroes you often see mounting the head of the guard at the Sentry Rings. They seem to have a calling to protect the tree and its denizens at all costs.
It is said that trying to reach the Sky tier is an impossible journey in itself. Many dangers seem to live in the space past the clouds until you reach the city in which the Sky folk live, far above the clouds. Many have tried, few ever return as they fail their mission and opt to try and make it back alive before going further. The others are never heard from again.
Oceans and Seas of Soreion
The Madre Ocean: Dubbed the mother ocean, Madre is the largest mass of water in all of Soreion. It is also by far the deepest and holds the most mystery out of all the oceans and seas of Soreion. Very few venture into its waters and much is unknown about the distance and events that take place in such a large area. Many travelers who decide to ignore the warnings are never heard of again once they venture out into this mystical ocean.
The Manic Sea: Small sea between the North and South Hondal. It's a very salty sea due to how immensely rich the mineral deposits that lurk underwater are. It is mainly a source of riches and houses many mining corporations afloat on marine bases.
Radiant Sea: The Radiant Sea surrounds Aig'dragmir and is home to most of the large and most dangerous sea creatures in all of Soreion. Monsters reknowned in myths and legends are sure to be found in these waters and it is extremely rare to see any seafaring vessel cross these waters.
Girard Ocean: The Girard Ocean is a very calm and peaceful ocean rich with deep sea fare. It is the prefered trade route between Maj'n and Searagus and is often traveresed by merchant vessels and the like. Deep sea fishermen and explorers venture often into this rich expanse of water in search of discovery and food.
Zonstus, the Frost Ocean: Zonstus is the souther polar ocean and the most treacherus of the two. Large icebergs, hidden glaciers and hostile storms are just some of the many dangers for those traversing these waters. It is said that the Blue and Teal Glaciers that inhabit this ecosystem hold very magical water that yields powerful healing magics. Due to this, many risk the dangers in hope to gather some of the sacred water from this ocean.
Pentaglee Ocean: The Pentaglee Ocean is home for many daring pirates and the like. Not because of it being lawless but because during one of the ancient wars, hundreds of thousands of vessels sank to the bottom of this stormy ocean. Many treasure seekers venture into these waters and are often locked in tussles with the other pirates in the area. Bloodthirsty battles are common in these waters but massive riches can be found for those fortunate enough to survive.
Artanis Cove: The large cove that is driven into the heart of the Shrouded continent, Caestus, is well known by the locals. It is not only a source of great enjoyment with it's beautiful beaches and crystaline waters, it is also an underwater base which houses the most advanced ships owned by the technologically advanced Caestians.
The Lingering Sea: The Lingering Sea is a volcanic body of water with several active minor volcanic sources at it's bottom. With many heat vents and lava funnels, it is a very rich sea. Many unique creatures live at it's bottom and the plankton of that thrives here is the most rich in beneficial nutrients than any other part of the world, hundredfold. The sea life that can be caught in these waters is the most nutrional in the world but fishing in these waters is risky due to the closeness to B'thial, the demon continent. However, hauling a catch from these waters is often considered not only extremely beneficial, but very lucrative.
Tropico Ocean: The tropical waters of the Tropico are regarded as the most beautiful in all of Soreion. Rich with life and sporting year round summer seasonal breezes, it is a wonderful resource all over. The Isles of Kelp make it's home in it's waters and it is no wonder that these are heralded as the best areas for vacationing. Every now and then the seas will churn out a water spout, a tropical storm or a hurricane, but the denizens of the area as well used to the conditions that might arise and often times even the most dangerous of weather activity is easily won over by the locals.
Yvents, the Noth Sea: The second polar ocean, Yvents, is much more forgiving than it's souther sibling. It is a cold ocean, alive with many of the creatures of frosty waters and the bottom is well known for it's life currents. These are believed to run all around the world, enriching the other oceans in turn and then bringing with it some good parts of each other ocean once the currents return to the cycle.
The Continent of Hondal, the Feudal Land
Northern Hondal: The northern portion of the continent is often enveloped in a wintery scene, snow often covering it year round it is a very mystical looking environment. During the summer the snow melts and a magical view of the colorful rainbow forests that are native to this part of the land.
-Carimae The capitol of North Hondal is a very militant city and governed through an iron fist. It's major source of income comes from the working populace and the mass mining companies that venture into the Manic Sea and the northern mountain range known as the Jelps. Taxes are extremely high but the safety of these lands is taken very seriously and their military force is well known throughout the world.
-Jelps is the mountain range to the north of Hondal which is strictly mined by the people of Carimae. Very rich in minerals, it is a great source of income for the nothern Hondal.
Uldear Straight: The Uldear Straight is the landmass connecting the two Hondals. It is oddly enough always hot and the lush jungle that thrives in it's lands is visited often by explorers and researchers. Legends say that nature itself watches of this small straight and that it will always overpower any challenges it may face. While not admitting to it, the northern Hondal people would agree to the verity of this legend as they have tried for millenia to level the forest and built bases but they've always failed as the jungles regrow almost instantly and destroy anything that might stop it from being there.
South Hondal: The southern part of Hondal is a lush foresty land filled with various ecosystems and flowing rivers all over. A primal setting, it is often fogotten than it is also a very thriving continent with large cities amidst its green masses.
-Weirsome the capitol of the South, is an immense metropolis dedicated to research. They employ many of it's resources to the stability and continuous protection of it's people and their lands. They also hold a veritable naval force which in turn helps them keep a stronger hold on the mining zones within the Manic Sea. They opt for pacifism and use non-harmful ways of mining the sea floor. They are often at odds with their northern neighbors but they seek no confrontations. However, they will engage if threatened or if the natural state of their lands or the sea is compromised.
-Oiport is the main port city of the south and the main base of operations for their naval force as well as the housing of the HQ for the mining companies.