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Geography
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Frostmore
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Feld Tundra
[B2]: This vast
open plain is a hunting
ground for a number of
creatures in Frostmore
and is inhabited
primarily by the
Benraevi, who are now
considered to be
citizens of Frostmore.
Benraevi clans and
wondering Frostmore
tribes tend to be the
only traders in this
area.
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Alegens |
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New Eden [A5]:
This
massive recreational area is
home to a numbr of rare
species which cannot be
found anywhere else in the
world. These creatures
are thought to have emerged
from the Celestial Gate,
which is rumoured to reside
within the Fate Walk in
Osiire. The creatures
here are simply,
other-worldly
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Forbidden Forest
[A6]:
This
is an area where the Cleis
Del Angelus were unable to
purse before they set up
their territory, as a result
the area still houses a
number of'impure' and
naturally powerful creatures
who are strong enough to
resist the attempts of the
Cleis to purge them.
This area is surrounded by
automated defense units as
well as actual members of
the Holy Army, who are
charged with keeping the
occupants of this forest
within it and preventing
them from spreading to New
Eden or any of the provinces
of Alegens.
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Great Calm [A7]:
This
area seems to be unable to
support wildlife, and has
remained in this state since
prior to the arrival of the
Cleis in this area centuries
ago. The area has an
extremely high ethereal
concentration, and as a
result is the primary Core
mining site for this clan.
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Osiire |
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Mellae [B10]:
Like
New Eden, this island is a
wildlife haven, possessing a
number of creatures which
can be found no where else
on New Gaia. Unlike
New Eden however, this area
is heavily saturated with a
luminous energy type.
This energy flows through
the island to form a number
of 'river systems' and
'lakes'. This energy
is though to be the angelic
counterpart of the thick red
energy that saturates the
Bloodlands.
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Tersa [A12-13]:
Despite being closer to
Haiman than Osiire, this
island was won from the
Soulless wraiths in a
previous war and is now
under the jurisdiction of
the Osiire. This
island has been left
untouched by order of the
Dregonus clan, and is
inhabited only by wildlife.
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Hell |
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Bloodlands [E3]:
Due to the unified efforts
of the strongest clans of
Hell having driven them
back, this actually takes up
a very small area in hell.
These crimson red forests
surround an active volcano,
dripping with a thick
bloodlike ethereal energy.
This is the spawning place
of many of the demons that
now inhabit hell. The
volcano is thought to house
a strange kind of
interdimensional rift, much
like those which were
founded at Easter Island and
Stone Henge, connecting Gaia
to what ever place these
demons spawn from.
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Crystales
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Flame Thundra [D3-4]:
Due to extremely dry winds
which this area is prone to,
imbued with the elemental
magic infused into the area
by the presence of the Falco
clan, the simple grass fires
which this area was
previously prone to have
evolved into a dynamic
ecosystem of flames.
Much like the rain forests
of South America, the
spontaneous fires in this
area occur within regular
intervals and are an
integral part in sustaining
the natural wildlife in the
area.
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Crystal Forest
[E4-F6]: This
ecosystem is preserved by
the organism which has now
come to be known as the Tree
of Life. Due to the
ability of these creatures
to absorb entropy, a strange
crystallised structure is
generated around the
topography, flora and fauna
in the area. As a
result of this ethereal
crystal structure, the
forest has a strange
reverberation effect,
possessing the ability to
echo everything from sound
to energetic projections.
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Zeta Lake [F5]:
This area is only accessible
on foot or by hover-board,
due to the dense forest
which engulfs it. This
pool of pure condensed Old
Type Zeta is thought to be
the primordial birth place
of the new flavours of zeta.
The lake may hold the
secrets to finally
understanding and unlocking
these strange energy types.
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Easter Island [I3]:
With the Terran and Oyan
aspects of Easter Islands
having fused, the area now
exhibits it full original
capacity. The large
monoliths act as Ki
receptacles, and are assumed
to have been used by the
arcane race which once
inhabited this area to
manipulate the flow of time
for various effects.
This seems to be the main
reason behind the existence
of temporally imbued
creatures which inhabit this
area. Without its
patron race to regulate the
Ki Stones however, this area
tends to be temporally
uncontrollable, with time
flowing at varying rates and
in varying directions.
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Chicomecoatl
[H7-8]: This area
is not simple inhabited by,
but is actually the body of
a single ancient organism
known to most simple as the
Wild Vine.
Once worshipped by the
primitive races as a God,
Chicomecoatl
now exists as a Noble of
Southern Crystales.
Her landscape is
distinctive, covered by an
intertwining network of
smooth and spiked vines
comprising everything from
roads to small towns.
Chicomecoatl emissaries
also make up about one
quarter of the population of
this city, living among the
human and other inhabitants,
acting as agents and
measures of control.
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Crystal
Spire [K7]:
This is a single ice
structure that has replaced
the small island off the
coast of South America, and
has been built up over
hundreds of years by the
Ragnus which call it home.
This single spire of ice,
which extents miles into the
air and serves as a home to
a number of Ragnus.
Though they would not
consider themselves to be a
clan, their cooperation on
the creation of this massive
structure has brought the
inhabitants of this island
to be called the Clan of
Frost.
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Malaikin
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Storm Plains [E6]:
During the fusion of Terra
and Oya, the Wind Deity of
the West, referred to by its
creators (the Malaikins) as
Byakko
suffered an uncontrolled
imbuement with Old Type
Zeta. This corrupted
the creature's natural
elemental abilities,
reformatting it with a
strong zeta effect. As
a result of this imbuement,
Byakko has since becoming
seemingly mad
terrorizing area that
separates northern and
southern Makaikin.
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Ancestor Walk [E5]:
Due to the strong Psychein
presence in the area, this
small cove tends to record
the psychic presences of
those who inhabit it and
preserve it as a psychic
echo. Located on the
Ancestor Walk is the Hall of
Ancestors, one of the most
sacred areas in all of Malaikin. This hall is
an ancient place, providing
a well of knowledge for the
clan. Unfortunately,
this knowledge can be both
helpful and harmful as the
Walk contains benevolent,
neutral and malevolent
echoes. Though the
Walk is open to any
inhabitant of Malaikin, the
Ancient Hall cannot be
entered without special
permissions.
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Aianores
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The Stone Plains
[E12]: This
tattered landscape of
blasted glass is decorated
by the petrified bodies of
combatants from days of old.
The preserved bodies of
these arcane channelers
withstand the attempts of
nature and her agents to
degrade them and return them
to her soil. It is
believed that their
preserved states may hold
the key to many secrets.
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Underhill [G12-14]:
The forest of mosses,
surrounded by a battalion of
sentries known as the Tremok.
This mystical forest has the
highest concentration of
active magical energy in all
of Gaia and is believed to
be home to a number of
unique creatures, who
descended from both humans
and other previous occupants
of Gaia. Due to the
highly active magic in the
area, the terrain is quite
unpredictable, shifting
without warning and
producing a number of
environmental and status
effects at random. For
this reason this is also
known as the Lost Forest,
tending to keep wanders
there far longer than they
would hope to stay.
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Conflict Warp [H14]:
This area houses the shrine
that was built by the
Shadowsong and Shii'gdre
clans to serve as a
battlefield for two of their
most powerful deities,
Morticus and Cree. The
clans have designed the
shrine in such a way that
unauthorised entry is
strongly prohibited, but due
to the extremely high power
content of the area is tends
to a target for questors and
power seekers.
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Wailing Mock
[I13-14]: This
extensive swampland bridges
the gap between the stable,
solid earth and the oceanic
world beyond it. This
landscape is dominated and
sustained by massive plant
structures resembling,
though only vaguely, the
Terran mangroves in terms of
morphology and function.
This swampland is infused
with the emotional attribute
of sorrow, an emotion that
tends to infect ins
inhabitants over time.
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Haiman
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Stone Henge [C11]:
Much like the monoliths at
Easter Island, the Stone
Henge structures exhibit a
strong pull on the magic in
the area. This
repositories amplify the
effects of magic in the area
so strongly that probability
can be observed to shift
uncontrollably. This
area was most likely a site
of experimentation for the
arcane race that built it,
and suffers from the same
uncontrollability as a
result of their absence.
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Arc of Hern [D12]:
This flying fortress is
another remnant of the
Arcane Gaian races that
seemed to have vanished from
the world. This city
exists beyond the clouds,
hovering without exhibiting
a highly noticeable ethereal
signature. This city
has become the interest of a
number of powers but none
have yet been able to lead a
successful expedition.
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Jin
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Pandora's Temple
[Moves Between B18 and B20]:
This
mobile ruin is thought to be
the home of one of the clans
caught in the rift between
Terra and Oya, one of the
few inhabitants of Gaia
before the fusion.
This arcane race is thought
to have suffered extinction
at the hand human
predecessors, the race that
spawned Heirach and Teros.
Its social, ethereal and
other technological secrets
are still locked on their
mobile fortress, on the back
of a creature called the
Genbu.
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Eolith [C20]:
This area is inhabited by a
single Golem clan,
controlled by what many
would consider to be an
Earth Deity, Ragul.
This area was once
controlled by the Jin Clan
(the original clan that
founded the area before they
were fractured by war) and
was imbued with a powerful
Astral presence as a means
of defense against their
enemies. Little is
known about the specifics of
the deterioration of their
defense system, but it is
believed that this defence
system was the basic of
Ragul's existence. Due
to the nature of Ragul and
its subjects, this area
tends to produce an
extremely heavy drain on the
atral energies of entities
moving through it.
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Syre's
Abyss
[F17]:
Also known as the Dream Web
Abyss, this is the home of
the Dream Feeders, and one
of the only areas on the
planet where these unique
creatures can be found.
These
creatures are
relatively
unintelligent,
simply spinning
their webs across
the
great chasms
that span this vast area.
This
ethereal
web retains
the
psychic residues of these
creatures as well as those
that have traversed or
become
trapped
in the area.
Because of this the
chasm
tends to
attract
a number
of predatory creatures,
which
travel
to the area
looking for a free meal,
potentially to become
trapped themselves.
This makes this area a prime
training ground for those
who are brave enough to come
and smart enough to stay out
of the dream feeders' webs.
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Itam |
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Tsunam [C22]:
The land in this area is
constantly flooded due to
the raging seas that exist
off the coast of it.
This creates a waterlogged
and generally mucky terrain
in which most Itamis prefer
not to live. This area
is home to The Temple of
Seiryu, the creature
responsible for the rough
seas. The temple,
which was created by the
precessors of the Itami
clan, is located at the
centre of a vast cave
network, cut into the
underbelly of the island by
Seiryu
himself. Many
channeler travel here to
receive the great Dragon's
blessings.
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Desolate
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Tanami Desert [H21]:
After the fusion, the Terran
inhabitants of the Tanami
Desert and the Oyan
inhabitants of Desolate have
managed to strike an
equilibrium. Whereas
this bodes well for the
ecosystem, this unholy
alliance has only served to
make this vast desert even
more dangerous for the
wandering channeler.
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Tanami Range [H22]:
Marked by the unmistakable
characteristics of an
exploding mountain frozen in
time, this area is the
monolithic amplification
point of Material energy.
The hovering stones, which
make up the primary
terrestrial habitat of most
creatures that call this
place home, absorb and
condense material energy in
the area, exhibit a strong
gravitation pull towards the
central most stone.
The increased stability of
this area not only makes it
hard to affect but also
decreases the external
channelling abilities of all
of its inhabitants.
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Brazen Desert
[J23-24]: This part
of the desert is inhabited
by a mythical creature
referred to as
Suzaku. This
is the final remnant of the
arcane clan that once
inhabited Desolate before it
became overrun with
creatures. It is
thought that Suzaku was the
downfall of the arcane clan,
and the reason for the baron
conditions of the desert.
This creature's flames and
its ability to poison ether
make its presence a very
dangerous for channelers and
non-channelers alike,
however it is also believed
that this creature may
possess the solution to the
Venom Stream's unpleasant
ability.
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Venom Stream
[I19-J21]: This
area, off the coast of of
the worlds smallest
continent usually alight
with a strange form of
ethereal energy. At
first thought to be some
kind of purely organic
effect, the Venom Stream was
actually later realised to
be the result of the
specific flow of magical
energy in the area.
Much like other areas of Oya
that manifest conceptual
affinities, the Venom Stream
is the morphogenic
embodiment of Poison.
The toxic waters act as a
form of safe storage prevent
any and all things not
attuned to its energy from
diving beneath the water's
surface and claiming the
sunken treasures.
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Oceans |
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Polaris [K14]:
Little is known about this
area, but this is thought to
be the amplification point
of Stabilised Ethereal
energy. Based on
calculations, this city is
thought to be located on the
sea floor, leaving the
pressing question as to
house the arcane race
managed to construct such a
structure in such deep
frigid conditions.
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Atlantis [D8]:
The City of Spirits,
Atlantis, is thought to be
the home of one of the more
unique arcane races.
This race was the authority
on Astral energies,
unlocking a number of
secrets that seemed to have
otherwise been lost with
their departure from this
world. Like Polaris,
this city is located at the
bottom of the sea, though in
much warmer waters.
Successful exploration of
this city is thought to be
the best way to once again
unlock the secrets of teh
Astral Realm.
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Realis [D23]:
The City of Dreams, is
thought to have been the
home of possibly the most
powerful of the arcane
clans. These psychic
savants were thought to have
inhabited this area before
whatever calamity sent their
city to the bottom of the
sea. This city is the
most likely home of the
secrets of the Psychein
Realm.
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