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 .: Terran Locations & Travel Information :.

Geography

Frostmore

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.

 
Alegens

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

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.

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.

 
Osiire

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.

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.

 
Hell

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.

 

Crystales

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.

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.

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.

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.

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.

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.

 

Malaikin

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.

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.

 

Aianores

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.

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.

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.

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.

 

Haiman

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.

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.

 

Jin

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.

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.

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.

 
Itam

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.

 

Desolate

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.

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.

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.

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.

 
Oceans

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.

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.

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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