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Oyan Locations & Travel Information :.
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Geography
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Frostmore [B1
- B2]
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This is the second
coldest location in Oya,
and as a result both
creatures and members of
the Oyan humanoid
societies living in this
area have high
resistances to cold.
Water based, Ice and
Cold Glyphs and Spells
are preferred in this
area. This place
is ruled by the Erworne
Family, the authorities
on Ice and Water magic.
Though this clan is not
very large or powerful,
their noble attitudes
has made them of high
repute and other clans a
quick to lend assistance
in times of need. Laws
are far less strict here
however, and law
enforcement is lenient.
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Worewyn City [B1]:
This is the capital of
Frostmore, as well as
their primary trade
centre. This city
houses their Royal
Family, primary fortress
and the main force of
their army. This
is the only part of
Frostmore where low
level channelers will be
found.
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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 [B3 - B7]
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This is the home of
winged race of Oyan,
reffered to as the Cleis
del Angelus.
Though not the largest
clan in this realm, they
are, without dispute the
most powerful.
They stand to be the
authorities on light,
wind and celestial
elementa, and a
characterized by their
feathered wings, golden
hair and glowing
defensive aura.
They are strong
believers in their own
religious practices,
forming the basis for
their legal system and
will uphold them to the
letter, bringing severe
punishment on those who
break them. The
land is home to many non
hostile magi elementals
and weak magi creatures,
who are either farmed or
kept as pets. Most
predators were
eliminated when the
country was colonized.
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Eidea City [B3]:
This is most heavily
fortified city in
Alegens, designed
specifically to filter
traffic and goods from
their more liberal
neighbours from
Frostmore. Despite
the heavy military
presence, the citizens
of Alegens tend to be
more worried about a
cultural invasion by
their neighbours than a
military occupation by
the considerably weaker
clan. Due to the
heavy policing of this
area, it is also the
main port of trade.
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Lixandria
Fortress [B4]:
This massive white
cathedral stretches
miles across the Alegens
landscape as a testament
to their religious
zealotry. This
winged fortress serves
as both a military
facility as well as a
place of worship.
The facility itself
generates a
reverberating Hymn which
can be heard from miles
away. The is the
home of the Cleis de
Angelus Royal Family.
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Cerilix Province
[B5]: Situated
in the sheltered calm
created by the military
installations to the
East and West, this is
the primary social hub
of Alegens. This
area tends to house most
of the Cleis de Angelus'
civilians and hence is
the most preferred
location for all of
their social events.
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Ledaea Province
[B6-7]: This is
the largest city in
Alegens, possessing such
a high population that a
great deal of the
province is actually
located in the sky.
Due to its eastern
neighbours being the
Osiire, this city is not
as heavily fortified as
Eidea City, possessing a
semi-open port allowing
relatively free travel
between the people of
Alegens and those of
Osiire.
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Osiire [A8-B10] |
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Home to the most 'holy'
of the magi families.
These are the
authorities of all
things past, present and
future. They tend
to deal only in
information, and avoid
battle as they lack
battle prowess, but when
the time comes for
battle, there are few
clans who would not rush
to their aid. They
have impartially helped
all the clans through
the times and have never
been seen to be bias.
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Celsia [A8,B8]:
This is the primary port
into Osiire, guarded heavily
by their neighbours from
Alegens. Due to the
strong military presence of
their neighbours, the
residents of Osiire are
allowed to concentrate on
making Celsuia is a centre
of hospitality. Though
it is hard to get clearance
into the area, once inside,
visitors and residents alike
tend to live a life of
luxury.
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Arius [A9]:
The White City. This is the
home of the Osiire royal
family, and the last
remaining members of the
Dregonus clan.
Commerce is foreign to this
city and its population is
quite low, serving only to
keep the Royal Family
comfortable. The
Dregonus clan is thought to
have the only direct link to
an arcane clan of any of the
surviving clans.
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Temple [B9]:
This is the least inhabited
area in Osiire, existing
simply as a giant keystone
to channel the energies
leaked from the cathedral at
the Fate Walk. This
energy is uniquely attuned
to the head family of the
Osiire, and it is believed
that this is the primary
reason for their
nigh-omniscience.
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Hill Sacrament [A10]:
Existing in the Western
most part of Osiire,
this area is as close to
a military outpost as
this clan has.
This is the home of a
number of Vra'en, Tek'na
and Tenshi, which
protect their home from
outsiders. Due to
their unpleasant
interactions with the
Cleis de Angelus, these
races are weary of that
clan, but tend to
interact well with some
of the other clans that
may venture to that
area.
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Fate Walk [B10]:
This area houses a
massive cathedral, which
no outsiders are allowed
to venture into.
Only the head family of
Osiire are allowed
inside and as such they
are the ones responsible
for its maintenance.
At first thought to be
some kind of temple, it
is now speculated to
house the counterpart to
the gate in the
Bloodlands, linking Osiire to what most
speculate to be some
kind of angelic plain.
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Hell [E3]
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Previously thought to be
uninhabited due to the
abundance of "Demons",
this place is a mecha
for creatures of the
night, and creatures in
this area tend to very
aggressive. The
most abundant elements
found are fire/heat,
earth, gravity and
dark/shadow. A few
magi clans have been
found to live in this
place, in equilibrium
with these creatures.
Laws vary from community
to community, as do
their levels of
punishment.
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Darkrocke
[E3]:
Potentially one of the
most bizarre settlements
on the small island
chain. This
settlement resembles a
similar one in Desolate,
one set up by the
Behemoth clan in the
area. Though
uninhabited, Darkrocke
provides a safe shelter
for those returning from
the field.
However, there have been
reports of Behemoths
entering and exiting
this city periodically,
though that has never
been confirmed.
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Vestele
[E3]:
The only truly well
established city in
hell. This city
has a strong military
presence to protect it
from raiders and
marauders. Vestele
deals in all available
goods, even those that
tend to be illegal in
other nations.
Many clans consider this
to be a very decadent
society, but it suits
the tastes of a number of
clans that occupy the
shared territory.
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Micar
[E3]:
The Territory controlled
by the Loa and Baseti is
populated by a number of
constantly moving
heavily fortified
floating citadels, which
orbit and protect their
primary structure, the
Micia, a floating
pyramid which houses
these clans' Matriach
and what some may
consider their Deity,
Dekki. Due to
their highly militarised
lifestyles, coming and
going to and from these
cities is nigh
impossible for
outsiders.
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Crystales
[Unified Empire - all
land mass stretching
from C3 to K7]
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This is the Central city
of the Unified Empire,
which encompases the
entire land mass with
the exception of
Frostmore, ruled by the
Falco family. Due
to its size, there is a
high diversity of
elementa and creatures.
This is by far the most
developed city, with the
most complex social
system. The cities
within this country are
well guarded and highly
developed, with the
leading research in
genetic engineering
technology. This
is the usual site of
peaceful discussions
between the established
Oyan families.
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Zespar
[C3]: This city
relies heavily on its
connection to the sea,
thriving through its
fisheries and off-shore
collection of Ether
Stones, the primary Oyan
currency. Zespar
is the primary area for
the acquisition of
energy sources for any
and every project and
tends to be home to a
number of water
manipulators. Due
to its position, this is
not one of the more
heavily guarded cities.
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Emerswald [C4]:
This is the home of the
Crystales Royal family.
This city is inhabited only
by Royals and those coming
to seek an audience with
them. There is no
trade in this the area and
no non-royals are allowed to
live here. The city is
primarily a marvel and is
used when entertaining
royals and diplomats from
other nations. Much
like Swartzvald and Kriswald,
there is a strong military
presence in this city.
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Ketzvar
[C5, D5]: Being the
most central of
Crystales' cities with
the exception of the
capital city, this city
serves as the primary
civilian city of
Crystales, housing most
of its citizens.
Apart from the northern
edge of this city, it is
not particularly heavily
guarded, due to the
strong military presence
in the cities adjacent
to it.
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Kriswald
[C6-7]: This is
the strongest military
city in all of Northern
Crystales, serving as
the primary recruitment
centre and training
ground of all of its
forces. As a
result, a great majority
of Crystales' more
important military
research facilities are
located here to ensure
that their secrets are
well guarded from
outsiders.
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Swartzvald [D6]:
This is space controlled by
the Mercenary Army, granted
to them by the Falco Empire
due to their performance in
the True World War.
Though the Army and its
members are now considered
to be citizens of Crystales,
Maika Smerkyov and his
charges are still allowed to
act in their previous
capacity, with little
policing by the Falco Royal
Family.
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Chicomecoatl
[H6-8]: The body of
the entity which bears
the same name.
This land is home to
almost 20% of Crystales'
total population, and
exist under the rule of
Chicomecoatl herself,
under the supervision of
the Falco Royal family
of course. This
area is a hub of trade,
a central port to most
persons and goods
arriving in Crystales
from across the seas and
a military stronghold.
Each of these functions
are facilitated by
infrastructure grown
from
Chicomecoatl's
own body, making her an
invaluable asset to
Crystales.
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Timeless
[I3]: Little is
known of this De'rak
settlement due to the danger
of exploring the temporally
unstable area, before the
fusion, this used to be a
highly advanced draconic
settlement. De'raks
are still known to go to and
from this settlement but
refuse to enlighten the rest
of the world as to the true
situation.
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Malaikin [E5,E6,F7]
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As the name suggests,
this place is ruled by
the Malaikin clan.
This island chain was
previously uninhabited,
but the Malaikins have
brought with them a
large number of psychic
creatures, which they
keep as pets. The
Islands themselves are
relatively devoid of
predatory creatures but
a large number of
livestock are lost near
bodies of water.
These are a highly
religious group and
hence have a very static
legal system, they
believe heavily in
prophecies, and tend to
enforce their laws very
harshly. They have
a long lasting
affiliation with the
Itami Clan and tend to
side with them in clan
wars and conflicts.
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Amridad Province
[E5]: This was
originally the religious
centre of Malaikin, but
has since become the
home of its capital
city. Through land
reclamation, this
province now consists of
all of the islands of
the Greater Antilles as
well as the land
connecting them.
This is the primary
trade and travel hub as
well as the home of the
Malaikin Royal line.
Due to the actions of
Byakko, this land has
become disconnected from
Merricent.
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Merricent
Province
[F7]: This area
is home to an entity
known as the Ancient,
one of Malaikin's most
powerful and revered
citizens. Though
this citizen is not
officially part of the
Royal family or any
noble sect, he is
considered by most to be
as important as members
of the Royal family.
This area is controlled
by the Malaikin military
in conjunction with the
Rogue Special Forces.
Like Amridad, this
province was created
through the reclamation
of land to join the
islands of the Southern
Lesser Antilles.
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Haiman [Most land mass
from B11-D14]
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The once strong
technological mecha was
devastated by
experiments of one of
its leading researchers
in magical technologies.
The details of this
internal cataclysm are
unclear, but the area is
now inhabited by a race
calling themselves that Haima-sa, commonly
referred so as the "haiman".
These beings have
obliterated the local
wildlife and are the
sole occupants of this
land. Not much is
known about them,
barring the fact that
they are violently
xenophobic hating
anything with a "soul".
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New England
[C11]: This was
the only part of Western Europe
that managed to be saved
from the Haiman
onslaught. This
area is under the
control of the English
Royal Family and is
under Xelot Military protection.
New England is one of
the last Terran
strongholds. The
citizens of New England
are comprised of the users and
channelers that managed
to be saved by the Xelot
Knights and the English
Military. Under
the supervision of the
Xelot army, New England
is now pioneering a
program which they call
the
Scion Program
geared towards
strengthening the
non-channeler
population.
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France
[C11]: Despite
the absence of the
Knights of the Xelot
Council, France was
still able to survive
the Haiman onslaught.
This city, though
greatly reduced in
numbers, houses the only
true anti-Haiman weapon
to have even been
developed in either
Terra or Oya.
France now harbours some
of the most
battle-hardened Terran
combatants in all of New
Gaia. Laws here
are strict and visitors
are scrutinised heavily
before being allowed to
enter. This city
is still at constant war
with the Haiman, and as
such Oyan nations are
now seriously
considering
supplementing its
population with trained
soldiers as is the
custom for cities on the
Haiman front lines..
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Psyhasten
[B14-15]: This
is the primary
Stronghold of the
Haiman-sa and houses
their strongest military
cities, which combine to
form this extensive
district. Little
is known about the
goings on in Psyhasten
due to the Haiman'sa's
hatred for most other
races which inhabit new
Gaia.
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Psynenne
[B13]: This is
the hub of Haiman-sa
civilisation, containing
their primary industries
as well as their
residential and
commercial districts.
It is believed that
Haiman-sa civilians live
and work in this area.
This land has been
theoried to be many
things, from a simple
city resembling that of
many other normal New
Gaian cities, to a harsh
and savage land
inhabited by monsters.
These theories are but
shots in the dark
however due to the heavy
shielding surrounding
this city which prevents
remote surveillance.
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Psyconne
[B12]: Being
much smaller than
Psyhasten, this city is
the home of the
Haiman-sa elite, and is
thought to be the area
where the previous
Haiman-sa general, who
led this race to almost
conquer Oyan in previous
times, emerged from.
It is still unknown
whether Haiman-sa
multiply via procreation
or whether or not they
are simply made, but
whatever the method,
this seems to be the
site from which their
strongest come forth.
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Valhallard
[D12]: After
intensive teraformation
and a painstaking clean
up effort by the Stryfe
clan, the land
previously occupied by
Italy has now been
reclaimed for human use.
Due to the surroundings
being heavily irradiated
and the general concern
with security possessed
by the Stryfe, this city
is one that is seldom
visited. For outsiders,
there is only one port
of entry into this city,
which is at the end of a
bridge reminiscent of
the rainbow bridge from
Norse Mythology, and
security around this
city is rather high.
After a relatively brief
absence from the world
stage this warrior clan
has returned to continue
its centuries long war
against the Haiman-sa.
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Themiscrya
[D13]:
With the expansion of
the Stryfe back into
what was previously
Haiman territory, this
city of warrior women
has decided to follow
the lead of their
'brothers-in-arms' and
reclaim some of the
territory stolen from
their ancestors by the
Haiman scourge.
Though they still have
little use for men in
their well developed
social structure outside
of their use as
'breeding stock', over
the centuries they have
become considerably less
hostile towards men who
do not provoke them.
These Amazon women now
retain little more than
the simple notion of
gender superiority.
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Aianores / Africa
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This area is not ruled
by anyone clan, but
instead forms a very
democratic political
zone, where most clans
are welcomed. Due
to this agreement, laws
are varying from area to
area but hold the same
general basis, however
they are enforced
harshly; most law
breakers being dealt
with swiftly. This
area seems to be the
central site of draconic
types of all elementa.
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Morocco [D11]: Once a
mecha of arts and crafts,
Morocco is known for its
deep respect for the
channeling population.
Post fusion, Morocco has
become a hub for nomadic
clans, specializing in trade
of every commodity that they
can get their hands on.
Due to their non-prejudice
approach to channelers, a
number of demi-human clans
reside in or roam near this
area. The most popular
clans are the Sezi, a demi-feline
race and the Odu, a
demi-reptillian race.
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Serano
[E10-F11]:
One of
the largest established clan
boundaries in Aianores, this
area is ruled by the
respected Talon clan.
This tribe of intellectuals
are great researchers and
admirable warriors, earning
them the favour of most
other clans. Despite
the size of the land mass
which they claim, the Talon
clan is only large enough to
occupy a single city,
Seina [E11].
The rest of this controlled
space is occupied by small
research bases scattered
throughout unpoliced Roaming
Lands, much like Jaegard.
Seina [E11]
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Faera
[E14]:
Also
known as New Egypt, this
nation suffered very little
in the True World War,
integrating near seemlessly
with its Terran counterpart.
The clan of technologically
advanced Oyans, the
Wotegni,
inhabiting this area have
been working in conjunction
with Terra born scientist on
a project to protect the
non-channeler populous.
This project has become
known as the
Liora
Program,
so named after the revered Oyan beasts.
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Semek
[F12]:
This is
an extremely organic city
created by the De'rak clan
in this area. This
city is little more than the
result of heavily fortifying
the natural environment,
combined with rather
rudimentary building
practices. Despite
this however it does have a
very rustic charm to it.
The Dragon clan which
occupies this area, like
most Dragons are an arrogant
and beligerant race, but
they have become more open
to contact with humans clans
as of late. The city
now boasts a 'common area'
where foreigners are allowed
to roam freely and seek
refuge.
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Caira
[F13]:
Occupied
by an offshoot of the
Wotegni clan, known as the
Kutei, Caira is the
commercial Mecha of Aianores.
Though this clan sacrifices
military strength in pursuit
of commercial gain, with
power being the currency of
Oya, the Kutei have ensured
that they are not ones to be
considered victims.
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Ethiopia[F15]:
Two time winners, Ethiopia
have also managed to avoid
great loss during the New
Gaia fusion. With the
diversity of Oyan wildlife
adding to their nature
reserves, this nation
continues its efforts in
preserving biodiversity,
while still accommodating
those who are hunters at
heart.
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Shadowsong
[H13]:
Easily
mistaken for a part of the
Underhill, this living city
of the Shadowsong clan is
one that is rarely travelled
to. The inhabitants
are excellent trackers,
allowing them to navigate
through the Underhill and
travel to other locations in
Aianores, making their way
as Mercenaries and guides.
Due to their secrecy, little
is actually known about the
inside of this city.
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Odom'we
[I13]:
Translated to mean, Laughing
City, this small city is
known by its neighbours to
the north as The Kingdom of
Happiness. The clan
that occupies this city is
not a particularly
productive clan, indulging
primarily in recreational
activities. It is
speculated that this is the
only thing that allows these
preternaturally powerful
psychics to survive in such
a psychologically poisoning
environment in such a state
of joy. This clan
attempted to take in the
residents of South Africa
after the fusion of the
worlds, but few of the Terrans could survive there
for long.
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Shigadre
[H15]:
This is
potentially one of the most
highly developed non-human
cities on the planet.
Painstakingly built by the
Shii'gdre of Aianores to
serve as a fort in their
wars with the Shadowsong
clan, this inhospitable city
is generally not open to
tourists and is almost
always heavily guarded.
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Jin [Main land Body
B15-G21] |
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Jin is
the home of the most
dangerous creatures in
the realm.
The majority of
creatures have high
stealth and piercing
attacks. As a
result, those living in
this area have adapted
to their tactics and
tend to be very skilled
hunters and assassins.
Laws are unspoken and
those that break them
are dealt with swiftly
and silently.
Those living here are in
a word: Ninja.
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China
[D17-E19]:
Once a powerful communist
nation, China has readopted
the Imperial system that was
long ago shrugged off by the
nations of the world.
A
rather reclusive nation,
China keeps a watchful eye
on its borders at all times,
its Imperial Guards are said
to have
been the best trained
soldiers in
Terra.
This was only made fact
by China surviving the
the True World War,
protecting its borders
from all invaders.
Because of its strong
military might, the
Chinese Imperial family
is now accepted by the Oyan Nations as worthy
clan leaders and are now
engaging in efforts to be
included in
international talks.
New Beijing [D18]
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Crysworn [B21,
B22, C22]:
Neighbours of
Frostmore, this icy city has
almost completely replaced
Siberia. Being no more
hospitable than its Terran
counterpart, Crysworn does
not receive many visitors
outside of political
diplomats or the odd
questors seeking rarities.
For this reason,
Crysworn now boasts one of
the largest and most
developed magi-tech research
centres which exists under
the governance of the
Fursterm Family.
Elswern [B21]
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Israel [E15]:
Due to
the presence of the
Order of Demai
during the True World War,
Isreal was spared
colonisation by a number of
the wandering Jin clans.
During this time, and after
the deaths of a number of
non-channeler citizens and
authority figures, the Order
of Demai ceased control over
the government and embarked
on its pro-channeler
program. The Order of
Dema is now
the political and military
leader of this expanded
nation. Much like the
Imperial Family of China, Rayad Demar is now seeking
to be included in
international talks.
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Jaegard
[D14-E16]:
This
vast area is actually
made up of a number of
smaller cities
interconnected for
travel by dimensional
ports, but separated
physically by unpoliced
areas called Roaming
Lands. In the
central most point lies
Jingar [D15],
the Imperial Capital and
home of the Shadesmith
Royal Family.
Jingar [D15]
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Russia
[B17,
C17-19]:
The new
home of a number of
Technological giants such as
Drago Enterprises and Marroc
Corporation, Russia suffered
the loss of a great deal of
its land at the hands of
what it considers to be the
Oyan invaders. This
area, now heavily guarded by
the Russian military, houses
most of the European
Refugees that survived the
Haima-sa onslaught.
Like New England the
government of this zone has
embarked on a
user-strengthening project,
Codenamed:
Newman.
Borzya [C17]
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Titan's Call
[C20]:
This city is occupied by
the anomalous Titan clan.
This clan is thought to have
descended from the same clan
that the Itamis were formed
from and legends suggest
that these two clans
actually lived in peace,
occupying what is now Itam
for a number of years.
However, due their cultural
and spiritual differences,
these two clans eventually
became bitter enemies; with
the Titans being eventually
driven from Itam and towards
Eolith. Their presence
in Eolith was speculated to
be linked to the malfunction
of the defensive system in
that area, but this has
never been proven.
These astral masters, are
the only clan that can live
in the area in and around
Eolith without serious
detriment.
Though the feud has
simmered down considerably,
the Titans are still bitter
enemies with the Itamis.
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Sezgard
[D20]:
These plains are ruled
by a small clan thought
to be the last remnants
of the original Jin
clan. These nomads
and sometimes marauders,
the Kaien, are
the only clan that seems
to be able to keep Nix
is a constant, tamed
state. Their
settlement is mobile,
traversing the entire
land mass, but once it
is fully established at
a location it is one of
the most diverse trade
mechas on the planet,
dealing in a number of
rare and unique goods.
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Taiwan
[E20]:
Home to many industrial
giants such as the Elixer
Corporation.
Taiwan
was able to be spared during
the True World War.
Unfortunately, organisations
such as Exlier Corporation
are now destroyed leaving
Taiwan less protected and
forcing them to open business
talks with the clans of Jin,
in an effort to retain their
sovereignty.
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Velder Island
[F18]:
The small
island off the
coast of the Syre's Abyss is
home to the largest of the
Shock Dragon Communities.
The Shock Dragon clan in
this area, unlike most other
Dragon clans, tends to be
more social and accepting
towards non-dragon races,
living in piece with a
particularly intelligent
clan of Behemoths, known as
the Velder, the clan of the
Island's name sake.
These two races have
integrated well with the Sri
Lankan people, to form a
rather stable settlement.
that is now open to
outsiders.
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Amaterasu
[Islands scattered from F19,
G19-24] |
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Places shrouded in mystery
that come and go as they
please reside in this area.
It is said to be home to the
succubi known as kitsunes
that travel the land, adept
at mind reading, illusions
and creation these spiritual
beings have been said to
lure and keep beings within
their own desires. Occupied
by both human users,
channelers and the many
monks that watch over the
people and shrines devoted
to kitsunes.
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Izanami [G21]:
Located on the island of
Java this is the capital of
Amaterasu. It's buildings
and people represent a
melding of cultures from
China, Japan and Indonesia
and is where the largest
shrine dedicated to
legendary kitsunes can be
found. Here there are yearly
festivals to celebrate food,
wine and prosperity of the
country and society.
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Yatsuno
[Islands scattered from E21,
F21] |
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This is home to an old but
relatively low profile clan,
known as the Yagami clan.
This clan had been thought
to be wiped out just a few
decades ago due to a civil
war, resulting from two
different ethical codes held
by the clan. However
in recent years, the Yagami
clan has reemerged and begun
to thrive once again; after
those members of the losing
faction in the civil war
were banished.
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Zazca [F21]:
This is where most of
the populace of this
small clans are housed.
This area is primarily
made up of small
interconnected Rural
communities charged with
maintaining the the
countries agriculture to
provide the natural
resources necessary for
their day to day life.
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Tetsuno [E21]:
Home to the Yagami Royal
family
and their Royal Guard.
This relatively small
city is their primary
military stronghold,
having a very small
civilian population,
outside of those housed
there to tend to the
Royal Family.
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Itam [Islands scattered
from
C21,
C22, D21] |
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Home of the well known
Itami clan and its
various sub branches.
This is an exceedingly
imperial society, ruled
by the head Family of
the Itamis, with each of
the other families
tending to specialize in
a specific area or
trade. The culture
here is diverse, with
the Itamis being
renowned for their folk
lore and mythology,
though they have been
speculations as to the
truth behind it.
Law here is lenient on
the whole, but absolute
in areas of their
spiritual laws.
They have an ancient
bond to the Malaikins
and tend to side with
them in clan wars.
Due to constant
conflicts with the Cleis
del Angelus, they are
weary of their citizens.
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Hirosa
[C21]:
Despite
the strong military presence
in this city, Hirosa is
actually a commercial and
artistic centre, being home
to many of the items
featured in Itam's legends
and folklore. The
Matriarch of the Itami clan,
an entity known simply as
Itami, is also assumed to
live here though her
presence has never been
confirmed by outsiders.
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Hisuii
[C22]:
The Jade
City. This land burns
bright with the local flames
of Veranos which are said to
be in constant competition
with Seiryu's aquatic
assaults. Due to the
generally inhospitality of
this area due to its
proximity to Tsunam, Hisuii
city serves as the training
ground for most of Itam's
military movements.
The Imperial guard are among
the channelers trained at
this point.
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Genaisa
[D21]:
Home of
the Itami Royal family and
many of the other noble
families of the clan, this
area houses many of the
residential districts as
well. In recent times, Genaisa has begun to take
over as the commercial
centre while Hirosa has
begun to focus more heavily
the arts, religion and
culture of the Itami people.
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Desolate [H20-J23] |
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Much like Hell, this
area is isolated and
assumed uninhabited by
the clans. This is
due to the high presence
of poisonous creatures
here. The terrain
is very mountainous,
making it hard to travel
through via the ground,
but due to its cavern
structures this is
sometimes necessary to
get to the more isolated
areas. Laws do not
exist here are they are
no clans.
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Redrocke
[I21-22]:
This odd
city is home to one of the
most socially developed clan
of Behemoths.
Possessing no family name,
this clan has built this
city from the clay stones
found in the area and
reinforced the structures
with an odd deflective
energy. There is
almost no trade in this
area, but the clan has been
known to accommodate
channelers returning from
the Tanami Desert.
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Eranes [Oyan South Pole,
area uncharted] |
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Data unavailable, all
probes into this area
have been lost.
Total number of probes
dispatched:
319
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