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 .: Oyan Locations & Travel Information :.

Geography

Frostmore [B1 - B2]

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.

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.

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 [B3 - B7]

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.

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.

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.

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. 

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.

  
Osiire [A8-B10]

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.

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.

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.

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.

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.

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.

  

Hell [E3]

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.

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.

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.

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.

  

Crystales [Unified Empire - all land mass stretching from C3 to K7]

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.

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.

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.

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.

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.

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.

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.

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.

  

Malaikin [E5,E6,F7]

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.

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.

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.

  

Haiman [Most land mass from B11-D14]

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".

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.

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..

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.

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.

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.

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.

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.

 

Aianores / Africa

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.

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.

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]

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.

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.

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.

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.

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.

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.

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.

  
Jin [Main land Body B15-G21]

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.

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]

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]

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.

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]

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]

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.

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.

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.

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.

 
Amaterasu [Islands scattered from F19, G19-24]

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.

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.

 
Yatsuno [Islands scattered from E21, F21]

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.

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. 

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. 

 
Itam [Islands scattered from C21, C22, D21]

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.

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.

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.

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.

 
Desolate [H20-J23]

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.

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.

 
Eranes [Oyan South Pole, area uncharted]

Data unavailable, all probes into this area have been lost.  Total number of probes dispatched: 319

  

 

 

 

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Navigation
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