AIORA-Geography

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"The Sundered Land" - The Continent of Terastier

Terastier is the largest and most culturally prominent continent on Raxia. To put it into comparable terms, it is similar in size to the continent of Africa.

On this old continent, much culture from both the civilized races and the Barbarous has come and gone. From the Schnell period to modern times, there have been countries rising and falling in an endless cycle. Such has been the struggle of Terastier.

However, the Great Catastrophe changed everything.

300 Years. That is how long it took to regain a semblance of society after driving away the Barbarous. With "Swords of Protection" and the barriers they create, new countries are able to rise and flourish without worrying about Barbarous counterattacks.

Civilization on Terastier is still recovering from the destruction of the Great Catastrophe. Comparatively, Terastieran technology is on par with 17th century Earth, though science has not developed much due to the presence of magic. Feudalism is rampant, with hereditary monarchs. However, there are those who harken back to the Al Menas period and have developed a republic, to inherit and nurture the skills and knowledge of the Magitech Civilization.

Currently, the civilized races have taken to expanding into territory lost to the Barbarous in the Great Catastrophe. There are often still Barbarous to contend with in those lands, as well as beasts both mundane and mythic. Many areas in this frontier have been so devastated by war that peace is all but forgotten.

Terastier is only beginning to walk the road of reconstruction...

Politics and Nations on the Terastieran Continent

After the Great Catastrophe, those from the ruined Magitech Civilization who survived began to gather under a strong leader. These circumstances laid the foundations for the current feudal system found throughout Terastier.

For the most part, countries have feudal tiers set up underneath one King. However, many free cities have allied together, ruled by a parliament of elected officials. Each city-state, as they are now known, often has their own individual method of governance besides the parliament, and the variations are as numerous as the city-states themselves.

Still, there are spaces between the various nations that are less safe to travel through, and international interactions are often less than friendly. Despite these differences, neighboring countries often loosely band together as a region for protection against larger threats.

Development of rural highways since the Great Catastrophe has been slow, and traveling these unfinished roads is extremely dangerous. Often, people grow up and grow old without leaving the safety of the city where they are born, as to do so is extremely dangerous for the average person.

The traveling merchants rely upon adventurers and local knights of the territory to protect their caravans while on the road. For a knight to follow a trade caravan and protect workers across a border is incredibly rare, and may be seen as an act of aggression by hostile nations.

Terrain and Climate of the Terastieran Continent

The Terastieran continent is a temperate continent, with colder temperatures in the south and warmer climates in the north. Because of the wide variety of terrain, there are four seasons in most areas, and mild weather in the east and west. Terastier is lush with greenery and fresh water, adding color to much of the continent.

With the Great Catastrophe, the Barbarous were able to alter weather patterns in certain areas. Whether through a form of magic or some sort of curse, there are areas in Terastier that have decades-long storms and others where temperate forest gives way to desert wilderness.

Ancient Ruins

In Terastier, there are a great many ruins from the years of conflict.

The most common ruins are those from the Al Menas period, which ended 300 years ago. Popular at the time were multi-story stone structures, which can occasionally lead to vast underground cities or even sunken city ruins far underwater. Because of their proliferation, the "Seeking Shops" offer information on Al Menas ruins relatively cheaply, making them popular among fledgling adventurers.

Thanks in part to the mass-production of magical items during the period, the Al Menas left behind a number of items that still function to this day. These magical items are far easier to use than older magic, and can be sold for a decent amount of money because of their ease of use.

Fewer in number yet still numerous are ruins from the Durandal period, 3,000 years ago and older. These ruins are often deep underground, some of which have been unearthed because of earth magic used during the Great Catastrophe. It is said the probability of finding a Durandal ruin is significantly lower, though quite a few have been found in the vicinity of one country in particular.

Flourishing in this era, advanced magic permeated every aspect of life. As would be thought, there are a good number of power magic items and armaments to be found in old Durandal ruins. The problem lies with secrecy, in that mages in those times were very secretive and built complex labyrinths underground to hide their secrets and treasure. Significant effort would thus be required, and even veteran adventurers do not find it an easy task to explore Durandal ruins.

The oldest and rarest ruins to be found are those dating at least 10,000 years back to the Schnell period. The rare few Schnell ruins to be found have been either in deep underground caves or in highlands once lost to time. Even now people believe them to have some sort of sacred connotation to them, considering them consecrated ground.

Relics from a time when the gods themselves were present... Saying such things are rare is an understatement. These sacred treasures and ritual implements have names beyond human understanding, and have slept for time immemorial.

While there are many rumors of Schnell ruins, less than a handful of these myths turn out to be anything more than legend.

The Zalts Region

The center of civilization on the Terastieran continent, the Zalts region is located in the warmer northern area of Terastier. It's clear as to why people tend to spend time in the region, as it's mild weather and four seasons are easy to deal with.

However, across the northern sea on the continent of Razeldawn, lies a large settlement of Barbarous. The west, as well, holds quite a few Barbarous colonies, which leaves the Zalts region in a near-constant state of war. Peace is but a short-lived dream here.

In addition to the common trade tongue, the local Zalts dialect can be found throughout the region.

"The Fortress of Zalts" - The Lukythra Empire

The Lukythra Empire, led by Emperor Julius Krause (age 28), is the largest province of the Zalts region. The capitol, also named Lukythra, boasts a population of approximately 80,000 people.

Before the Great Catastrophe, the capitol city was but a village, defended by a single hero. Now, thanks to the surge of laborers and artisans, the country maintains quite a few walled cities to defend against invasion.

To prepare for any invasion, whether Barbarous or otherwise, the proud Knights of the Blue Eagle patrol the Lukythra lands. The Knights of the Blue Eagle are one of the most famous knightly orders in Terastier, and many young men and women aspire to join their ranks. Other orders of knights also call Lukythra their home, giving the Empire significant national power.

Adventurers are also often found in Lukythra lands, as quite a few ruins from the Al Menas period have been found in the Empire. Fairly recently, a nuclear airship was excavated at great expense, and plans to reverse engineer the ship and mass-produce it have started.

In addition, the Lukythra Empire leads the charge against the Barbarous, being the head of the alliance of the entire Zalts region. The Great Catastrophe played a large part in forming this alliance, as previous emperors had tried and failed to ally themselves with their neighbors before. It was only after the Lukythra Empire lent their aid to repel a large Barbarous invasion that other countries allied themselves with the Empire.

Once part of the Empire, the countries of Fendil and Durlesburg broke free from Imperial rule about 100 years ago. Civil war left the throne weakened, and the two countries took the chance to become independent from the throne. While still wary of Emperor Krause, both Fendil and Durlesburg are currently allies with the Empire. Although Emperor Julian took the throne at a young age, his ambition was strong. After restoring power and quelling civil war, he plans to re-annex Durlesburg, with Fendil and lands beyond not too far behind.

The Lukythra Empire is seen as both a benevolent protector and ruthless conqueror; reliable, and yet to be feared.

"The State Bridge" - The Country of Durlesburg

The northernmost country of Terastier, Durlesburg is located one week's walk north of the Lukythra Empire. The current ruler is King Alfred III (age 66), and he counts 40,000 citizens under his rule. The capitol city is a massive walled fortress, spanning most of the length of the northern bridge to Razeldawn. The symbol of the nation is the Durlesburg "Sword of Protection", Falandalus, enshrined in the royal castle.

Originally, the city was a military powerhouse that spanned the entire bridge and onto Razeldawn, but the Great Catastrophe brought waves of Barbarous to tear down the northern walls. It was with the help of the Lukythra Empire that the Barbarous were only able to take the northern half of the city and no more. However, the Empire took it upon themselves to annex Durlesburg afterwards, claiming reasons of protection and safety. Only 100 years ago was Durlesburg able to break free from the Empire and reclaim independence.

The gate to the northern bridge was sealed after the Great Catastrophe for national security, though King Alfred opened it 20 years ago in the hopes of attracting adventurers (and their money). Once cleared, the King plans to move north again and reclaim his former lands and rebuild, which would relieve the problem of a burgeoning population with nowhere to go.

The politics of the country is divided over this. Some people think that the Barbarous are still a threat, and even the combined might of adventurers and Durlesburg knights is not enough to stop them should they attack again. As such, they believe the bridge gate should remain closed so Durlesburg remains safe.

Others believe the city cannot bear too many more people as it is now, and the gate must be opened so the north can be reclaimed and rebuilt. The Barbarous will remain a threat, they say, whether the gate is open or not, so Durlesburg should push north and develop. As of yet, neither faction has made headway in the King's court, but secret plans are already in motion to rebuild to the north.

"The Land of Flowers" - The Kingdom of Fendil

Said to be the oldest country in the Zalts region, Fendil is five days' walk to the west from the Lukythra Empire. Once a magical superpower, it is currently on the decline, with the capitol Dilcour counting only 30,000 citizens living there.

A variety of factors have led to the decline of the country, from the fall of the great wizards to the invasion of the Barbarous. However, Fendil remains famous still, in part to the many remnants of the former glory of the Magic Civilization.

For example, one of the most famous landmarks is a huge hill that has grown above a colony of ruins. Perhaps in part from the magic in the ruins, the flowers on the hill remain in bloom year-round, even if transplanted to other countries. As these flowers were once Fendil's primary export, the country earned the nickname "Country of Flowers", which is still in use today.

Fendil also holds quite a bit of knowledge still from the Durandal, and even in their art can this knowledge be found. Of course, such craftsmanship brings a high price, though Fendil has no shortage of rich tourists willing to pay for unique art.

One curiosity of Fendil is the abundance of runefolk compared to other countries. While a runefolk in other countries may be seen as a strange foreigner, villages in Fendil often have many runefolk living in the outskirts, so it is far less of an ordeal when one enters a Fendil village.

"The Colorful Port" - Rocyletta

Located on the coast about ten days' walk northwest of Lukythra, Rocyletta is the smallest country in the Zalts region. The flourishing port city holds around 15,000 people, though Rocyletta is rare in that humans, elves, and dwarves live in relatively equal numbers.

There was once countries of both elves and dwarves established nearby, but the Great Catastrophe brought ruin to both countries. After a time, Rocyletta grew out of the gathered survivors, and developed its own culture.

Being naturally skilled with the forge, dwarves were the go-to smiths for weapons and armor. Elves, given their disposition for the sea, were excellent shipwrights. Humans, having neither the forge skill of dwarves nor the ship building knowledge of elves, became liasons, diplomats and merchants between Rocyletta and other countries. Rocyletta's main trade partner, Rendrift, is located in the western region of the continent, and trade ships sail on a daily basis.

However, not everything is so easily dealt with. Rocyletta's parliament, with representatives of each of the three races, can often find itself divisive over even simple matters. Unfortunately, one race often attempts to push blame onto the other two for the country's problems, whether deserved or not. Therefore, it is common for Rocyletta to ask adventurers to come in and solve the problems of the country.

Allied Free Cities

The Allied Free Cities are a collection of six cities in close proximity to each other in the southern Zalts region. The leaders of each city allied with each other to repel attacks from the Barbarous. All said and done, there are nearly 40,000 citizens in the collective alliance, led by the current chairman Kurtz Helman (age 45).

Under normal circumstances, the Lukythra Empire wouldn't tolerate these cities breaking from the Empire. However, the Free Cities hold onto a colossal granary called the Zalts Food Storage. This granary holds enough food to feed the Empire for quite some time, and Emperor Krause cannot afford to lose it to the Barbarous. So when the Free Cities moved to declare independence, Emperor Krause had no choice but to acquiese.

Currently, the alliance is on shaky ground. The Barbarous have ceased their attacks on the granary, and without a common enemy the Free Cities have begun to quarrel between themselves. Emperor Krause is also turning his eye south, keeping tabs on the alliance...

"The Forest of Magical Power" - Jabberwocky Forest

The Jabberwocky Forest is a large forest to the west of Fendil.

Intensely magical, the forest has existed since the Durandal period. Created by powerful mages of the time, even the world-changing magics thrown around during the Great Catastrophe could not alter the forest. It is a mystery as to exactly what purpose the forest serves, or why such powerful magic was needed to create it. One theory is that the forest is meant to contain failed magical experiments, which would explain almost tangible mana in the atmosphere while in the forest.

Regardless of the reason for the abundant mana, the fruit, vegetation and abundance of Mako Stones gives reasons to brave the forest. Of course, one has to compete with the various magical beasts and animated plants, which doesn't make harvesting such items easy.

There are also whispers of a Jabber Castle, deep in the forest. Supposedly, it contains unimaginable treasure, but to even sneak a glance at this treasure would surely kill you. Of course, this is just a rumor...

Large Caverns - "The Jaws of the Barbarous"

Between Fendil and Lukythra lies a mountain range full of caverns. This cave system is the end of the underpass used by the Barbarous when they attacked during the Great Catastrophe. To this day, some Barbarous still linger in the area, and adventurers are often drawn to the area to exterminate those who have begun to raid and pillage again.

Explorers are also drawn to the cave complex, as the Barbarous brought many magical items with them during their attacks. However, as to be expected, there are not only Barbarous in the caves but also various animals, magical beasts, and even dragons have been sighted in the lowest reaches. Undead Barbarous, often merely shadows of their former selves, populate the shadows of the caves as well, using arms and armor of the past to attack any unwary being, Barbarous or otherwise.

Because of the dangers, no one has been able or willing to fully explore the caves. As such, it is still unknown as to where else the caves lead...

"The Island of Burning Water" - Farblame Island

Farblame Island was once the peak of a volcanic mountain chain. However, with the Great Catastrophe and the world-changing magics unleashed at the time, much of the mountain rage sank into the sea, leaving only the peak above water as Farblame Island.

The island would be fairly forgettable if not for its rare minerals. Prior to the Great Catastrophe, a kingdom of dwarves lived in the mountains and mined these minerals. Currently, Barbarous and mythical beasts live on the island, proving it difficult to recover either the minerals or the lost dwarven relics.

If one wishes, there is a ferry from Rocyletta to Farblame, though leaving the island is not as easy...

The Continent of Terastier

The City-State of Zalts

The Lukythra Empire
The Zalts Region of Terastier

The Zalts region, in the northern part of the Terastieran continent, is home to five different countries, both large and small. It is a relatively peaceful region, with few Barbarous sightings near the major cities. However, once outside of the city's protection, danger awaits. The Great Catastrophe changed the landscape only 300 years ago, and the effects of that are still felt throughout the region. Additionally, there are rumors of buried ruins, full of dangers and treasure waiting for a lucky adventurer to find them.

Barless

A fortified city, located two days' travel north of the capital of Lukythra. The local population is around 5,000 inhabitants, with many of them serving in the city's defense corps. Barless is popular not only for it's position as a border with Durlesburg, but also as a starting point for adventurers heading north. However, it's said that the Barbarous in the area has been increasing over the past few years, and tensions are running high in the defense corps waiting for the inevitable attack.

Aldrea

Located a day and a half's walk west of the Imperial Capital, this fortified city is the second largest in the region, holding more than 8,000 inhabitants. Located between Rocyletta and Fendil, Aldrea has a reputation of a bustling trade city. There is also a harbor, as well as ferry services out to Rocyletta and back.

Dyza

A fortified city located about one and a half days south of the Imperial Capital, Dyza is the Lukythra Empire's Major food source. With the Laura River flowing out of the Divine Staircase joining with the Naura river from the Odd Mountains, the land in and around Dyza is incredibly fertile, making farming a major part of life in Dyza. The large drawbridge over the Laura River is also an amazing landmark in its own right, serving as the cornerstone for the Empire's southern defenses.

The Marquis of Kudelia

The territory of the Marquis of Kudelia lies between the Jagged Coast and the Caputi Mountains. The first Marquis was an aristocrat among the Lukythra Empire, and was given autonomous control over his land by the Emperor. Currently, there is around 6,000 or so inhabitants living under the Marquis' rule. However, it is said that the current Marquis, Cader Kudelia (38 years old), rarely leaves the territory, and has not been seen in public for quite some time.

Barbarous ships have been seen coming and going off of the Jagged Coast, and rumors that the Marquis may be trading with them have persisted despite attempts to quell them. Additionally, many criminals flee to the Marquis' territory in order to evade capture in the Empire. Because of these security risks, there are an increasing number of the Emperor's court that are looking to strip the Marquis of autonomy.

Allied Free Cities

A collection of free cities, south of the Lukythra Empire in the Zalts region. Clockwise from the westmost city Eiras (about 3,000 people), Burlint (about 10,000 people), Sess (about 6,000 people), Drambal (about 7,000 people), Ilmar (about 5,000 people) and Footland (about 9,000 people). In recent years, the common threat of the Barbarous has diminished, leading each city to have a bit of ego built up around them, shaking the alliance. In particular, the concentration of wealth in Burlint, as well as its prominent position on the trade routes, is a hot point of contention.

Swords of Protection and Cities

Most major cities in the Zalts region are protected from both the Barbarous and the undead thanks to various Swords of Protection. Naturally, most Barbarous are looking to capture and destroy these swords, so they are kept strictly under lock and key.

While each particular Sword of Protection has its own power, and it's not always possible to measure the strength by the number of swords available, in general the more Swords of Protection are in any one location, the stronger the effects they will have. Larger cities also benefit, as the large amount of adventurers bringing in Sword Shards tend to increase both the strength and the range of the swords' effects. However, if the number of Swords of Protection is insufficient for the size and population of a city, there exists the possibility of Barbarous attacks.

City Number of Swords
Lukythra 8
Barless 2
Aldrea 4
Dyza 3
Marquis of Kudelia 2
Durlesburg 6
Kashkarn 1
Dilcoeur (capital of Fendil) 5
Rocyletta 3
Eiras 1
Burlint 2
Sess 1
Drambal 2
Ilmar 1
Footland 1

Unique Locations of the Zalts Region

Obsidian Desert

As the name implies, it is a desert made entirely of black sand.

There used to be a large city by the name of Pilks in the area, but it was sacked and burned down to ashes by the Barbarous during the Great Catastrophe. These ashes mixed with the surrounding sand, and even centuries later the land is still blackened and empty.

The black sand is actually poisonous, and it is ill-advised to spend any significant period of time in the area. However, the ruins of Pilks, as well as the underground evacuation shelters and small cave-towns still remain, almost completely swept away by the black sand, and so adventurers are often drawn to the area to find and recover what they can before succumbing to the effects of the black sand.

Caputi Mountains

A mountainous area in the north of the Zalts region, the steep peaks of the Caputi Mountains are home to a variety of winged creatures.

Jagged Coast

Eroded by the ocean's waves, the Jagged Coast is lined with a number of steep cliffs and caves carved from the surrounding stone. These caves are favorite hiding places for both pirates as well as Barbarous, and it's not uncommon to see these groups working together to evade capture when it comes looking. However, despite the direct order from the Lukythraian Emperor to root out and clean up these outlaws, the Marquis of Kudelia doesn't seem to be actively patrolling these waters...

Luma Lakes

Five lakes, in the shape of a star, and in the center of these are the ruins of an Elven kingdom destroyed during the Great Catastrophe. Elf settlements are scattered around the lakes, as explorations into the ruins continue. Despite being a heavily Elven area, the Lukythra Empire considers it neutral territory, and outside adventurers are welcome to join in on the expeditions.

Divine Staircase

Said to be the highest mountain in the Zalts region, this mountain reaches up over 10,000 m tall, the peak often obscured by the clouds. Rumors say that those who can get to the highest peak will find themselves in the land of the Gods themselves. Between the steep cliffs and high winds surrounding the mountain, few winged creatures are able to find a usable nesting area to live.

However, there is no shortage of explorers looking to venture onto the mountain, as there have been many incredible archaeological finds. Higher areas on the mountain have even held relics from the Schnell period, so the allure of such finds has driven some to make the perilous climb, despite the dangers.

Roc's Gouge

Named as such because it seems as though a roc tore at the ground itself, this canyon appeared during the Great Catastrophe. Some say that it was powerful earth-type magic that devastated the ground like this. The actual depth of the Gouge is still unknown, though it seems that it was deep enough to disturb the rest of some undead...

Mist Towers

A series of ruined high-rise buildings built before the Great Catastrophe, the Mist Towers get their name from the ever-present mist coming off the surface of the adjacent Neres Lake. While the towers seem relatively untouched on the outside, the mist obscures a lot of internal damage done by the Great Catastrophe, and a building that seems stable can turn into a crumbling deathtrap in a second.

Oddo Mountains

A mountain range running north to south throughout most of the Zalts region. Near the southern end is a collection of caverns called the "Jaws of the Barbarous", named after the innumerable Barbarous that live in these never-ending winding caves. Between the Barbarous claiming this territory as theirs, as well as the occasional sightings of dragons in the area, these mountains are incredibly dangerous to approach without taking precautionary measures.

Northern Terastier

Northern Terastier

On the northern end of the Terastier continent, there are three major humanoid regions, each with their own power base: Zalts, Liezen, and Dagnia. Each region has a minimum level of security, and the general public will definitely take advantage of that, but the various Barbarous are always on the outskirts of such areas, waiting to pick off any they can, seeing the civilized races as weak and vulnerable. Conversely, this is a wonderful place for one to take up adventuring in the wilderness, hunting for treasures and driving back the Barbarous.

Climate

The weather in the northern regions is very clearly divided into the four seasons, though on the average the temperature is on the warmer side. Winters are often not very cold, and snow really only shows up in the southern mountains before quickly melting away. On the contrary, summers will be fairly hot, though the humidity isn't high enough to be oppressive. If one sits in the shade, it will often be enough to relax comfortably on a summer's day.

Terrain

The land is quite rugged, with large forests and quite a few rivers coming down out of the mountains, making the region a great place for humans to live. At the same time, because of the fertile land and abundance of natural resources, Barbarous are also after control over the land, and are willing to drive out anyone in their way.

The southern reaches of the region are covered by the Rudea Mountains, which are used as a launching point for the Barbarous to attack the surrounding areas. There are also large Barbarous bases in the Dagnia area, and conflict is quite common throughout.

Ruins

Ruins of the older days can be seen scattered throughout Terastier, hollow reminders as to what can happen should the Barbarous be unopposed. At the same time, these ruins can also hold remnants of the past, relics and treasures waiting to be found by courageous adventurers.

The Liezen Region

The Liezen Region

Located inland in the northern part of the Terastieran continent, the Liezen region is protected to its south by the Rudea Mountains, and to the west by the vast Tilla Forest. These natural barriers protect the inhabitants from the Barbarous, though the region itself isn't largely populated. There is some trade with Zalts to the north, and Dagnia to the east, but the current trade routes aren't the safest routes, so only well-protected caravans will travel throughout Liezen.

The southern side of the Rudea Mountains is also a large Barbarous gathering ground, and a number of Barbarous incursions begin as they pour out of the mountains into lower Liezen. The southern kingdoms of Duball and Regalia have prepared for such incursions, and not only have highly trained guards and soldiers at the ready, but also have a number of skilled adventurers on call as well.

Popular gods worshipped in this region include Kilhia and Zaiya, drawing followers from the soldiers and tacticians protecting the region from the Barbarous. Tidan, Grendal, and even Nilda also find followers among the general populace, as light, heat and clothing are staples for human society. Additionally, Asteria is another popular god to follow in the region, though whether that's less to do with her particular sphere of influence and more to do with protection against the fey in the Tilla Forest is up for debate.

"Fairy Land" Alphort Kingdom

A small kingdom located in the northwest of Liezen, it is on the edge of the Tilla Forest and is quite well known for its forestry and lumber industry. Currently governed by Queen Belanger Castagniers (37 years old), there are around 50,000 inhabitants of the kingdom's capital, Domeni, with a large number of them elves.

Alphort is known as a prime place to study Fairy magic, due to its close proximity to such a large forest, as well as much of the cityscape taking advantage of the natural surroundings. Many of the buildings are constructed around the trunks of ancient trees, and a number of streams and small rivers flow throughout alongside the roadways. Even without an interest in Fairy magic, it is worthwhile to take a trip out to see such a large city built to be in harmony with nature.

Animal husbandry and beast capturing is also a fairly lucrative industry as well, considering how close Alphort is to the Tilla Forest. These animals, once tamed, are often used in cultivating the land, pulling caravans, and even military service. There is some trade with the Free Cities of the Zalts region, and every so often whole caravans of tamed animals can be seen heading north from Alphort.

Around the time of the Great Catastrophe, the nearby land was in constant turmoil, conflict erupting at a moment's notice between the Barbarous and Alphort. However, in part due to the taming and usage of animals in the military, it has been fairly peaceful and prosperous as of late. There is still a number of soldiers who ride tamed beasts into battle, ready to protect the kingdom if necessary, though military spending has decreased in recent years.

Queen Castagniers is well known among the fairies and is more than happy to accommodate them in the court, however, politics do not necessarily seem to be her strong suit. Thankfully, both the Chancellor and Minister have been competent enough to keep the kingdom functioning, and there are no major complains with regards to national affairs. That being said, there are rumors that the Queen is buying jewels from the fairies using military money, and the citizens are worried as to what may happen were a large-scale Barbarous attack to break out.

"Dragon Citadel" Duball Kingdom

The largest kingdom in the region, Duball is in the southwest of Liezen. Ruled by King Bernard Falk (53 years old), the city of Duball holds around 70,000 inhabitants. Known for having a strong army, King Falk has taken the time to fortify many of the cities Duball protects due to the constant threat of Barbarous invasion, making the kingdom seem like a series of interconnected castles.

However, Duball gets its name from the Dragon Knights, a prestigious title granted only to those strong enough and worthy enough to take it. Only a Dragon Knight can be king, and there are but five in the entirety of the kingdom, including King Falk. Each Dragon Knight has control over both a Draconet and a Lesser Dragon, and even one Dragon Knight taking their mounts out to a battle is on par with most other kingdoms' entire armies. However, the king's dragon, Grundart, is over 500 years old, and is stronger than even a Lesser Dragon in combat power, though he rarely leaves his roost at the royal palace.

Roger Falk, the founding king who built the kingdom shortly after the Great Catastrophe and King Falk's ancestor, made an agreement with the Great Dragon of the Rudea Mountains, Ardeltaid, in order to gain aid in fighting against the Barbarous. This act was what had given rise to the Dragon Knight, and in honoring the agreement with Ardeltaid, Duball has become a fearsome military force against the constant Barbarous incursions.

To this day, aspiring knights are sent to Ardeltaid in an attempt to overcome numerous trials and become another Dragon Knight, gifted with Ardeltaid's own eggs to raise. Those who are found unworthy of the title may yet still serve the kingdom, though riding Wyverns instead of Dragons. However, these knights are not ridiculed or looked down upon, as the trials to become a Dragon Knight are quite arduous indeed, and even making the attempt is something to be proud of.

Even with such a strong army at his command, King Falk must still deal with no end of Barbarous invasions. While the kingdom's knights help drive back many of these attempts, it is only with the aid of adventurers that Duball is able to repel the Barbarous fully.

"Legacy of the Magical King" Miraboa Kingdom

The smallest kingdom in the Liezen region, the kingdom of Miraboa lies in the northeast, with approximately 20,000 inhabitants calling the kingdom home. The current king, Ixelles Jennebert (43 years old), claims to be the descendant of the legendary "Magic King" of the Durandal.

The kingdom itself is built around a large crack in the earth created during the Great Catastrophe, commonly called the "Well of Wisdom". This name came from the large amount of ancient magical ruins uncovered by the earth cracking, and a nation came to be established around the various camps and buildings that had sprung up for excavation and research. Because of this, magical research is incredibly popular in the kingdom, and a number of universities and magical research towers dot the kingdom.

This pursuit of knowledge has drawn the attention of many tabbits over the course of their life, and to this day Miraboa has a significant number of tabbits as citizens. Tabbits are known for wandering and learning as they travel, so for a significant number of their race to settle down and devote time to studying the ruins is unusual, to say the least.

The first king, Harold Jennebert, established a formal School of Magic after taking the throne, and encouraged the growth of new magicians in the area. King Jennebert was also quite active in excavating the ruins and uncovering a number of magical items and artifacts, and took the time to learn of the various adventurers and scholars who came to challenge the ruins alongside him.

King Ixelles has inherited his father's wishes, and is constantly promoting the establishment of magical schools and supporting research of the ruins in hopes of uncovering some valuable information that has been previously lost due the either the ravages of time, or the destruction of knowledge at the hands of the Barbarous.

Recently, though, King Jennebert has shut down sections of the ruins, and claims that "something dangerous has been found" or that the crown is "monopolizing valuable knowledge" have begun to fly left and right. Regardless of the truth of the matter, there are still new adventurers and scholars drawn to the kingdom because of the ruins, and veteran explorers just see the restricted area as yet another obstacle to be overcome.

"Iron Wall Fortress" Kingdom of Regalia

The Kingdom of Regalia is found in the southeastern part of the Liezen region, its five fortresses tucked in a valley between the Rudea and Drakia Mountains. Also known as the "Five-Layered Shield", this heavily fortified kingdom is currently ruled by King Xavier Boaguel (29 years old).

The capital of Regalia, the fortress city of Mantoise, is home to around 40,000 inhabitants, with each other city holding anywhere from 2,000 to 6,000 civilians on top of a number of soldiers. There are a significant number of dwarves who call Regalia home, and are often seen training to repel any Barbarous invasions that may arise.

Due to the large number of Barbarous coming out of the south, the southernmost city, Bourde, was built to be the most fortified of the five cities, and it's 1,000 soldiers have never let a Barbarous invasion get past them to this day. However, the other cities do not let Bourde's successes allow them to grow complacent. The other cities of Ritel (with 200 active soldiers), Dordea (100 soldiers), Mantoise (700 soldiers) and Hyurte (100 soldiers) have also seen their fair share of military service to the kingdom.

Among the five cities, Dordea is best known for their soldiers being the elite out of all serving in Regalia. Being a fortress city with a high dwarven population, many of the Dordean soldiers end up being dwarves striving to live up to the reputation their predecessors earned. With the Rudea Mountains close by, mining operations are also big business in Dordea, drawing in not only a number of dwarves looking to mine the mountains out, but also a number of smiths, looking to hone their craft while forging arms and armor for the soldiers. Because of these factors, Dordea is currently home to about 2,000 dwarves, though that number is continuing to rise.

Overall, Regalia is a very brave and physical kingdom, albeit with little in the way of magical studies. However, the study of magitech uncovered by the mining operations, as well as martial strategies and techniques, more than makes up for any magical shortcomings.

"Dragonhome" Rudea Mountains

Also known as the "Dragon King Mountains", the Rudea mountain range is home to a large number of dragons. With a number of sheer cliffs, many peaks rise well over 3,000m above sea level, with more than a few having never had a humanoid set foot on them. Only the kingdom of Duball regularly has adventurers make their way into the mountains, and even those brave souls often stick to the well-tread paths.

However, there are many untouched ruins, some rumored to go as far back as the Durandal era, with a significant number supposed to have fallen underground due to the numerous upheavals. The great dragon, Ardeltaid, known for his dealing with the Duball Kingdom, was said to have been cursed by a powerful wizard from the Durandal era, and part of the pact that King Roger Falk made was to figure out what the curse was and to break it.

Even without dealing with Ardeltaid and their brood, a signifincant number of dragons call the Rudea Mountains home. As another part of the pack between Ardeltaid and Falk, dragons will leave humans alone unless they interfere with the hunt for food, or humans encroach into nesting areas and ruin their homes. Because of this, the true number of dragons in the region is much larger than reports will say, though dragon encounters remain a rarity.

However, Barbarous have begun to be more active in the mountains, often trying to invade the various kingdoms of the Liezen region and gain a foothold outside of the mountains. A number of foreign adventurers have also been active in the mountains, driven by the thought of raiding dragon nests for eggs to sell on the black market. These incidents have begun to erode the trust between humans and dragons, though what will come of this remains to be seen.

"Beast's Paradise" Tilla, the Sea of Trees

A vast forest that comprises most of the western border of the Liezen region, massive enough to be called the "Sea of Trees", the Tilla forest is an ancient home to equally massive flora and fauna. Each of these gigantic beasts have their own territory, and will attack mercilessly to defend it from intruders, whether another beast or an adventuring party. There is also an enormous plateau that can be seen sticking above the treetops, though it is said to be home to a large colony of roc birds. There are theories that the Al Menas created massive forests like the Tilla in order to store large animals there, both for preservation as well as defense of their own lands, but there is thus far no evidence to support these theories.

Despite all of the dangers, there are still ruins from the Al Menas civilization buried in the overgrowth, and so adventurers will often try to delve into the forest to find these secrets. There are some guides in the Kingdom of Alphort, though many of these will not go very far into the forest due to the dangers.

Well of Wisdom

The so-called "Well of Wisdom" is a massive fissure found in the Miraboa Kingdom. Buried within are massive ruins dating back at least to the times of the Durandal, and while there have been significant excavations and recoveries of magical items, it is rumored that what has been explored is not even 10% of the entirety of what is buried.

In addition to the numerous archaeological finds and magical items, these ruins also host a number of deadly traps, making it so even veteran explorers are wary of delving too deep. There are also stories of an increased number of encounters with various Daemons, just waiting to take advantage of foolish adventurers exploring too far in order to be free from their imprisonment.

There have been some arguments as to whether or not this fissure is really just a massive Sword Labyrinth...

Forest of Unearthly Mist

A vast forest that stretched between the Liezen and Dagnia regions, it is always covered in a dense fog, making normal passage impossible. Only by following the two rivers that flow through the forest are the surest way to pass, and even then there's often deadly animals and plants waiting for unsuspecting travelers.

There is a legend of young Yggdrasil trees deep within the forest, occasionally able to be seen with a telescope from far outside the forest. However, the dense fog makes such observations questionable at best, and to date there have not been any adventurers who have been able to verify the presence of such trees and return safely.

"Murderous Waterside" Zoma Marsh

The Zoma Marsh is a large wetland that extends north of the Forest of Unearthly Mist, and is home to a large number of aquatic Barbarous, including Lizardmen. What towns were nearby have long been destroyed and overrun by the Barbarous, who now control the area entirely. The Lizardmen tend to stick to the old ruins of the towns, while more dangerous Barbarous and other monsters live just under the water's surface.

"Spine of Terastier" Drakea Mountains

A large mountain range opposite the Rudea Mountains, the Drakea Mountains are a massive range, extending far beyond the borders of the kingdom of Regalia. Because of the size of the mountain range, it is often referred to as the "Spine of Terastier". The southern part of the mountain range plateaus off, becoming home to larger Barbarous such as Ogres and Giants. However, even the smaller Barbarous in the area are quite strong, making traveling through the area a dangerous affair.

"The Calamitous Land" Karzoral Plateau

At the southern end of both the Rudea and Drakea Mountains lies the large Karzoral Plateau, taking up much of the center of the Terastieran continent. A desolate land, it hides the old capital of the Barbarous underneath the wastes. This massive underground city was used as a starting point for the Great Catastrophe, and many Barbarous still live within the labyrinthine city. In fact, there are so many Barbarous hiding under the Karzoral Plateau that the kingdom of Regalia is unable to make any sort of meaningful excursion to the city, and so the armies watch each other across the Rudea Mountains, waiting for any sign of weakness.

"Kingdom of Darkness" Underground City Tabaljid

A massive underground city located beneath the Karzoral Plateau. Over the course of hundreds of years, Barbarous flocking to the city have excavated it and expanded the space, creating a massive maze-like structure home to thousands of Barbarous. Rumors abound that there have been separate nations based upon the race of Barbarous created within the city itself, and that there have been wars between these nations. Even today, the Barbarous in the city live a very chaotic life. Naturally, no humanoid has ever been able to set foot inside Tabaljid and return to tell the tale.

The Dagnia Region

The Dagnia Region

The Dagnia region is a large area located on the eastern side of Northern Terastier. Home to the Danos Sea, much of the region was built near the waterfront in order to take advantage of water-based shipping and tourism. However, since the Great Catastrophe, much of the region lies in ruins, with most remaining civilized settlements located near the western border, close to the Zoma Marsh. As with the Liezen region, much of the history of the Dagnia region lies within its conflicts with the Barbarous. In particular, both the Kelkeira and Colf islands in the Danos Sea are home to a sizable population of Barbarous.

The Dagnia region is also home to many religious peoples, especially followers of both Lyphos and Tidan. The Holy Kingdom of Sephilia is home to an enormous temple dedicated to Lyphos, and many pilgrims travel from all across Terastier in order to see the sacred beauty. In order to protect these pilgrims as they travel, many in the priesthood have taken up arms, and have become powerful warriors in their own right. Though Lyphos and Tidan have sizable congregations in the land, other gods, such as Kilhia, also have a good following in the region.

At the same time, though, rules and regulations in the region are very strict behind the scenes, and more free-spirited adventurers see the area as "full of stuffed shirts". In particular, those with any sort of soulscars are looked down upon with disdain, and Nightmares are especially discriminated against.

"The Divine Storehouse" Holy Kingdom of Sephilia

Located in the far west of Dagnia, the country is a very religious nation ruled over by Pope Ismael Vizcaino (56 years old). The capital, Aale, is located at the mouth of the Sefur River, and alone has a population over 100,000 citizens. Many of these are pilgrims who have traveled to the city to pay homage to the state religion of Lyphos the Divine Ancestor, and settled in the capital rather than attempting to head back to their original home. Aale is one of the few cities to have survived the Great Catastrophe, though the fortified city was considered to be a sacred place long before those events.

However, during the rise of magitechnology, many of the elders in Sephilia believed that such works would turn people away from the light of the divine, and so research into magitech was frowned upon. While this has meant that much of the work around Sephilia has to be done by hand, instead of being aided with magitech machines, this does give the city an old-fashioned appearance.

Religious artwork and sculpture is quite common, as well. While much was destroyed during the Great Catastrophe, there are still displays of breathtaking paintings and splendid architecture to be found all throughout Aale. Even now, the city attracts many artisans, painters and sculptors who wish to restore much of what was lost during the Catastrophe.

Pope Vizcaino holds worship of Lyphos highest among the gods, and preches respect for order and decrying those who would scar their own soul. His teachings stir many in the city to uphold the laws, and the majority of the citizens are polite and morally driven. At the same time, though, adventurers appear to be "ruffians" and "ne'er-do-wells", and those with free spirits find the kingdom a hard place to live within.

Additionally, Pope Vizcaino shows an absolute intolerance for the Barbarous, and will often send troops to both Kelkeira and Colf in order to fight the Barbarous. However, despite frequent attacks on the islands, there is yet to be any sort of decisive action in this conflict, and there are concerns among the citizens that troops are being wasted unnecessarily. As a result, despite their supposed reputation, more and more adventurers are being hired by the Papacy in order to travel and fight the Barbarous.

There are some Lyphos warrior-priests who take vows in order to protect the weak and fight off evils wherever they may be. Such warrior-priests take on the name "Paladin", and only the best of their numbers may identify themselves as anything else. Paladins are seen by the populace as the object of admiration and respect, though their vows, including such restrictions as being forbidden to lie, put them at odds with adventurers.

While worship of Lyphos is seen as the state religion, and many of the public do follow the teachings of the Pope, there are almost as many who follow Tidan, god of the sun. There is even a temple of Tidan near the grand temple of Lyphos, and there is no ill blood between priests of the two temples. Despite this, there are unproven stories that Lyphosian priests might face some sort of censure if they were to help lesser priests, like those of Tidan.

Because of the views on soulscars, there are no priests in the entire kingdom who are willing to resurrect fallen adventurers, and so dying in combat is a very dangerous and very real possibility. Nightmares are also discriminated against, due to their inherent soulscars, and often find themselves shunned at best, though attacks on Nightmares are not unheard of. Oddly, Tabbits and Runefolk also find themselves as outcasts in Sephilia, due to their various issues with connecting to the divine, though they are not actively looked down upon like Nightmares are.

"Ruined City" Republic of Barnad

Located in the center of the Dagnia region, the republic inherited its name from the ruins of Barnad, a Durandal era city destroyed during the Great Catastrophe. A young city-state, it has only been around 100 years or so, though its population is currently around 15,000.

The current city of Barnad occupies only about one-fifth of the original city, the remainder being ruins yet to be explored to any significant extent. There have been some archaeologists from Sephilia who have made small expeditions into the ruins, sending caravans back to Sephilia, Regalia and beyond with their findings. There have been efforts to traverse the Istan River as well, in hopes of having a waterway to Regalia, though little headway has been made.

Inheriting the customs of the old city, Barnad is a republic, ruled by a parliament of elected officials to determine the fate of the country. However, it takes quite a few Gamels to even run for a position, and so the parliament is mostly made of successful adventurers and rich merchants. The driving motivation of the parliament, outside of protecting themselves and their citizens from the Barbarous, is "how to make money". To that end, studies of magitech and other archaeological items is welcome, as are wizards and sages who are able to identify the various magical and magitech devices left behind in the ruins.

A number of Runefolk have also begun to settle in the area, almost as if they're looking to find information about previous civilizations. However, rumors of unscrupulous operations using Runefolk as unskilled hard labor and servants have become common as of late, though the parliament has currently turned a blind eye to such unsubstantiated tales.

"Kingdom of the Sun" La Lumeia Kingdom

A nation in the south of the Dagnia region, the Kingdom of La Lumeia is home to a great numbers of Tidan, god of the sun. Even the current king, King Valerio Silvestri (24 years old), and his royal family are devout followers of the sun god. With more than 60,000 residents, La Lumeia is well known for having some of the most fertile land in the Dagnia region, and provides many crops across not only Dagnia, but Liezen and Zalts as well. However, the current feeling among the populace of La Lumeia is that of unease, due to numerous Barbarous attacks.

While not as strict as the Holy Kingdom of Sephilia, La Lumeia does not look kindly on those with soulscars, and also prohibits any sort of resurrection. At the same time, there are specially trained exorcists who go on excursions to eradicate the undead that plague the kingdom. Unlike the Paladins of Sephilia, these exorcists are willing to do whatever it may take and sacrifice whatever is necessary in order to eradicate the threat of the undead. This leads the exorcists to be both trusted and feared among the general populace, and even the Paladins of Sephilia are often at odds with the methods used, though they do not argue with the results.

Soldiers in La Lumeia are highly skilled, and often join in on excursions to the various islands in the Danos Sea with Sephilian troops in order to quash the Barbarous there. There is an alliance between the two kingdoms, and many followers of Lyphos have found their way to La Lumeia to start a new life. Despite the outside influence, La Lumeia doesn't look down on adventurers as harshly, and they are almost accepted as a normal way of life in the kingdom. Even with the more accepting public, though, adventurers' reputations will never surpass those of the Paladins.

"Glory of the Gods" Danos Sea

A bay-like sea in the middle of the Dagnia region. It is said there used to be a floating city in the middle of the bay, and its prosperity had people calling it the "Glory of the Gods". However, this floating city was destroyed during the Great Catastrophe, and the ruins lie at the bottom of the sea, its knowledge and relics lost to the deep. It is said, though, that the underwater city that sat underneath the floating city is still active, though it supposedly remains covered by a dome-like canopy.

At present, however, the Danos Sea is the territory of the Barbarous, and so any sort of underwater exploration or recovery efforts are extremely dangerous. From their bases on both the Kelkeira and Colf islands, powerful Barbarous leaders command various sea-faring Barbarous, and are a great threat to the human race.

However, the Paladins of Sephilia will never stop in their attempts to recover what was once known as the "Glory of the Gods".

Kelkeira and Colf

These islands in the Danos Sea, also known as the "Devil Islands" and "Barbarous Paradise", are the home base for Barbarous in the Dagnia region.

Kelkeira Island is a large, curved island, while Colf is long and narrow. A large fortress was build on the islands during the Durandal era, and now the Barbarous have taken control and turned it into a terrifying symbol. Led by a Nosferatu named Volkreia, the Barbarous on the islands have fallen under the sway of his immeasurable charisma and have turned the islands into their playground.

With this constant threat looming over them, the Holy Kingdom of Sephilia has sent troops over to the islands in order to deal with the Barbarous living there. However, between Volkreia's charm and power, as well as the number of both Barbarous and undead under his control, such attacks have been consistently repelled. Retaliatory strikes against the various kingdoms have also proven dangerous, as while Swords of Protection can protect against both Barbarous and undead, these swords will not prevent humans enthralled by Volkreia and his vampires from getting into these cities and taking them down from the inside.

However, Volkreia will only send retaliatory attacks after one of the subjugation assaults from Sephilia has failed, and does not take the initiative when attacking. This has led some in Sephilia to express caution about making another attack on the islands, and as of late there has not been an attempt to gather forces for another assault.

"Ancient Cursed Battlefield" Soltra Plains

The Soltra Plains are the area to the south and east of the Danos Sea, and long ago these shores were prosperous, with numerous cities all along the water. However, during the Great Catastrophe many of these cities were destroyed, and countless human and Barbarous lives were lost in the conflicts. Since then, the land has been a barren waste, the innumerable ruins only inhabited by undead cursed to walk the land, as even Barbarous are afraid to set foot in these lands. Now, only foolhardy adventurers and hardened Tidanite exorcists will dare step into the area, testing their resolve against the living dead.

The Continent of Razeldawn

The Agia Region of Razeldawn

Connected to the northern section of the Terastieran continent, the continent of Razeldawn is still largely under the control of the Barbarous. However, in recent years, expeditions from Terastier have proven fruitful in driving off some of the Barbarous, and so the civilized races have finally been able to create settlements on the so-called "Twilight Continent", or "Continent of Mist".

The northernmost city of Terastier, Durlesburg, has reopened the bridge across the two continents, and any adventurer in Razeldawn had crossed over it at one point or another. Currently, there is little movement from the native Barbarous. Some see this as a sign of relief that they were able to beat them back, while others are uneasy, expecting some sort of retaliation in the near future.

The Agia Region

A small area in the southern section of Razeldawn, the Agia region is the only known humanoid settlement on the continent.

Kashkarn, "The Open Town"

Also known as the "Country of Bridges", Kashkarn was the first pioneer village that was established after the Duke of Durlesburg opened the bridge to the new continent. Currently, it has grown to hold about 3,000 permanent residents, enough to consider it a small town.

Many of these pioneer residents are farmers, merchants, and others looking to spread out into new lands, see what they have to offer, and eke out a quiet existence in a new area. Others are adventurers, using the town as a starting point before heading off into the wilderness on one expedition or another. Others are entrepreneurs, taking advantage of the rush of new people to establish their own wealth.

Many of the adventurers often have their own shops, selling what they've found on their own expedition while helping other adventurers with their own treks. Despite the relative quiet from the Barbarous, there are some who still try and attack the town, so defense and extermination jobs are still rather popular among the newer adventurers. However, there are many powerful Barbarous in the wilds, so what may start as a routine extermination job can quickly go south if the adventuring party is unprepared.

It is said that there is a "Sword of Protection" in the center of town, ensuring that the Barbarous can't invade. However, some believe this sword is merely a fake, and only there to satisfy some of the conservatives back in Durlesburg.

Dark Forest

A vast forest, northeast of Kashkarn, the Dark Forest has a reputation that immensely powerful Barbarous and mythical beasts hide deep within the woods, capturing or killing all who enter. Despite the danger, the trees of the forest are incredibly high-quality wood, and much of the timber used in Kashkarn comes from the forest, making logging a very dangerous and very lucrative job. Of course, the lumberjacks tend to stick to the outer edges of the forest, never venturing inside.

Haaze, "The Decaying City"

What was once a grand city during the Al Menas period is now little more than ruins, found to the northwest of Kashkarn. There are still a number of ruined buildings and stone infrastructure standing, as well as entrances to a vast underground space. Ruins of the suburbs have been noticed almost as far east as the Dark Forest, and even a couple of the buildings in Kashkarn have been built from these ruins.

Nowadays, it is simply a nest of Barbarous, and adventurers are often seen in the area on various missions from the Adventurer's Guild. Some see the city as infested with Barbarous to exterminate, while others are simply trying to excavate the ruins and see what's been buried by time.

Town of Mist

This ruined city, north of Kashkarn, dates back to the Al Menas period, but is now home to a large number of Barbarous. It gets its name from the combination of the fog in the area blocking off easy travel to the town, as well as its hazy appearance off in the distance.

It is said that there was a large number of people living here before the Barbarous, and that only a few descendants of the original inhabitants remain, used as slaves among the Barbarous. These slaves, estimated to be around 10,000 people, have been the target of a number of operations into the city in attempts to free them and evacuate from the city.

Often, undercover adventurers offer their aid in attempts to gather any sort of intel, but of the few who do end up returning, oftentimes they have very little usable information. There is a rumor that contact with an underground resistance movement has been made, but this cannot be confirmed one way or another, due to confidentiality.

Dragon Spear Mountains

A long mountain range, it is said to be the backbone of the Razeldawn continent. Hidden in a corner of the mountain range is said to be Val Clair Castle, seat of a Barbarous kingdom ruled over by a powerful drake.

Val Clair Castle

Located in the northwest region of the Dragon Spear Mountains, Val Clair Castle was once a beautiful castle, constructed using the best methods available during the Al Menas period. After falling to the Barbarous, however, it was turned into a dreadful fortress, inspiring fear into all those who would look upon it.

It is said that over 100,000 Barbarous have gathered under the drake ruling from Val Clair Castle, and it is quite possible that this army has gathered to fight back against the humanoid races. Even strong Barbarous, like trolls and basilisks, have been seen falling in like under the incredible charisma that the ruling drake has. We know of this thanks to the great wizard Rigon, who was sent by the Lukythra Empire to gather data. However, as of late Rigon has gone silent, and it is quite possible he has been found and killed.

Scorching Desert

A vast desert, spreading across much of western Razeldawn, this desolate waste is a harsh environment, with a few civilized races scattered across the vastness. However, it is also a prime area for both androscorpions and basilisks to inhabit, making the desert a very dangerous place to live.

Bloody Mountains

This mountain range in the northeast of the Agia region gets its name from the bare, red rocks that seem to weep a thick, reddish liquid. Originally a flourishing dwarven mining settlement, there were a number of human fortresses and trading towns all along the range. Once the Great Catastrophe hit, however, there has not been a friendly soul to be seen.

Some say the rocks were dyed red from the combined bloodshed of both the dwarves and the Barbarous, as neither would back down from a fight. However, as the Barbarous eventually won out, they took over the caves and fortresses, and have used the area to stave off a number of attempts to take the region back.

Lake Chess

Four lakes surround the Town of Mist, and the largest, Lake Chess, is the source of much of the mist and fog that protects it from invaders. Additionally, the waters of the lake itself are home to a multitude of aquatic Barbarous, such as the scyllas and lizardmen. Between the fog and the Barbarous threat, many adventurers who think themselves strong enough to take on the Barbarous find themselves lost and dying.

Even General Otfield Yates, the hero of Durlesburg, was hindered by the lakes and fog, losing a number of soldiers to the dangerous waters. It is said that those who lost their lives in the area have become restless ghosts, some looking to save the living from sharing their fate, while others seek to draw more adventurers into the water forever.

Celebrities of the Zalts Region

In this section are short descriptions of famous NPCs in the Zalts Region. It is up to the GM to make use of these NPCs as they see fit, whether as clients and sponsors for adventuring jobs, rivals searching the same deserted ruins for treasure, or adversaries willing to take out competition. Feel free to change any aspect of the following NPCs, such as their age or personality, as the scenario needs.

Illust. Anji Majima

"The Ambitious Emperor" Julius Krause, Emperor Lukythra (Human/Male/28 yrs.)

"Ambition? Hahaha. Big or small, everyone has it, right?"
A young emperor who governs over the Lukythra Empire. Polite and gentle, Julius is very ambitious and secretive. He is actively seeking out relics from lost civilization in order to increase his power base. Specifically, he is constantly on the hunt for magicores in order to build a fleet of airships.

It is said that when his predecessor fell ill, his brother-in-law who was set to take the throne next had a terrible accident and perished. Officially, it is all just a coincidence, yet most people believe otherwise. The truth remains a mystery, though.

Illust. Hariyuki Morisawa

"Former Swordsman" Luther Ellerden (Human/Male/50 yrs.)

"Oh, a newcomer! I've got the job for you."
The owner of the adventurer's store, "Blue Thunder Swords". Luther is an ex-adventurer, and the tale of how he beat a basilisk in sword combat is legendary. Known to help newcomers out, he takes time to make sure new adventuring parties are well equipped to take on the job they've accepted.

While his store is often full of veteran adventurers, each with their own bit of advice, one particular elven ranger, "Mayael of the Leaves" is a frequent visitor. She often has decent information about the nearby ruins, even though some of her stories might be exaggerated somewhat.

Illust. Hariyuki Morisawa

"The Great Artificer" Drucken Gardel (Dwarf/Male/52 yrs.)

"Understanding this device will advance our recovery efforts by 30 years!"
Drucken Gardel, the head of the Institute of Magitechnology in the Imperial Capital, Lukythra. Passionate about finding old relics and technology from the Al Menas period, it's said he gets a little crazy when presented with new findings.

Over the years, Drucken has met and worked with many different adventurers in the hopes of finding new and exciting magitech. While somewhat quiet and stoic, when excited he becomes almost childlike in his outbursts. Basically, he's a good person, but he does tend to get carried away and is almost mischievous when asking adventurers to try out new technology...

Illust. Rina Usui

"Princess General" Magdalena Yates (Human/Female/19 yrs.)

"Even if you replace me, there will be those who will take up my cause."
Daughter of the great Durlesburg General, Otfried Yates. A proud warrior known for standing with the Barbarous, she is a powerful knight-priest of Zaiya as well. She is a bit of an optimist, looking to see if there is a way to live peacefully with the Barbarous.

Of course, there are whose who are looking to discredit the princess, as well as having to deal with Barbarous attacks. However, she feels as there's no turning back at this point, and is also smart enough to hire adventurers to aid in her plans while actively conducting research herself. As the daughter of General Yates, she does stand in line to inherit some political power, so there have been mumblings about an arranged marriage with Emperor Lukythra.

Illust. Rina Usui

"The Knight of Steel" Howl Barkman (Human/Male/25 yrs.)

"Another Barbarous attack? Don't let the princess know. I'll handle it."
Known as Magdalena's Right Arm, Howl is the current general of the Kashkarn garrison. Constantly at the forefront of battle, wishing to help Lady Magdalena, he is currently helping to guard Barbarous and manage adventurers as head of the garrison.

Often seen as stern, serious and inflexible, Howl is actually very enthusiastic about his job. However, due to poor sleeping habits he always has a bit of a scowl on his face, leading people to believe he's a lot harsher than he really is.

Illust. Mikako Mikaki

"Twin Princesses" Kokul and Rafensa (Human/Female/14 yrs.)

"Will you ever become a queen?" "If I must, but not now."
Twin princesses who effectively rule the Fendil Kingdom, they took over when their father, the last King of Fendil, took ill and died over a year ago. The eldest child was Kokul, though she refused to take the throne unless her twin sister Rafensa could co-rule with her as well.

While very unusual, they have been able to govern Fendil fairly effectively as a pair, and even those who were opposed to the idea have come around and recognized the political ability the pair has. Their powerful magical abilities and pretty appearance has also managed to make them quite popular among their people.

Illust. Ryu-i-so

"The Painted Merchant" Dan Shirow (Lildraken/Male/73 yrs.)

"The most important thing you can have is trust. Not like you can buy money anyway."
Based in the port of Rocyletta, Dan has made a fortune off of trade with various foreign countries, though now he finds himself stuck in the Zalts region without a ship. He has made himself known through buying various relics and antiques for high prices, so there is a reputation that he may pay out big money for something worth his while.

Some of his dealings have even attracted royal attention, and some very powerful aristocrats have been seen doing business with Dan. Just recently, he's acquired a medium-sized airship, and is beginning to go flying around Raxia in search of the best trades and deals. If he can get some passengers to pay up for the privilege of tagging along, all the better.

Illust. Hiroyuki Aigamo

"The Demented Assassination Machine" Gertrude (Runefolk/Female/Unknown)

"Steal this. Kill that. Do these, and 'that person' will be pleased."
Leader of Deathcrimson, the Thieves' Guild from the Marquis of Kudelia. Her red hair and eyes give her a bit of cold beauty, but her expression is unwavering, and her personality is ruthless. If she has any emotions, no one alive has seen her express any.

Her references to "that person" are vague at best, and while some think it refers to the Marquis of Kudelia himself, some believe she is referring to the previous guild owner who she'd murdered. Currently, though, it seems that Deathcrimson is moving farther west, towards the Imperial Capital. However, the Dark Night's Falcons operate out of the capital, and word on the street is they're not happy with newcomers in their turf.

Illust. Hariyuki Morisawa

"The King of Wanderers" Albert Duraland (Human/Male/27 yrs.)

"Surely I can find a place of my own... right?"
A well-known adventurer in the Zalts region, his wanderlust is legendary. It is said that Albert is on a quest, as though he were obsessed with something known only to him. While he has achieved a significant amount of fame over the years, there is something that still haunts him, something that he still searches for. Because of this, he has started towards the continent of Razeldawn, in search of the City of Mist.

Even though his adventures are legendary, the challenges he faces are incredibly demanding and dangerous, and other adventurers are more often put into peril just by being around Albert. This propensity towards incredible danger and lack of concern for his party has given him the nickname "The Reaper", though this moniker has not slowed Albert one bit.

Illust. Rina Usui

"The Happy Blue Child" Blue Lip Revett (Grassrunner/Male/Unknown)

"Since you met me, you can be happy too!"
A famous bard, he travels around the Zalts region seemingly without rest. Rumor has it that if you listen to his cheery, upbeat songs that you will experience wonder and good luck, and so adventurers will often flock to hear him sing before going off on an expedition.

It is said that he knows quite a bit about the Zalts region, and he is quite skilled as both a Bard and a Scout. Because of his knowledge, some scholars and historians have been trying to track him down in order to preserve some of the knowledge he claims to have.

Illust. Hariyuki Morisawa

"The God Chaser" Nono Vanillatte (Tabbit/Female/17 yrs.)

"Oh, you found a new god!? I must go see it!"
Based out of Lukythra, Nono is a Tabbit wizard of some renown in the Zalts region. Contrary to her cute appearance, she is familiar with most kinds of magic, from Truespeech to Magitech. However, her true calling is to find the truth of the relationship between Tabbits and the gods. In doing her research, it is possible to find Nono in any given temple, scribbling away in one of many different journals.

Recently, due to the fact there has been a young god discovered in the southern area of the continent, Nono has been looking to head south to add to her research. However, because of a fear of heights, she's not sure whether or not to fly down in an airship.

Illust. Rina Usui

"Captain of the Sky" Amelia Skyfish (Nightmare/Female/45 yrs.)

"Moutes? Ah, he was a good man. No, really."
A merchant from Luferia, Amelia has recent come across a magicore and managed to build herself a small airship. Although she hides her true nature as a nightmare and tries to live as a human, her confident aura and good looks are rather eye-catching to those around her.

Currently, she has a contract to work under the merchant Dan Shirow, and operates regular flights out of Rocyletta. Her prices are fair, as well, only charging 1,000 Gamels for a one way trip, up to 3 days out of Rocyletta.

Illust. Tai Nakajima

"Archbishop of the Lake" Batelden Erra (Elf/Male/321 yrs.)

"No way, 300 years? I never thought I'd take care of my friend this long."
The archbishop of the temple of Luferia, goddess of the Lake Kingdom of Luferia. While virtuous and strong in the ways of the church, he tends to keep services and rituals rather short, as his solemn, priestly tone of voice doesn't last very long. A survivor of the Great Catastrophe, it is not uncommon to see Batelden lead a group of priestly warriors to the frontlines to fight against the Barbarous.

A childhood friend of Luferia when she was alive, he rose to power in her church after her apotheosis, and it is said that the two of them still have long talks with one another. However, the recent influx of foreigners and merchants requires diplomatic work as well as priestly duties, and it's obvious by his appearance that the stress of dealing with it all is getting to Batelden.

"One-Eyed Falcon" Shawn Graham (Nightmare/Male/45 yrs.)

Leader of the Dark Night's Falcons, based out of the Imperial Capital Lukythra. With branches throughout the Empire, he can gather information with astounding speed and accuracy. While he's technically a criminal, he dislikes being a conspicuous target and acts like everyone else.

However, adversaries and traitors receive absolutely no mercy from Mr. Graham. He's a master of weapons and magic, and his power has led to the rumor that he's unable to be assassinated.

"Swordsman with the Broken Sword" Alfred III (Human/Male/66 yrs.)

The current Duke of Durlesburg, this thin, willowy old man is surprisingly lethargic, even for one of his age. It's said that his memories and thoughts are fading, and he has little interest in politics. Rumor has it that he can't even raise a sword to honor a new knight.

Because of his frailty and poor decision making, the aristocrats in Durlesburg have split, some staying on the more conservative side of things, while others are optimists and look to find the good in every situation. These two groups are trying to compete with one another in order to see who should rule over Durlesburg, but both sides remain about equal in power for the moment.

"The Cruel Sovereign" Cader Kudelia, Marquis (Human/Male/38 yrs.)

The current Marquis of Kudelia, Cader has been seen quite rarely outside of the castle in recent years. Those who claim to have seen him remark that is is unusually cruel and brutal as of late. While he claims to be ill in order to avoid meeting with Emperor Lukythra, some suspect he's planning to build an army and fight for independence from the Empire.

Sightings of Barbarous in and around the castle only help to bolster these rumors, as well as tales of servants going missing while working at the castle. There's also rumors of the Marquis becoming enthralled with magical study, and possibly attempting to raise an army of undead to do his bidding, but no one has returned from any investigation into such a rumor.

"Immortal Sequoia" Rasun El Charade (Human/Male/66 yrs.)

In Fendil, the Land of Flowers, the oldest noble family is the El Charades, and Rasun El Charade is the first of that line. A rare politician who excels not only in politics and diplomacy, but strategy and war as well, Rasun is a diehard protector of the kingdom of Fendil. While he's stepped aside to let others take command in his place in recent years, his grand presence and strong voice can often overwhelm his successors.

Loyal to the royal family, almost to a fault, Rasun is a valuable member of the court of Fendil due to his accumulated knowledge. Even if his opinion is one that differs from the Twin Princesses, they will still listen to him speak his piece and consider his words wisely.

"Charity" Shadornik Shuligan (Lildraken/Male/59 yrs.)

A former adventurer, this lildraken is the order of the store "Lonely Dragon", a popular adventurer's shop in Durlesburg. With his kobold manager Dolly, he takes care of everyone who comes in, regardless of race. This openness is what has caused him to earn the nickname, "Charity".

"Unreliable" James Kovar (Human/Male/44 yrs.)

One of the consuls appointed to rule over Kashkarn. Because he was appointed as a consul instead of sitting back in Durlesburg as an optimist, every day he complains about wanting to head back to his more comfortable home in Durlesburg. This complaining has worn on the people of Kashkarn, and he is not very popular among the people because of it.

"Moonlight Genius" Valentin Carnot (Human/Male/26 yrs.)

An artist living in Fendil, he is always on the lookout for avant-garde pieces and motifs, and has even hired adventurers on multiple occasions to help him with one project or another. Even something as simple as restocking his supply of paints has been turned into a job for novice adventurers. However, he does have a bad habit of trying to hit on any woman he sees, hoping his good looks will win them over.

The Three Incompetents of Rocyletta

This disgraceful nickname was given to the unfortunate trio of Adela Calvert (Human/Female/46 yrs.), Simon Bonnefois (Elf/Male/122 yrs.), and Jorgen Reigliff (Dwarf/Male/71 yrs.) by the people of Rocyletta.

The reason these three have earned this moniker in the eyes of the people is due to their awful management of the port city. As representatives of each of the major races in Rocyletta, the theory was that two of the three would override the other's dissenting opinion. However, as it turns out, Adela is constantly pushing for aggressive action (even when unnecessary), Jorgen stubbornly refuses to help with her in any way, shape or form, and Simon procrastinates, often giving a non-committal answer like, "I'll need more time to think."

Most of the time, the answer eventually ends up being "Let's hire some adventurers to figure it out", so the actual function of the Parliament remains shoddy at best. This is no secret to the general public in Rocyletta, and residents' complaints about the Parliament are increasing by the day.

"Alliance Chairman" Helmin Kartz (Human/Male/45 yrs.)

A native of Burlint, Helmin Kartz is the chairman of the Free Cities Alliance. A man with a strong, stubborn personality, he has been finding it harder and harder in recent years to maintain some semblance of balance between the Free Cities, and accusations that he's pro-Lukythraian diplomacy has not helped his position.

"Living Saint" Ishmael Church (Human/Male/63 yrs.)

A gentle soul who leads the church of Lyphos in Lukythra. He is called a "living saint" because of his quiet demeanor and peaceful soul, and he is willing to walk throughout the Zalts region in order to bring light and harmony to every devotee of the gods.

"Desecrator" Seth Susaro (Human/Male/32 yrs.)

An very intelligent conjurer living in Kashkarn, he has earned the despicable nickname "Desecrator" as he will attempt to animate and revive anything that has left behind a corpse. It is rumored he loves the undead, and has a small army of Revenants to do his vile bidding.

Celebrities in Northern Terastier

In this section are short descriptions of famous NPCs found throughout Northern Terastier. It is up to the GM to make use of these NPCs as they see fit, whether as clients and sponsors for adventuring jobs, rivals searching the same deserted ruins for treasure, or adversaries willing to take out competition. Feel free to change any aspect of the following NPCs, such as their age or personality, as the scenario needs.

Liezen Region

Illust. Hariyuki Morisawa

"The Dragon Knight King" King Bernard Falk (Human/Male/53 yrs.)

"Let's go, Grundart. There's Barbarous to hunt."
The King of the Duball Kingdom, Bernard Falk is a fair and honest man, with a strong temperament. As a ruler, he is a benevolent leader, and is respected and admired by those in the Duball Kingdom. He will do everything in his power to protect his kingdom against the attacks of the Barbarous, and when he calls upon the great dragon Grundart for combat, they make a truly ferocious team.

At the same time, King Falk has been the target of Barbarous assassins on a number of different occasions, and has died numerous times. His major flaw is he is an unrivaled lover of liquor and alcohol, and it is only when he is drunk that he is unaware of any assassin. However, King Falk continues to drink without hesitation, despite the fears and worries of his aides.

Illust. Hiroyuki Aigamo

"Dragon Marquis" Bastion Beirre (Human/Male/33 yrs.)

"For His Majesty and the people. That's why I became a Dragon Knight."
A young Dragon Knight with the rank of Marquis. Because of his status as a Dragon Knight, as well as his rank in the courts, it is rumored that Bastion will be the next in line to become King of Duball.

Having lost his parents at a young age, Bastion dotes fondly on his younger brother, Jean-Jacques. There are those who would say that this affection is his only weakness, though anyone who would say such things do so out of earshot of Bastion. Between his promising future, beauty, and currently being single, he has many followers among the lower courts, and will even earn grudges from others without his knowledge.

Illust. Mikako Mikaki

"Mother General" Fulmeri Bergament (Dwarf/Female/97 yrs.)

"Hey, speak up! What, did you drop the ball or something?"
The dwarf in charge of the soldiers at Dordea, Fulmeri looks like a young girl, and yet is nearly a century old. Nicknamed the "Mother General", she has six sons and three daughters, and is the head of a family of over 30 members, including her great-grandchildren.

Despite her childlike appearance, Fulmeri is a very harsh and intimidating general, and more than one headstrong dwarf has found himself shrinking away from her neverending tirade. In peacetime, she trains recruits, and anyone who thinks to be a troublemaker quickly finds themselves on the wrong end of a number of training exercises. At the same time, though, Fulmeri lost her husband due to the war against the Barbarous, and is constantly being followed by a number of suitors.

Illust. Rina Usui

"Fairy Princess" Sherio (Fairy/Female/?)

"I found some treasure over there. I can guide you, if you want..."
A fairy that resembles a beautiful elf. While her identity is unknown, it's possible Sherio may be a water fairy, as she will show up near water. Regardless whether she shows up in a city, or out in the countryside, she will invite people to follow her to a mysterious place.

Whether this is malicious or not is arguable, as some never return from such treks. Even those who do end up returning often have some of their memories removed, despite returning with treasures. Either way, Sherio's true purpose is completely unknown, though it is believed that it is just having fun. Some adventurers have heard the tales and look forward to finding her and going on an adventure, while others believe that she is a harbinger of evil that must be struck down.

Illust. Ryu-i-so

"Daemon Obsessed" Trato Pampani (Tabbit/Male/27 yrs.)

"If you're aware of the origins of daemons, you may know something about us tabbits as well..."
A tabbit researcher in the so-called Tabbit Autonomous Region in Miraboa, Trato is obsessed with daemons and their origin, and how that may relate to the origin of tabbits. His relentless thirst for knowledge has seen him hire a number of adventurers to delve into the Well of Wisdom, in hopes of finding that elusive bit of evidence that would prove his theories true. However, while he is obsessed with the research he is doing, many believe that Trato is just wasting his time, and there has been nothing found because there is no evidence to be found.

Although he is an excellent wizard in his own right, Trato dislikes fighting, and will insist to be a sagely scholar, nothing more. When trying to capture a daemon alive, however, he has no qualms about fighting fiercely, unleashing powerful magic in the hopes of disabling the target instead of killing it.

"Iron Man" Xavier Hoaguel (Human/Male/29 yrs.)

A warlord in the kingdom of Regalia, Xavier earned recognition fighting alongside King Falk of Duball. His nickname came from his unearthly stamina, as he was able to fight on for hours fully armed without stopping. While his large, rough appearance and heavy armaments make him appear to be a wild king of the wastes, Xavier is actually a brutally effective tactician, taking advantage of every opportunity he can to turn the tides against the Barbarous. He is also fairly proficient with magitech, and has no qualms with firing a gun at the enemy. A brilliant and pleasant man, he has earned the respect of both soldiers and civilians throughout the Liezen region.

"Queen of Jewels" Queen Belanger Castagniers (Human/Female/37 yrs.)

The current ruler of the Kingdom of Alphort, Queen Castagniers took the throne as a matter of hereditary succession. With youth and beauty that belie her age, she is more apt to be a Fairy Tamer than a ruler of a kingdom. Queen Castagniers does show enthusiasm when it comes to fashion and collecting jewelry, and some believe that she is funding her passion projects using national money. While she does have a husband, the Queen has become a patron for a number of young adventurers, and rumors have it that she has taken a lover on the side from among them.

"Magic King" Ixelles Jennebert (Human/Male/43 yrs.)

The current king of Miraboa, King Jennebert is a master of Truespeech, Spiritualism, and Magitech spells, giving him unparalleled magical might as a ruler and the right to nickname himself the "Magic King". Unfortunately, his overconfidence has led to crisis in the past, as he has been known to have a lack of awareness of the plight of his subjects. On the other hand, anyone looking to study magic has the backing of the state, and Miraboa is a major destination when it comes to learning a variety of different styles of magic. Occasionally, King Jennebert has given special lectures regarding the uses of magic, though due to the subject matter only a few dedicated magicians showed up to hear the king speak.

Dagnia Region

Illust. Ryu-i-so

"Battle Pope" Ismael Vizcaino (Human/Male/56 yrs.)

"To purify one's soul is to purify one's self. This is the way the gods have shown us."
The Pope of the Church of Lyphos, and leader of the Holy Kingdom of Sephilia. Pope Vizcaino is a radical exclusionist, and does not tolerate anyone who bears soulscars, whether Barbarous or otherwise. Sparing no expense, he has sent a number of soldiers to the islands in the Danos Sea in hopes of crushing the Barbarous who live there, but as of yet subjugation efforts have proved fruitless. While many still hold support for the Pope for taking strong actions against an obvious threat, there are those who look at the failed attacks on the Barbarous as a waste of manpower and resources, and think that the Pope is overstepping his authority.

Illust. Hariyuki Morisawa

"Pure White Knight" Ulrika Atstelberg (Human/Female/17 yrs.)

"How can you overlook someone in need?"
A Lyphosian warrior-priest, Ulrika is training in order to become a Paladin herself. As many of the populace would tell it, she is very pretty, smiles a lot, and will go out of her way to help someone in need, almost radiating an aura of safety and security around her. However, it is obvious that she still needs training, and this shortcoming does tend to cause more trouble than not.

Ulrika is also an active combatant against the Barbarous, but is hesitant to take the life of another, even if they are as evil as she is told. As of late, she is wondering about the state of the church and her future within the church. This internal debate is writ large all over her face as she goes out to help the less fortunate, her smile a little less bright as she questions her faith.

Illust. Hariyuki Morisawa

"Hunter of the Dead" Raul Alfonso (Nightmare/Male/31 yrs.)

"Tidan, let these poor souls find some rest..."
In order to overcome the stigma of being born a Nightmare, Raul took it upon himself to become an exorcist of Tidan, a symbol of fear among the devout. By using a variety of guns, advanced Divine spells, and martial prowess, he has become one of the premier exorcists in the church today. However, when dealing with the undead, Raul is dangerously aggressive and doesn't appear to fear death, his recklessness making even other exorcists fearful of his powers.

Illust. Mikako Mikaki

"Troublesome Doll" Marika No.3 (Runefolk/Female/22 yrs.)

"...Why was I born?"
Marika is one of many Runefolk produced for archaeological exploration, one of many meant to go delving into the Well of Wisdom. However, none of the Runefolk produced for this purpose have remained in sync with each other, and so Marika has been able to go out into the world and explore it on her own terms.

Though she appears to be a young woman, Marika is an accomplished Artificer, and has been fighting on the front lines against Barbarous for about 20 years. Her appearance only serves to confuse and distract would-be enemies from the power that she wields. However, due to her penchant for being in dangerous situations, Marika has noticed that she is not seen as an equal among adventurers, and is worried for what the future may bring on that front.

Illust. Rina Usui

"Beautiful Destroyer" Almiralda (Drake/Female/?)

"Burn it down! Destroy it all! Then we can make this world ours!"
The leader of the Barbarous in the Rudea Mountains. Almiralda is a powerful drake even among other drakes, and her ruthless and warlike personality have given her a reputation as one of the most dangerous Barbarous in northern Terastier. Holding a grudge against humans for killing her husband, she often gathers large armies of Barbarous in order to attack the civilized races, and is willing to make any sacrifice necessary in order to achieve her goals.

Illust. Mikako Mikaki

"Quiet Immortal" Volkreia (Nosferatu/Male/?)

"Why look for a fight? I'll give one to you if you wish, but I must say I'm tired of this..."
A Barbarous king with a castle on Kelkeira Island, Volkreia has been a threat to the Dagnia region since the Great Catastrophe. A vampire of Clan of Frau, he was a dangerous foe who led an army of the undead against civilization. However, as of late he has been rather disinterested in endless combats, and would like to live quietly alone. Rumor has it that Volkreia found a human girl and fell in love with her, only to watch her die in combat against the Barbarous he led.

Now, Volkreia only calls for attacks on the humans in retaliation for their assaults on his castle. Even then, he does not go out into combat himself anymore, but merely sends subordinates off to war.

"Dawn King" Valerio Silvestri (Human/Male/24 yrs.)

A fairly young king, Valerio took the throne of La Lumeia just recently due to his father, the previous king, dying in combat against the Barbarous. A devout believer in Tidan, the sun god, King Silvestri has a number of battle honors of his own, and has worked with Sephilia in attacking the Barbarous in Danos Sea.

However, he knows of the history of Sephilia and how they have relentlessly provoked the Barbarous for generations, how retaliatory attacks tend to disproportionately affect La Lumeia, and is not happy with having his whole kingdom and citizens be a shield for Sephilia to hide behind. As a result, there is a definite tension between King Silvestri and Pope Vizcaino, which can even be seen in formal communications, let alone if they were to meet face to face.

"Death Dealer" Emilio Pablo (Human/Male/39 yrs.)

One of the 11 councilors from the Republic of Barnad. He has been researching, developing and restoring old magitech weapons from the ruins of the old city of Barnad, and has been selling them in massive quantities. In particular, caravans full of various weapons have been making their way to the kingdom of Regalia as of late, with the number of exports increasing yearly. However, there are critics who claim that he's more worried about making money and putting business first, rather than dealing with the imminent threat of the Barbarous. There are also rumors that some of his weapons are being sold into Barbarous hands as well, but nothing can be proven at this point.

"Young Yggdrasil" Blumkvist (Yggdrasil Sapling/?/?)

A sapling of an Yggdrasil tree, hiding in the Forest of Unearthly Mist. It seems as though Blumkvist can see the entire forest clearly, and it is said that if something were to happen that would bring great harm to the forest, an old voice sounds out of nowhere in order to give warning. Legend has it that, during the time of the Great Catastrophe, it sought the aid of adventurers passing through in order to drive away the Barbarous who were attempting to destroy the forest. Since then, it has been relatively tolerant of the civilized races, assuming they give the forest the proper respect when traveling through.