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Gods of the Zalts Region

Ancient Gods

"God of Spirits", Asteria

An ancient goddess of nature, it is said that she gained her divinity by touching the First Sword, Lumiere. She preaches living in harmony with nature, and all that live within, rather than using nature as yet another resource to be mindlessly wasted.

Elves, too, hold Asteria in high reverence, as they believe she was the one who created not only the Elves, but all the nature faeries and spirits that inhabit Raxia. Some even believe that Asteria herself is an elf, though there isn't much more than word of mouth to confirm that.

Because of her carefree nature, Asteria has gotten a reputation as being a bit of a bohemian, and thus some artists and creators have put their faith in her as well. This has led to her becoming known as a patron of the arts, and even some Barbarous have followed her teachings because of the freedom that she is said to provide.

"Blazing Emperor", Grendal

The god of the cycle of destruction and rebirth, often symbolized through the power of fire. This is Grendal's domain, given to him directly from the First Sword, Lumiere. It is this cycle that has led many dwarves to his worship, and in fact Grendal is often considered the patron creator of the dwarves.

Grendal, much like the fire he represents, has a very aggressive nature, and is also the god of war and warriors. Many in the military at least pay mouth service to Grendal, if not devote themselves to his service in the hopes of winning. He is also paid tribute by those who work with fire on a regular basis, such as blacksmiths, bakers, potters, and other craftsmen.

Despite his domain being that of both destruction and recreation, there are Barbarous followers of Grendal who simply follow the destruction aspect, pushing all else aside. Dwarves especially dislike these Barbarous, and many dwarves have set out to settle these clashes in ideology.

Major Gods

"God of Drinking", Sacaros

The god of alcohol and drinking, as well as brewing alcohol, Sacaros is often depicted as a heavy-set, handsome man. He teaches that drinking, and drinking happily, makes friends rather than enemies, and that it is better to drink than to fight. In a roundabout manner, merchants have used this idea to promote communication and trade, and Sacaros has also gained followers as the god of business relationships and prosperity.

Of course, being the god of drinking and interaction, Sacaros also promotes relationships between men and women. However, he also has the reputation of being a god of confusion and corruption due to his drinking in excess, so there are those who don't wish to have any followers of his nearby. Even in adventuring camps, there are often many different followers of his, between merchants, prostitutes and brewers.

Minor Gods

"Fused God", Lills

A young god who controls love, and all that it entails. They are worshiped in the western part of Zalts, mainly in the Kingdom of Fendil.

Originally a pair of lovers, Lilku and Rilni, who who were left behind in a collapsed building during the Great Catastrophe. It is said that they gained their divinity by guidance from the Moon Goddess Sien, who was impressed by the two figures who did not give up and survived for 10 days under the fallen pillar.

Both of them were injured over a large part of their bodies, so they were fused to make up for each other and became gods. Therefore, they are a god that is often expressed as a figure with two heads, a man and a woman, or an androgynous figure.

They have many young followers, and weddings in their temple are becoming more and more common. However, there are few devout priests, and temples with their remains and relics are still more common as tourist sites than religious centers.

"God of Clothing", Nilda

A goddess of cloth and clothing, Nilda became a goddess during the period. However, she was never a major deity, only really followed by weavers and spinners in the Zalts region.

During the Great Catastrophe, however, it was said an old woman used various cloths and sewing techniques to create illusions to deceive and drive away many Barbarous from the battlefields. Rumor has it that this old woman was, in fact, the goddess Nilda, though no one can confirm this.

In modern times, Nilda has found a small resurgence of followers, mainly among those interested in beauty and fashion. Many urban merchants give thanks to Nilda, and this tradition has rubbed off on the many young women who frequent these shops in hopes of getting the newest fashions. These modern depictions show Nilda as a young woman, wrapped head to toe in a wide variety of colorful silks, veils, and other beautiful clothes.

Residents of Raxia

Carved into existence by swords, Raxia is home to many different races. The following section goes into detail about the sentient races, those who have intelligence, culture and power.

Humans

Said to be the first race of Raxia, humans are still one of the most common races to be found.

Although their abilities are quite average, there are some differences in human looks, depending upon where they hail from. For example, those from the northern part of the Terastieran continent are stocky and darker skinned, often with hair to match. However, those from the southern end of the continent are tall, thin, and pale. Blonde hair and blue or green eyes are fairly common among these people.

Often, human settlements are large, walled settlements with fortified walls. Many of these are recent constructions, having rebuilt over the ruins of the Great Catastrophe. Commonly, while many follow the Gods of Light as a whole, there are quite a few followers of the Creator Lyphos, Tidan the Sun God, and The Knight God Zaiya.

Elves

A race born in ancient times by the goddess Asteria, elves lack the numbers of humans, but are still one of the more common races in Raxia. While many still follow the teachings of Asteria, there are also some who are followers of the Sun God, Tidan, as well as the God of Wisdom, Kilhia.

Compared to humans, elves are tall and willowy, averaging about 180 cm for males and 170 cm for females. Typical hair colors range from blonde to silver to browns, while only those elves who live near the seas really have any sort of color to their normally pale skin.

While some elves will tolerate and live in human settlements, the majority of elves will build wooden houses along rivers and on lakesides, preferring to live in harmony with nature. Some even go so far as to blend in with the trees entirely, showing no outward signs of an elven settlement. Occasionally, there are sightings of villages set up on islets in the middle of lakes, and often there will be sections of buildings that are entirely underwater.

As mentioned, there are also some elves who prefer the salty air of the seas, and will build settlements near the open water. These settlements are often attacked by Gilmen, leading to sour relationships between the two races. Seafaring elves are typically known for their darker skin (compared to a normal elf), as well as their penchant for fighting and getting into combat.

Elves also enjoy the benefit of a long life, topping out around 500 years or so, and this long life allows them to be rather creative. Many great works of art and music have been elven in origin, and while the stereotype of the aloof elven artist is a popular one, it is also not too far off from the truth. Many elves are able to spend a significant amount of time and effort learning various skills, whether crafting and painting, or swordplay and sorcery.

Dwarves

A race born in ancient times, given protection by the Blazing Emperor Grendal, Dwarves are stout, stocky humanoids built for heavy-duty work. While the majority of dwarves follow Grendel, there are some who are followers of the Knight God Zaiya as well, with some even paying homage to both deities.

Compared to humans, dwarves are a bit shorter (around 150 cm for men, and 140 cm for women), but are much more muscular for their frame, giving them incredible toughness. Dwarves also have much darker skin, often ruddy shades of reds and browns, though their hair color can be wild colors, from red, to silver, and even greens and pinks are occasionally seen.

A dour folk, dwarves find joy in training, whether it be crafting, mining, or fighting. Dwarves also live rather frugally, preferring a fairly minimalist lifestyle, and aren't afraid to move to new locations if they feel they can train themselves better in the newer place.

A typical dwarven settlement is often in a mountainous region, with underground cities carved from previously abandoned mines. However, these settlements are mostly craftsmen and merchants, with the majority of dwarves becoming mercenaries or weapon merchants and traveling around the countryside. Dwarven mercenaries are especially well known, as they are reputed to keep their contract regardless of harsh environments. Dwarves also have talent with magical abilities as well, typically leaning towards artifice and divine magic more than any of the others.

Because of this hard-traveling nature, it's common to see dwarves in human settlements, often having their own blacksmiths. Another popular occupation for dwarves, surprisingly, if that of a chef, and many an exciting dwarven dish has gotten the attention of the masses. In fact, these dishes have gotten them a rivalry with the kobold chefs who've adapted to human culture, as the kobolds use a variety of elaborate sauces in their cuisine.

Generally, dwarves are punctual to a fault, and often a touch greedy as well. On the other hand, they are also seen as stubborn and unshakable, to the point of being awkward. In fact, given their penchant for timeliness, dwarves often run into issues when dealing with the lackadaisical nature of elves.

Tabbits

A race whose origins are unknown, tabbits claim to be "the reincarnation of a cursed god who fell in battle during the War of the Gods". Whether there is any truth to that claim remains a mystery.

While the tabbit population isn't incredibly high, they are nevertheless a common sight in human settlements, especially if there is a library to be pored through. While an average tabbit is around 1 m tall, their ears will typically add another 20 cm, and the rhythmic back-and-forth sway and odd gait is what often catches people's attentions. A tabbit is covered head to toe in fur, ranging in color from white to brown to black. While omnivorous, tabbits prefer vegetable-heavy dishes over meat, and will often have a favorite spot to eat while engrossed in research.

Tabbits do not tend to have their own settlements, but will stay in and around areas with universities and magical guilds for quite some time. However, when they're done with their research, a tabbit rarely hesitates to move on to the next library.

Tabbit children are kept around until they're old enough to be self-sufficient (usually until they're 5-6 years old), and will either venture out on their own, or assist their parents with their research. Even though tabbits tend to have a high intelligence and a lot of book knowledge, they do still have some selfish, childish tendencies that will stick with them throughout their lives.

Despite their incredible aptitude for most magic, tabbits cannot "hear the voices of the gods speaking to them", and thus do not have access to divine magic at all. In fact, the few tabbits who have looked to the divine see this as a punishment for being "descendants of the cursed god". There are those, even among the tabbits themselves, that will disagree with this line of thought.

Well aware of their shortcomings, tabbits will often stick around humans and dwarves for protection.

Runefolk

Created during the Al Menas period, these androids were far more prevalent in Raxia than they are now. Bearing the brunt of combat against the Barbarous during the Great Catastrophe, runefolk numbers are but a fraction of what they once were.

As runefolk are born from generators, what few settlements they do have of their own are always centered around one. Very rarely, there may be a generator in a human settlement, allowing humans to co-manage runefolk production. Once "born", they will shortly set out from their hometown to find someone to serve alongside. Once treated as being socially below humans during the Al Menas, runefolk have risen and are seen as equals who are willing to fight against the Barbarous.

Being a man-made race, runefolk are unable to hear the divine or see any of the natural faeries. Because of this, it is often said that runefolk do not have a soul. Most runefolk will not answer either way, nor do many of them care, though there are a couple who've taken up philosophy and are looking into the phenomenon.

In the past, runefolk were wholly subservient to the humans who created them and controlled the generators. However, since the Great Catastrophe, many of them have begun to develop independence and a sense of self-esteem, and are more willing to do their own thing. Whether this is due to the generators slowly failing, a lack of coordination between runefolk as a race, or some other reason is as yet unknown. However, this need for independence does have downsides, as some runefolk have been seen in the services of the Barbarous as of late.

Once a runefolk has decided someone is their master, they will serve that person with unwavering loyalty. While many are often quiet, or speak rarely to others, that is not always the case, and there are many different types of runefolk out in the world.

Nightmares

Said to be born when a child receives a soul scarred and impure, nightmares are often confused for Barbarous, and are often driven away by other races. Their numbers are extremely small, and as a race they are rarely seen in Raxia. However, it is believed that they are so rarely found because they are abandoned shortly after birth. Also, because they can seriously injure, if not kill, their mother in childbirth due to their horns, rural communities with less access to healing treatments and magics will be more likely to abandon nightmare children after birth.

However, nightmares born from lildraken are more common than any other, due to the fact that lildraken are born from eggs, and not live birth. In this case, the nightmare horns work exceedingly well to crack the egg from inside, and they are far less likely to be abandoned as there is no chance to harm the mother. Such lildraken nightmares are often seen as being a little strange, but are otherwise welcome in lildraken communities.

Regardless of their parentage, nightmares will all look the same. Slightly taller than a human, they stand about equal with elves, though their skin, hair and eyes are all fairly pale and will often lack pigment entirely. Despite this, they are still slim, lithe humanoids ready to spring at a moment's notice.

Because of their small population, nightmares don't really have settlements of their own, and are often on the outskirts of any settlement that is willing to take them in in the first place. As such, there isn;t really a "nightmare culture", as they will pick up on the cultural norms and mores of their environment.

There are many nightmares who live up to the corrupted nature of their birth, but there are just as many who seek faith, and through that their own salvation. They also have incredible magical aptitude, and because of their talents many nightmares will find not only success, but wealth and fame (or infamy) in the meritocracy that is the adventuring world.

Shadows

Mainly seen on the continent of Razeldawn, shadows are easily distinguished by their pale grey skin and three eyes. Lithe and willowy, their slim frame belies an incredible physical prowess.

Standing slightly taller than humans, male shadows average around 180 cm, while female shadows only 160 cm. Their cheery disposition during peacetime hides the precision killing machine that shows itself during times of war. Rarely seen for much of Raxia's existence, shadows began to show up in numbers to fight against the Barbarous during the Great Catastrophe.

A mercenary race, a shadow is well known and respected amongst warriors due to their righteous fury, their unwillingness to renege on a promise, and their pride in their skills and abilities. They are also highly resistant to magic, and combined with their night vision many believe they have been blessed by the Moon Goddess Sien. These abilities also give them nearly unmatched potential as a spy, or even as an assassin if necessary.

Because of their innate magic resistance, however, very few shadows take the time to learn any sort of magic. The few that do manage earn a significant amount of respect among their peers, and are incredibly dangerous opponents, not to be trifled with.

Lildraken

Although dragons existed as forces of nature long before even the human race, their arms were not designed to hold a sword, and thus could not grab hold of any of the Swords of Creation. However, as humans spread throughout Raxia, being a tool-using race, they were able to wield the Swords of Creation, and create different tools and cultures. Eventually, one of the humans found the dragons, and uplifted them using the power of Lumiere into the race they are now.

While small compared to dragons, lildraken will stand at least 2 m tall, if not taller due to their large tail and long wings. There is little that is obviously different between the genders, and other races will often confuse men for women and vice versa. Their whole body is covered in fine scales, often cool colors such as blues and greens with purples and reds being much rarer. Some even have scales fine enough to look akin to hair, or even a mane.

Lildraken have had their own nation since time immemorial, and have interacted and traded with many of the ancient civilizations with records dating back to the Durandal period. Led by their smartest and wisest kings, they travel around the world, keeping trade as one of their highest priorities.

Contrary to their harsh exterior, lildraken are a happy, cheerful folk, welcoming of most other races and cultures. Many lildraken cities and towns have buildings developed and constructed by humans and dwarves, decorated with textiles from elves and others. Lildraken cuisine is entirely carnivorous, with some dishes even serving raw meat, but they can consume dishes from other cultures without issue. Drinking is also enjoyed by many lildraken, though they will become incredibly drowsy after only a few drinks.

Because of their physique, lildraken are often asked to become enforcers and guards, and are quite often seen as members of traveling caravans. Paying homage to the Creator God, Lyphos, the God of Wanderers Lu Lode, and the God of Drinking Sacaros, lildraken are quite religious, and will often give thanks to those gods they see as major parts of their culture.

Unlike most races, lildraken are born from eggs, not through live birth. A lildraken typically lays one egg at a time, and will lay several over the course of their life. Specialized hatcheries will keep these eggs warm, and while there is little emotion shared from parent to child, those lildraken that are born around the same time treat each other as close siblings regardless of their actual relations to one another.

Grassrunners

A race that has recently started to be seen around Raxia, the origins of the grassrunners is incredibly mysterious, with no records of any showing up throughout Raxia's history. Really, they've only started to be noticed here and there due to their natural wanderlust.

A short race, grassrunners only stand around 1 m tall, and are very often confused for human children. However, the pointed ears sticking out from underneath the usually dark hair are a dead giveaway of a grassrunner. Grassrunners are incredibly cheery and optimistic as well, even though they do have a bad reputation for "accidentally" taking items without permission.

Constantly wandering, grassrunners do not have any sort of settlements of their own, and will often wander due to strong instincts to stay on the move, really only stopping for any significant period of time to have and raise children. Any sort of history of the race is lost to time, as grassrunners don't keep any sort of memoir or journal. Despite this lack of past experiences to draw from, grassrunners are almost completely unfazed, and will live life to the fullest regardless of what happened in the past.

A peculiar quirk of grassrunners is their difficulty in collecting and using mana. There are very few spellcasters among the grassrunners, though this quirk does allow them to have a significant resilience against any sort of magical effects.

Grassrunners are also often seen around ancient ruins and have been seen to talk to some monsters that live underground. Some scholars are looking into these coincidences, seeing if there is any sort of causal relationship between the two, but nothing has been confirmed one way or another.

Newmen

During the Durandal period, research was conducted in an attempt to make a superior human, one that could evolve beyond the limits of humanity. As a result, the Newman race was created. Similar in height to a human, a newman has massively increased intelligence, incredible magical aptitude, and an almost flawless appearance.

However... the experiment was a failure. While newmans did have increased intelligence and magical potential, this came at the cost of of poor health, and a horrifically shortened lifespan when compared to a human.

At the same time, when the Durandal period came to an end, the history of the newman experiment, as well as the newman race, were thought lost forever. In fact, it was assumed that newmans were extinct after the fall of the Durandal. Ironically, though, it was the earth shifting due to the Great Catastrophe that unearthed and awoke the few newmans that were laying dormant underground. Originally believed to number less than 1,000, newmans are still a rare sight in Raxia after 300 years.

Generally thin and delicate-looking, a newman has snow-white hair and skin, while their eyes are either a pale blue or red. There is also a magical crest somewhere on their body, often on the forehead, chest, or back of a hand, and this crest expands and glows when the newman is casting a spell of some kind. Often seen as sullen and withdrawn into their research, some newmans still follow the tough life of an adventurer. While some do so in search of truth or wealth, others seem to have a mission from a previous life they're trying to fulfill.

Often compared to runefolk due to their mutual man-made nature, newmans are still humans at their core, even if they are magically enhanced, and thus still have a soul. This realization has led some newmans to follow the path of the divine, giving service to the God of Wisdom, Kilhia, and the God of Wanderers, Lu Lode.

A common trait among newmans is the ability to see into past lives through flashbacks, invoking feelings of déjà vu. A newman's soul will often hold on to memories and experiences of past lives, and while the phenomenon is unreliable at best, the experiences and sensations of these past lives can be brought forth in unexpected flashes of insight.

There is also a rumor that a newman had left such a strong memory of themselves that multiple newmans inherited their soul, and a secret society was formed to bring this being back as the perfect ruler of the world. Supposedly, they aim to restore the magical might of the older civilizations and rule over the vast kingdoms as one. However, there is no proof of such rumors, and those who believe this rumor are seen as foolish at best.

Youma

Kobolds, goblins and boggarts; these low-level Barbarous are collectively referred to as Youma (pronounced yuu-ma), an ancient word from a forgotten language whose exact meaning has been lost to time. Scholars believe that, given their common characteristics, this word meant something along the lines of "numerous" or "swarming". Almost as if they were keeping true to that translation, their numbers are impressively high for common Barbarous. Personality-wise, the youma are rather militant and brutal, capable of being trained in the use of spells and steel, but also lacking in intelligence, and will often flee when outnumbered.

Left to their own devices, youma are often seen as unruly mobs, unregulated and rowdy, but pose little threat to strong adventurers. However, under the rule of a powerful leader, these mobs become incredibly dangerous. Because they flock to strong leaders, drakes and basilisks are often at the head of a mob of youma.

While they are fairly low power, there are occasionally some unique individuals that will rise to prominence as a dangerous leader. Especially common among boggarts, these stronger individuals pose a threat even to seasoned adventurers on their own, let alone with the mob that naturally gravitates towards their power.

Many youma are short-lived, often treated as adults at the age of 5 years and left to their own devices. Few will live longer than 30 years, and many will die in combat during their youth.

Trolls

One of the most physically striking races among the Barbarous, the trolls are incredibly powerful and skilled fighters, always willing to get into a fight. However, even they are not cruel, and dislike insane slaughter for the sake of it.

Trolls do abide by the basic social structures of the Barbarous, in that the strong rule over the weak. Because they are incredibly strong, though, they don't often feel the desire to go out and flaunt it among the weaker races. Rather, a troll is far more likely to be active and engage in combat if they find an opponent they feel is strong enough to test their mettle. In fact, a troll would rather die in combat against a powerful foe than grow old while lording over weaker races.

Most trolls are enthusiastic followers of Dalkhrem, and are always looking for the next strongest opponent to test themselves. There is also an ancient alliance with the various drakes of the Barbarous, and if asked a troll will go to their aid.

Unless cut down in combat before their prime, a troll will hit their physical peak around 200 years old, and have been known to live for around 300 years.

Drakes

Among the Barbarous, drakes are known to be particularly powerful, cunning and dangerous enemies. Their strong charisma is matched by their sheer power, often with an army to back them up regardless of their desires. Drakes have a strong ambition to rule the world, and are often conspiring against the humanoid realms.

Astonishingly intelligent, drakes often exude a sense of calm fury, as though they were a snake poised to strike at any moment. Extremely long-lived, often 1,000 years or more, a drake will only become stronger and wiser as they age. There have been stories of young drakes collaborating with adventurers for mutual benefit, often resulting in tales of incredible wealth being heaped upon the adventuring party.

Many drakes were killed during the Great Catastrophe, as they attempted to take over the world. Those that remain are sharpening their fangs, patiently awaiting the next chance to make their move. While drakes are proud and will not often work with one another, rumors of a "king of drakes" that can bring them all to heel persist even now, and the mere thought of such a being is enough to worry about the future of Raxia.

Basilisks

Another powerful Barbarous, and the perfect companion to the drakes, are the basilisks. Hidden in their eyes is the power of petrification, while their blood is poisonous to most living creatures, and their attitude is brutal, warlike and cunning. Long-lived, a basilisk can terrorize an area for 500 years and more.

Unlike drakes, basilisks have little ambition to rule, though they do take particular delight in invasions, slaughters, and looting. They rarely take part in such matters themselves, though, often directing their underlings to do so in their name.

Seeing themselves as a sort of "aristocrat of the Barbarous", basilisks will collect treasure, often statues and other works of art, and will often have other weaker Barbarous to do their bidding. They see those underneath them as not mattering, and will often underestimate adventurers seeking them out.

While nearly equal in power, basilisks and drakes often disagree with each other. Basilisks see drakes as threats to their seat of power and control of their armies, while drakes simply see basilisks as foolish and sloppy, not willing to put in the effort of ruling. These differences are enough to make a drake-basilisk alliance incredibly rare, though if such an alliance could form it would be one of the largest threats in recent memory.

As with the drakes, basilisks have the ability to transform into a more monstrous form. However, basilisks become less intelligent and almost feral when transformed, unlike drakes who retain their intelligence. This has led to a theory that basilisks were, in fact, magical beasts that somehow gained the ability to shapeshift into a form fit for the Barbarous,

Nosferatu

The most mysterious of the Barbarous, nosferatu are immortal monsters with powerful regeneration and other unique skills, making them enemies more dangerous than even drakes or basilisks.

However, these incredible powers come at a cost, and there are a few fatal weaknesses of the nosferatu, the most well known of which is the constant need to drink the blood of others. This has led to the nosferatu earning the moniker "vampire". Other weaknesses include the sun's rays, which limits a nosferatu's activity to the nighttime.

Slim to the point of being nearly paper-thin, a nosferatu is often created when one's soul is scarred nearly to the limit, leaving it as an Undead. Unable to have a child through reproductive methods, nosferatu will create their own families using what they call a "Blood Kiss".

While not actively involved with the other Barbarous, some nosferatu did join in the carnage and revelry of the Great Catastrophe. While many otherBarbarous hate the undead, nosferatu have no issue working alongside them, and may even lead an army of the undead.

Believing that beautiful people of an opposite sex are the best prey, nosferatu will often hide in the shadows of abandoned buildings, though their hubris may lead them to hiding in plain sight in the middle of major cities. They also hate the various Swords of Protection, due to their scarred souls, and will often try and manipulate others to destroy them.

Half-breeds

Only humans are able to have children with different races (most commonly, elves and dwarves). Some scholars consider this to be evidence of the derivation of races such as elves and dwarves from humans.

A newborn child will have the same appearance and abilities as either of the parents (if a human and an elf have children, they will be born human or elf). Nightmares can arise from time to time as well, but will still follow the same rules (i.e. if the elf in the previous example was an elf-born nightmare, the children could still only be either human or elf, with normal chances for nightmares). The only exception is lildraken-born nightmares, as they cannot have children with other races.

Very rarely, two humans can give birth to an elf or dwarf, though this can only happen if both parents have had mixed blood sometime in the past. Again, nightmares can occur as per the usual chances.

It should be noted that, though very rare, it is possible for humans or nightmares to have children with Barbarous. Minotaurs, among others, are said to be the result of such crossbreeding, though nothing has been confirmed.

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.

Odd 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.

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 humanoids 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 humanoids 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.