– A –
1. Abandoned Holite Mine
An abandoned mine on the outskirts of Arnotun. It was previously a rich source of magical holite, but intense activity quickly depleted the mine, leaving only scattered shards. However, these small shards still possess some magical power and draw adventurer and monster alike to the mine.
* * *
2. Adventurer
Those that choose to live by working quests through the Adventurer’s Guild. Relying solely on their own strength, these individuals work quests of exploration, extermination, delivery, and others to earn wealth. All that is required is to register at an Adventurer’s Guild. Because of the low requirements for entry, the number of adventurers with hidden pasts and secrets is quite high.
* * *
3. Adventurer’s Guild
Adventurers must first register with their nearest Adventurer’s Guild before beginning activities. Thanks to the speedy communication and organization of the Adventurer’s Guilds, adventurers are able to accept and cancel quests at any guild.
* * *
4. Ahab
City ruins covered in snow. Once served to protect both Arnotun and the rich holite mine. A prefect of the city, Ahab, tried to seize control of the mine for herself and use the power of the holite to become ruler of the world. However, the High Priest of Arnotun, angered at Ahab’s arrogance, unleashed a virulent plague throughout the city. The city was given the name of the prefect in order to serve as a reminder of the disastrous results of her hubris. All that remains of the once proud city are some nondescript ruins.
* * *
5. Ancient
Capital of the Dyneskal Empire. Was once the holy city of the Holy Kingdom of Alrescha. While eighty percent of the population is human, due to the presence of many guilds and their balorers, other races hold some clout in the city. With Emperor Balor’s proclamation of an end to the class system, non-human races have been slowly gaining influence in the city. The symbols of Dyneskal’s military might, the palace and the army headquarters, stand at the center of Ancient. Their towering presence looms over the city, creating a grim atmosphere.
* * *
6. Ancient Battlefield
The ancient ruins of a city-state, located west of Rostorl. This area is said to be the basis of ancient, mythical murals and paintings. Now, only vegetation and nests of beasts call the abandoned castle and its environs home.
* * *
7. Ancient Castle
An imposing fortress standing at the center of Ancient. The largest and tallest structure in the city, it is a fitting homage to the Empire’s power and strength. Boasting a garrison of impressive size, the soldiers stationed in the castle are under a state of perpetual vigilance. A protective arcane seal maintained by Chancellor Zofor protects the entire structure.
* * *
8. Aquirus
Located in the west of Vyashion, a city-state built upon the so-called „Footsteps of Gulazion“ in the middle of a lake. Founded by Naye, a shrine maiden of the Water God. In accordance with the tenets of the Water God, she declared Aquirus to be eternally neutral. Water spirits known as „mizuchi“ dwell within the lake and protect Aquirus. Aquirus was once the target of an invasion from neighboring Dyneskal. The then shrine maiden, Lufaye, along with many brave mercenary defenders, sacrificed much in defending the city.
* * *
9. Arcane Seals and Barriers
The „Dark Arcane Seal“ is a magical barrier developed long ago. It protects with some mysterious power, allowing nothing to pass through it. In resonance with the Dark Astral Plane, it is thought that there are some souls that are able to disable it. The „Dragon King’s Seal“ serves to mislead those who trespass on Dragon King Isle. It is said that the Dragon King sleeps in safety behind the seal. A „Magic Barrier“ is a barrier set up by a powerful monster. Powered by some mysterious force, it prevents passage into the areas it protects.
* * *
10. Arnotun
A city-state located in the nothwest of Vyashion. Surrounded by dangerous mountains, the city is well adapted for survival and defense. It is one of the last surviving outposts of the ancient Holy Kingdom of Alrescha. A holy place for those worshiping the God Nothune, it receives many pilgrims and priests as visitors. While a thriving community, most of the residents are priests and soldiers focused on defense of the area, resulting in abundance of males. Nearby is a rich holite mine with an evil dragon rumored to be sealed at its core. The High Priest of the temple here is the most revered of the faith.
– B –
11. Boldans
The biggest and strongest race. They are trained in the ways of the warrior since childhood. Compared to other races, their development is extremely fast. From seven years of age, they are expected to be self-sufficient and to participate in battle. With their powerful physiques, it is not uncommon for boldans to find work in ports. These are referred to as the „Sea Boldans“. Due to their rigorous discipline, they are very taciturn, thinking things over carefully before speaking. Many people mistake this as unintelligence.
– C –
12. Cave of Phantoms
A large cave located somewhere in the Seaspray Islands in the western seas. According to legend, the cave is connected to the Astral Plane and a great phantom dragon makes its lair here. Many have set out for here in order to encounter the dragon, never to return. It is a place of much interest as well as fear.
* * *
13. Cave of White Sands
A large cave located in the wastelands south of Liberdam. Its name stems from the white sands that spill through the gaps in the ceiling of the cave. There have been many adventurers caught in the pits of quicksand scattered about and made meals of by the creatures dwelling within. For some reason, the numbers of beasts have been increasing, leading to a decrease in the number of people visiting the cave. Bandits have used this opportunity to set up hideouts from which to base their operations.
* * *
14. Charity Springs Forest
A rich, evergreen forest. Once home to some lost civilization, man-made objects can be spotted entwined with the vegetation. The rain from periodic squalls has created a number of ponds and puddles throughout the forest.
* * *
15. Continent of Vyashion
The great landmass that lies at the center of the known world. The origins of its name stem from its creator, the earth god, Vyas. Home to a myriad of races, Vyashion has witnessed many bitter conflicts throughout its long history. Long ago, the Holy Kingdom of Alrescha, devout followers of the sky god, Nothune, ruled the vast majority of Vyashion. However, the legendary founder of the Dyneskal Empire, General Meigar Dyneskal, incited civil war within Alrescha, resulting in its fracture into multiple kingdoms and city-states. While a fragile peace currently pervades the land, expansionist ambitions could threaten to once again plunge the continent into the flames of war at any time.
– D –
16. Darkeniths
In the past, this fay race were the victims of massive purges at the hands of the humans and their numbers have been greatly diminished. Said to be the children of the Moon God, Selune, they are required every new moon to consume blood. Otherwise they are nearly identical to humans. However, this difference is enough to earn the hatred of humans. There are many darkeniths who mask their red eyes and live off the essence of flowers and unsuspecting travelers in order to blend into human society. Many years before, humans launched a fierce campaign of darkenith eradication, greatly diminishing their numbers.
* * *
17. Dragon King Isle
An island in the Inner Sea, north of Liberdam. The Dragon King, one of the continent’s three holy dragons, makes its home in the volcano crater at the center of the island. Many adventurers who set out to catch a glimpse of the Dragon King find themselves lacking the strength to reach their goal and turn back. Very mysterious, it is theorized that the island is at a dimensional vertex and many unusual structures have been drawn through the resulting rift. An extremely hazardous island, any quests concerning this island are sure to have extremely generous bounties attached.
* * *
18. Dragons‘ Boneyard
A large desert, sprawled out near the continent’s south-central area. Periodic tornadoes cause violent sandstorms, cutting visibility down to zero. Due to the presence of dragon zombies, holy element attacks are strongly recommended to any who enter the area. Successfully navigating the desert is a daunting task. However, the hostile nature of the desert makes it difficult for people to be followed and there are many who choose to brave the crossing. Unfortunately, only a handful of those people have been known to survive the passage.
* * *
19. Dwarf Kingdom
The sole kingdom of the dwarves. The first dwarven king, Volkis, founded the kingdom underneath the great mountain range at the center of Vyashion. Rulership is decided by a contest of strength. Every ten years, an immense gladiatorial event is organized and the champion is crowned king. With the bulk of the population made up of dwarves, the economy is based around smithing and manufacturing. Due to the extremely high quality of dwarven goods, merchants from all over Vyashion constantly visit here. Day and night, the taverns are always abuzz with the sounds of haggling and deal-making. The currency of Vyashion, the Gea, is based on the coinage system developed by the dwarf king, Drenga.
* * *
20. Dwarves
A stout, powerful fay race. Skilled with technology, they are adept at using their hands to create works of art and perform smithing. From 20 to 80 years of age, dwarves typically enter the apprenticeship of another dwarf to learn a trade. With naturally positive and pleasant personalities, they are well suited to be warriors and craftsmen. Extremely fond of drink, it is said that „a dwarf in a tavern is as common as an elf in a tree“.
* * *
(21-30)