61. The Dark Knights
During the Age of Myths, the God of Destruction, Wulg, was forced into a deep hibernation following a great war between the gods. These twelve knights are demons who fervently strive to reawaken the slumbering Wulg. Each of the twelve is said to watch over one of twelve dark relics that are supposed to have the power to reawaken Wulg. Even now, they prepare for the resurrection of Wulg.
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62. The Fugo Cooperative
Vyashion’s largest and most influential merchant conglomerate. The founder, Mr. Fugo, is descended from the famous chivalrous bandid, Stora. With trade routes stretching all over the land and seas, the Cooperative has eyes and ears all over.
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63. The Holy and Dark Dragons
There are seven dragons on Vyashion. The Holy Dragons are the Dragon King, the Sky Dragon, and the Sea Dragon. The Dark Dragon ranks include Azragoza, Ishvaal, El-Azar, and Shanma. The greatest of the Holy Dragons, the Dragon King, acts as an agent of the gods, maintaining the world’s stability. The Dragon King has done much to shape events in history. Especially among the southern peoples, there are many who worship him. The Dark Dragons have spent most of history sealed away, but there have been times when they have been summoned by those craving their power. It is said that there are countless more dragons out there other than these seven, but that they dwell in different worlds. Little is known of them.
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64. The Ministry
A governing organization from the days of the Holy Kingdom of Alrescha. Originally purposed to monitor and control demons, it evolved to control an extensive intelligence network and even boasted magical weapon laboratories. Eventually Alrescha declared an end to magical weapon research and accused the Ministry of heresy. The Ministry was severely weakened but still continues to thrive to this day, operating secretly and covertly engineering historical events. Due to the Ministry’s long history of research into magical technology, its halls are still full of magical weapons even today.
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65. Throne of the War God
A stone shrine built upon the summit of Sacred Mountain Tor. It is unknown when and by whom the shrine was built, only that it is extremely old. No pilgrims have been known to successfully make it to the shrine. The interior of the shrine is said to be permeated with ancient influences.
– U –
A city-state to the northeast, built within the crater of a volcano. After the destruction of the Magic Kingdom of Ladras, Ulu, the shrine maiden of the Fire God, fled here and founded the city. The city is protected by magical fire golems, whose construction methods were left behind by Ulu. Many mages from all over the continent come to research the magma golems in order to regain lost magical knowledge. Currently there is a flourishing magical research community in Ulkarne. As such, the city’s powerful Mages‘ Guild holds much sway over the politics and government of the city.
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67. Underground Crypt
A large underground graveyard, filled with treasure and other artifacts and thought to be the resting place of some person of high status. Cremation is typical on Vyashion, but due to a protective seal on a lower crypt, it is unclear what the current state of the occupant is. Because of the crypt’s proximity to Rocen, the Dyneskal military has recently begun using the area as a testing ground for mercenary recruits.
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68. Underground Roads
A complex network of roads underneath the Dwarf Kingdom. Dwarves have long used these roads as a place for training and just digging for fun. It is said that many treasures and weapons are waiting to be found here. The occasional cave-in has rendered some roads impassable, but the burrowing dwarves are constantly opening up new passageways. The centuries of tunneling have made the roads extremely complex. Once lost, it is very difficult to find the way back. Due to reports of gaseous poison mushrooms near the entrance, the Adventurer’s Guild has issued an alert.
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69. Unknown Lands
The vast continent is home to a number of mysterious and dangerous areas. The remnants of some past figure, unexplored ruins, and mystical enigmas. Just where and how to get to these places is known only by a select few. There are many who fail to return and it takes much courage to attempt the journey.
– W –
70. Wind Blossom Forest
A forest to the north of Aquirus. Home to many wind blossom trees, a giant tree stands at the center. The sparkling yellow blossoms ring as the wind blows through the forest. Lying upon the path to Aquirus, there are roads scattered about. Adjacent to the western seas, the seaborne wind that blows through causes the wind blossom petals to dance and fly, creating a wondrous sight. After heavy storms, however, it is not uncommon to find a ship wrecked upon the cliff face.
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71. Wind-swept Ruins
Ruins located in a valley northeast of Elz. Having existing from long before the founding of Elz, no one is sure for what purpose the place was built. Violent wind gust traps in the center hinder any adventurer trying to get in. It seems that the only way to gain access is to change the direction of the wind.
– Z –
72. Zegna Mine
A mine located to the southwest of the continent. Was once the continent’s greatest mine, but has since been shut down. Property of the Rostorl Kingdom noble, Count Zegna. He grew careless about maintaining the mine, allowing a variety of dangerous beasts to invade and infest it. Now it is a hazardous place, filled with poisonous plants and animals.
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