Post by Fin on Jul 9, 2023 7:11:39 GMT -6
Below you will find the lands beyond the cities of Zephon, each shown on the world map. See what regional event is in season by checking our seasonal updates. For more information about these locations, please ask your questions in the staff-help channel on our Discord!
MOUNT HOTAN
DESCRIPTION:
With its freezing temperatures and propensity for blizzards, the Hotan Mountain Range has historically been considered inhospitable. However, the last century has seen the eastern mountains tamed into ski resorts and hiking trails. Beyond the resorts, the mountains remain hostile and infested with monsters. Adventurers travel at their own risk.
CLIMATE:
"Cold" does not quite do the climate justice. While the snow will thaw along the mountain's base in the late spring and mid summer months, the winters are brutal and the mountain peaks will regularly reach life-threatening temperatures. The western half of the mountains is a coniferous taiga forest. While milder in climate, this region's wildlife is among the most dangerous in all of Zephon.
Lore:
Long ago, the people of the mountain were fervent followers of the goddess Shiva. Her icy hand was said to bring the blizzards that plague the region every winter, and she would melt them in turn. Her shrines still pepper the mountain range, and while some remain in use by the nearby villages, most are hollowed out, frozen, and abandoned. It is said that Shiva's mortal body is still interred within the mountain, and that it became the stores of Diamond Dust now mined in mass for Sonoran consumption. The native people of the mountain vehemently oppose its use, considering the mineral sacred.
history:
The Hotan range has long been a thorn in the side of Sonoran expansion. Its people have been characterized as hardy, merciless, and barbaric. Their primary weakness, it is said, was their baseless superstition. They refused to use their endless supply of Diamond Dust, and once the Sonoran forces captured this region, their subjugation was all but assured. The acquisition of this strange and powerful resource triggered an age of Sonoran dominance that continues to this day. The establishment of the Yanovich National Railway System further tamed the mountain, allowing the safe passage of both troops and goods to their western territory. Today, Mount Hotan is considered half amusement park and half forsaken wilderness. The descendants of its native people are largely ignored.
NOTABLE DEITIES:
Shiva
PLACES OF NOTE:
- Hotan Sky Resort: One of the premiere vacation destinations in Sonora, the Hotan Sky resort has the perfect slopes for skiing, snowboarding, and sledding. Its hotels boast alpine food, state of the rooms, and a cavernous fireplace near the award-winning hot chocolate bar. Whether it's skating, ice fishing, or just a day to relax, the Hotan Sky Resort is a wonderland of winter fun!
- Twin Loops Trail: Those more fond of the outdoors can rent a cabin or hike a tent on the campgrounds of the Twin Loops Trail. This hiking trail ventures deep into the Hotan taiga forests and is the perfect place for nature watching, fishing, or an unforgettable cliffside view. Park rangers patrol the grounds for monsters and are constantly hiring experienced hands.
- Goddess' Pass: Beyond the recreational forests are untamed wilds teaming with vicious monsters. The most dreaded of these alpine routes is the Goddess' Pass, home to arctic wolves, yetis, wyverns, and more. The railways will pay handsomely for anyone willing to guard the supply trains that are consistently endangered by them.
- Lednik Mines: The mountain's southern regions have been excavated into a series of state-owned mines. The mines are largely off limits to anyone without an official pass, but they will hire out mercenaries to clear the tunnels of monsters. It's also the perfect place for a smuggler looking to sell Diamond Dust to gangsters, rebels, and rival nations.
- Temple of Ice: At the highest summit of Mount Hotan, the Hotan people tend to the last of the active temples to the old goddess Shiva. The shrine is a place of beauty and magic, and if a traveler can weather the altitude, they will find a treasure trove of knowledge lost to the Sonoran archives.
- Kylmä: Beyond Sonora's reach, a single village still practices the ways of old. Visitors can stay at the log cabin inn as they observe the shrines and tales of forgotten gods. Though it has become a tourist attraction in recent years, it is the most authentic experience one can safely find in the Hotan region.
Seasonal EVENTS:
- Jäätynyt: In the age of heroes, the people of the north would meet on the winter solstice to pay tribute to Shiva's grace. Now this solemn day comes with a discount at the Hotan Sky Resort! All week, the resort hosts live bands, seasonal dining, and fireworks shows. In the mountains, the people of Kylmä will stand vigil by candlelight with a scattering of Diamond Dust burned in tribute to their goddess.
- Hotan Wilderness Festival: Brought to you by the Hotan Wilderness Company™, this two week festival hosts live bands, kayaking, fishing, and cookouts across the Twin Loops Trail campgrounds. The Wilderness Company will often hire mercenaries to assist the park rangers in guarding the festivities from any encroaching monsters.
- Uncorked Wine Fair: With the conclusion of the region's harvest of alpine berries, the Hotan Sky Resort hosts a wine tasting festival with live music and seasonal cuisine. Its wines are said to be some of the most unique in all of Zephon, and its finest bottles can sell for tens of thousands of gil.
- The Glacial Freeze: The winters are brutal and unforgiving on the slopes of Mount Hotan. Once this season hits at its full strength, a travel advisory is issued nationwide by the Sonoran government. Any traveler unlucky enough to find themselves in the wilderness can expect deadly wind chills, avalanches, and crazed yetis in their mating season. Adventurers should proceed at their own caution.
THE HEADSTONE FOREST
DESCRIPTION:
The Headstone Forest is well-known across all the lands as a place of evil magic filled with spirits, curses, and various paths that lead only to a painful death. Located due east from Provo, it is a large and expansive forest, untouched by human hands. There is a path from the west that leads into the eastern center of the forest, but it hasn't been maintained in a long time.
CLIMATE:
A temperate forest, the air tends to be filled with a cool, but otherwise comfortable humidity. Fog is a common occurrence along the overgrown grounds, and the trees are towering, blocking out most sunlight. The lower levels are thick with ferns, brush, and brambles. The Headstone forest never gets too hot in the summers, maintaining a cooler temperature all year round. Snow is rare, but not unheard of in the area.
Lore:
For hundreds of years, the forest has been abandoned by mankind. In their absence, it has taken on a life of its own according to the nearby villagers. The forest is possessed by a magic force which controls the very air and the minds of the people who enter it. It isn't only illusion magic, but a power that flows through the very ground and trees itself, able to trap wanderers and never let them leave. The nature of the forest is left to rumor and legend. From hexes to angry gods, doomed villages to black magic, no one is quite sure how the area became as terrifying as it did.
history:
Many, many years ago, in an age lost to time, there was once a village of people that lived within the forest. Who these people were or what they did is now unknown, but if one is lucky enough to survive the forest's magic, they may stumble upon relics of the lost civilization among the trees. There are homes, overgrown and destroyed by the roots growing through them. Old carts rot on now grass-covered paths. Children's toys and common household items are scattered about the site. History books dictate that this land once belonged to Provo, but the city now denies having any ties to the forest that has claimed so many lives.
NOTABLE DEITIES:
Carbuncle, Doomtrain
PLACES OF NOTE:
- Western Entrance: Following the neglected path that leads from Provo, one will stumble upon an old and crumbling archway. Etched into the stone is an unknown language, a relic of the past likely carved by the people who once lived in the forest. Now it is nothing but decaying stone that means nothing to anyone.
- Ruined Village: Deep within the forest rests the abandoned and ruined village of a people from long, long ago. Moss and ivy have claimed many of the wooden structures, roots and limbs sticking out of their once-homes. Though abandoned, it appears as though everyone suddenly vanished one day. Bowls of clay sit on tables, ready for dinner. Toys sit on the decayed floors, undisturbed. Chocobo stalls are closed with no skeletal remains to be found.
- Twisted Trees: Wander long enough in the forest, and you may come upon a copse of barren trees. These trees are corkscrewed as if an oversized hand of a god grabbed them, twisted them, and left them to be. Within the densely packed trees are carvings of stone with the same mysterious language as the Western archway. There are also carvings in the trees themselves; some of intricate language, others clearly made by children of little drawings. While fascinating, the trees quickly become a maze, difficult to escape.
- Moogle Den: Inside of a massive dead tree tucked among the underbrush, there is a moogle den bereft of life. Weapons lay across small tables. Trinkets are strewn about. No one has ever committed to saying they've seen moogles in the forest, however. Only ever the den where steaming mugs of drink often sit as if it was just made. There are rumors, however, that the moogles are real. In a ghostly sense.
- Abandoned Work Post: Many moons ago, the people of Sonora attempted to tame the forsaken forest. They did not survive, but the work they attempted to complete still stands, ruined on the outskirts of the forest. Here there are train tracks, incomplete and partially uprooted by trees. Wooden buildings are completely decrepit and derelict. Behind the workers lodge is a make shift graveyard, housing the bodies of those mangled men that did not survive.
- Field of Spirits: It is said that if one ventures deep into the fog, they will appear suddenly in a clearing devoid of trees and thick with rolling mist. Here, the spirits of the dead rise, wandering in agony with wordless cries for help. Here in the field of spirits, it's said that each experience is different, depending on the nature of the person who visits. However, very few have ever lived to tell the tale of what they saw as the spirits crave company in their agonizing fates.
Seasonal EVENTS:
- Annual Sign Posting: Every year, the nearby towns hold an annual sign posting festival. Here, they make hundreds of signs, warning of the danger of the Headstone Forest. The people then venture out to plant new signs along the roads that lead into the forest. Every year, somehow, the forest claims all of the signs, either dragging them within the trees or changing their messages to welcome travelers instead. And, yearly, they must be replaced.
- Day of Prayer: No one is sure how to calm the evil that has claimed their lives for hundreds of years without rest. Thus, people of all faiths come together once a year in an attempt to purify the forest. Some simply pray for the safety of anyone that goes near the woods. Some pray for the lost souls that wander the trees. Others chant to tame the cursed magic. It is known to be the largest gathering of religious people of differing faiths in the world, of which Provo is quite proud.
- The Danse Macabre: When the veil between worlds is at its thinnest, the Headstone Forest becomes alive with all manner of spirit eager to have in death what they could not in life. Their revelries engulf the forest, and those mortals foolish enough to attend return with tales to chill even the bravest of souls. The nearby villages are on high alert at this time, and may question if visitors are more than what they seem.
- Carnival Maléfique: The tracks of a long abandoned railway rattle to life, heralded by a distant whistle. The Doomtrain creaks to a stop in front of a wary traveler. The doors open. Once inside, the train speeds off into the frozen night to its ghastly destination -- the Carnival Maléfique -- an eerie place of wonder and mystery. Masked performers put on shows in the circus tent with death defying glee. All around, there are games to be played, treasures to be found, and wine that flows like ambrosia. Visitors should take care not to partake too deeply of these ghostly delights, however, for once the Doomtrain leaves for the night, there will be no return to the world of the living.
The pale coast
DESCRIPTION:
The Pale Coast is a long stretch of beaches flanked by tropical forests, easily recognizable by the pure white color of the sands that give the coast its name. Thanks to the mercenaries of the Heroes Haven resort, vacations on the southern border are safe as can be, however If you venture too far up the coast, you'll find that much of the white sand has turned red.
CLIMATE:
The hot tropical climate of the Torensten Dukedom perfectly compliments the Pale Coast’s beachfront, making for ideal weather to beachgoers looking for a day to themselves. The climate becomes colder when moving along the northern coastline and is often prone to harsh winds.
Lore:
Deep within a forest glaive there is a lake of purifying water, and from its healing grace sprouted the Tree of Life. This tree has brought great prosperity to the region, but its magic was coveted. A coven of witches set about stealing the power for themselves only to be thwarted by the tree's guardians. The witches were cursed into the form of snakes, and though they were driven back, they have vowed revenge against its guardians and all heroes of the coast. The tree's guardians took residence beside the Tree of Life in what would later become the Proteus Village. But while those now dubbed the Witches of Lamia have been sent into hiding, their quest for power has not ended.
history:
The Tree of Life has existed for many eons, providing healing to those that seek it, but its deep magicks attracted the monsters which kept the coast a beautiful wasteland. In year three of the Outlanders' arrival, a man named Clifford Reigns took advantage of this opportunity, clearing out a stretch of beach so that he could begin construction on a grand resort that would serve as a place of rest for the aspiring warriors of Torensten. Working with mercenaries across the Dukedom and utilizing the Tree of Life to ward off monsters, the resort was eventually finished. Keeping the peace by protecting both the resort and tree, Reigns has continued hiring local warriors to honor his bargain with the Proteians.
NOTABLE DEITIES:
Leviathan
PLACES OF NOTE:
- The Hero’s Haven: On the grandest, most beautiful of white beaches, the Hero's Haven resort gives hardened warriors the R&R they need to keep fighting at their best. With pools, hot tubs, and fully stocked bars, the resort caters to the Dukedom’s warrior culture, providing the best in physical and mental health recuperation. They commonly hire skilled combatants to ward off monsters in exchange for a free room and a complimentary soak in waters blessed by the Tree of Life.
- Proteus Village: The people of Proteus have sworn an oath to guard the Tree of Life with their lives. As the sacred protectors of the tree and its waters, they use its healing properties to keep themselves strong enough to fulfill their duties against even the strongest foes. Their village overlooking the tree is cautious, but welcoming of strangers who might aid them.
- Tree of Life: Hidden at the center of a lake deep within the forest, the Tree of Life is massive and beautiful. The waters below the tree glimmer regardless of whether it be day or night and hold healing properties capable of washing away wounds and disease. The water is considered incredibly valuable and is heavily sought after by merchants, brigands, witches, and monsters. It falls to the Proteians to keep the tree safe.
- Domain of the Lamia: Deep in the forests overlooking the Pale Coast lives a cult exiled by King Ragnvald for practicing dark magicks considered inhumane by the people of Torensten. This magic corrupted their minds and bodies, transforming them into snake-like creatures. The Proteian people drove them into hiding and have dubbed them the Witches of Lamia to ward travelers from their domain.
- Pescactuar Village: A merchant village resting between cliffs at the border of the Pale Coast and Provo, Pescactuar Village specializes in exotic fish and tropical fruit. To safely navigate the coast, the people have befriended a colony of Cactuar and live in harmony with them. The cactuar that wander the village are wary of strangers but can be befriended by those with a gentle heart who bring them food.
- Dusk Grotto: On an island near the coastline, pirates have overtaken a cave system to call their own. Different pirate crews reside in different caves and have found themselves locked in a never-ending pirate war over ownership of the treasures that the Grotto holds. Among pirates, there is a legend that the captain who conquers the entire Dusk Grotto will become the King of Pirates.
Seasonal EVENTS:
- Festival of Life: A seasonal celebration held by the Proteians, the Festival of Life heralds their great tree for the healing it gives. Lanterns are imbued with magic and sent above the waters. Their reflections are a thing of beauty and a gesture of gratitude towards the tree that grants them life and health.
- Sailor's Chance: A competition held for sailors across Zephon by King Hremit, the Sailor's Chance celebrates the bounty that the sea has given Torensten and its people. Ship captains test their sailing skills and the integrity of their ships as they compete in a race for fame, glory, and generous prizes.
- Ooze Spawning: Once a year, scores of water flan migrate out of the ocean and back onto the beaches of the Pale Coast. Here, they converge into great spawning pools where they procreate and multiply. The Protean Guard rope off vast spans of the coast's northern beaches to visitors and offer significant pay for any mercenaries willing to cull the flans' numbers.
- Leviathan's Fury: During the winter months, the tide recedes to uncover the ruins of a small island nation a few miles off the coast. Legends say that centuries ago, the people living there turned their backs on Leviathan, and the sea serpent responded by engulfing the city and its residents in a massive tidal wave. Today the ruins are a popular tourist destination when they emerge from the waters once a year. Adventurers who explore the less traveled parts of the island might still find relics of ancient technology greater than anything seen in the region.
THE REIKINTO SANDS
DESCRIPTION:
This great desert is vast and unbearable to those unfamiliar with its ways. The great Reikinto Sands take up a large swath of land to the east including a necessary trading route which runs along the western border. It's a well-traveled area, despite the dangers, and holds the promise of adventure to any brave enough to forge through the unforgiving sands.
CLIMATE:
There are no words that can accurately describe the intense heat of the desert. As soon as the sun rises, the sands become a swarm of intense heat; soaking up every ray and returning the energy out tenfold. During the day the temperatures reach record highs, enough to easily kill those not prepared for it. During the nights, the temperature fluctuates to a cold so intense, it can freeze water.
Lore:
The Reikinto Sands are said to be the birthplace and home of the God Ifrit. It is because of his power that the sands burn hot as the sun during the day, and when he rests in the evening, the sands turn cold. Though he is not considered the only God of the desert, he is the one most widely worshipped. People have lived in many areas of the desert since the beginning of mankind, and these remnants can be found poking out of the sand if one dares look. For as many buried relics, there are just as many bustling trade posts and other stops along the trading routes in the sand. The desert is both a place of death and a bustling beacon of life simultaneously.
history:
The desert was created by the God Ifrit, or so its people will tell you over thousands of years of recorded history. There is no obvious date as to when the desert came to be, but it is considered to be one of the earliest places of human life and activity, and Aljana proudly carries relics and oral history as old as time itself. The desert is not inviting to the people of other nations with its harsh climate and hardly livable areas, and thus the people of Reikinto have hardly had issues with foreigners. They welcome strangers with open arms and strong warnings about not underestimating the power of the desert. Buried in the sands are relics one can only dream of, and untold fortunes await. But the weight of human lives lost to the heat and the sun vastly outweighs the possible riches.
NOTABLE DEITIES:
Ifrit
PLACES OF NOTE:
- Temple of Ifrit: In the middle of the desert lies a great and vast temple dedicated to the god Ifrit. The people of Aljana hold the secret of Ifrit’s temple close, particularly from over-eager archaeologists. The temple is made of sandstone and stands stories tall, in a pyramid-like shape. The inside is maze-like with many levels leading in twisting and turning directions. Rumor has it that various traps await anyone who enters without a guide, and there aren't many eager to fill that role.
- Western Trading Post: This trading post lies along the northern edge of the desert on the Sonoran border. The trading post offers places to eat, drink, and rest. Be wary, however, as these tradespeople live by their own code and their own rules. They hide their faces behind scarves and masks, leaving only their eyes visible; not to protect themselves from the sand, but to make sure that outsiders cannot read them. They know the values of their goods and intend to stare straight into the souls of those who visit in order to glean their true intentions.
- Bandit Camp Ruins: Along the path south of Aljana lies a large, ruined camp, half buried in burning sands. It is claimed to have once been a bandit camp as evidenced by busted crates, strangely colored fabrics, and the remains of humans and creatures alike. Rumors abound that the bandits stole from one of Ifrit’s temples, and the god punished them with violent sandstorms. If a traveler finds themselves caught in these storms, what’s left of the buildings will provide decent cover.
- Oasis of the Gods: In the middle of the desert is a beautiful, underground oasis accessible only by a cavernous opening in the dunes. Inside the cavern, water and plant life are plentiful and the gentle wind blows cool. Past this waypoint, however, is a series of twisting and turning caverns that stretch for miles underneath the desert. Be prepared, as it seems someone has been there recently and set traps of their own.
- Hoodoo Formation: This formation of tent rocks is a natural wonder, standing tall and looming over those who walk beneath them. Almost like being in a forest of stone, no two pillar-like rocks looks alike, each sporting interesting hues of orange, beige, and pink. Various types of wildlife wander the area, munching on dry grasses and hopping into their homes within the hollowed pillars. It’s a beautiful sight and a wonderful vantage point if one should climb to the top.
- Sandworm Pits: Dotting the badlands are large, intimidating holes in the soft rock. These are the homes of the sandworms which are consistently active among the sands. Their holes offer safety during blustering winds or draining heat, but one must always be wary should the worms return to find prey right at their door. Many of these pits have been abandoned over the years, leaving behind only half devoured prey and marks in the stone from their razor sharp teeth.
Seasonal EVENTS:
- Ifrit's Storm: Every year, the Reikinto sands undergoes a massive sandstorm. It is during this time, the people say, that Ifrit emerges from his temple to rearrange the land as he sees fit. They say that when the wind howls, you can hear Ifrit’s roars as he pushes dunes aside and strips the desert of all that humanity has molded of it. The people of Aljana celebrate this historic event every year with hours of prayer and feasts dedicated to their god.
- Celebration of Fire: During the summer solstice, the people of the desert come together to celebrate the element that brings life to the earth. This is a highly decorated event where people paint their faces and bodies in hues of fire and enjoy food and drink, partying until the moon takes the sun’s place in the sky. The event lasts from the moment the sun peeks over the horizon to the moment that it sets, but it's no celebration to miss -- despite the heavy heat.
- Hunt of the Lion: Among the people of the desert, the noble antlion represents both strength and savagery. During the great beast's migratory season, the region's greatest hunters attempt to track down and slay these beasts both as a sign of valor and to ward them away from passing trade caravans.
- Harvest of the Oasis: The occasional deluge is expected in the Reikinto sands during the winter. As these miraculous rainfalls occur, new life blooms in the desert; beautiful oases sprouting fruits said to be more deliciously sweet than anything found elsewhere on the planet and plants so rare no extant specimens exist even in museums. It’s also said that these fruits and flowers have powerful, magical properties. It’s no surprise, then, that people from all over come to the dangerous desert in hopes of coming across these oases. However, all must exercise caution. It is said that Ifrit stirs in anger when he feels the cold rain upon his back, and the excess water can be funneled into deep, torrential rivers or turn the very earth beneath one’s feet into quicksand.
Kahiko valley
DESCRIPTION:
Deep within the Kahiko Valley is a civilization lost to both memory and time. Among its tropical forests and stunning cliffsides stands the ruins of a startlingly advanced kingdom well versed in magi-technology and secrets lost to the modern day. The kingdom's technological defenses remain as do its robot guards, roaming the lands with a singular, hostile purpose. Caution is advised.
CLIMATE:
While tropical in nature, Kahiko Valley is temperate in comparison to the oppressive aura of the Perigosa Jungle or the heat of the Pale Coast. The landscape is uneven and often mountainous with winding cliffside trails and plentiful waterfalls. Rain comes sporadic and often, strengthening the forests and the life within. Beautiful and mysterious, the views of Kahiko Valley are not to be forgotten.
Lore:
The history of the ancient Kingdom of Kahiko is left to myths and speculation. It is said by some that they coexisted with the gods of the first age and were blessed by them to become guardians of the planet. It is said by others that their technology was an accursed thing, and that they enraged the gods by building a tower to the heavens. Remaining murals often depict what scholars believe to be the god Ramuh, thrusting his thunder rod into the sky. It's thought that the thunder god might have been the patron of the Kingdom of Kahiko and that the god may have even had a hand in its prosperity.
history:
While Kahiko Valley is a fertile land full of precious resources, the mountainous geography and magic-technological protections have made it impractical for territorial expansion. Sixty years ago, the state of Sonora completed the Yanovich Waterway which secured the Muliwai River with protective walls, outposts, and boat lifts to navigate from the northern Voda Basin to the southern Lake Aryle, giving them a reliable trade route to Aljana and the Fractured Plains. Eight years ago, Torensten mages managed to open the famed World Sight tower for the first time in what could have been millennia. Further exploration of the archaeological site have proven fruitless at best.
NOTABLE DEITIES:
Phoenix, Ramuh
PLACES OF NOTE:
- Wailele Forest: The Wailele Forest has been called one of the most beautiful destinations in all of Zephon. The terrain is mountainous with stellar views and plentiful waterfalls. The valley is full of life; the rivers are cool and calm. It's best to come with a guard, however, as dangerous robots still roam this area, programmed to protect it from any intruders unlucky enough to cross their paths.
- The Lost City: The heart of the Kingdom of Kahiko, the Lost City is thick with abandoned structures of unknowable purpose. The city is multi-terraced, built into the very stone of the mountain and seemingly carved from it. While likely a trove of lost magitechnological knowledge, exploration is dangerous due to its tight security including laser traps and magical barriers.
- The World Sight: An enigma of shifting features and impossible geometry, the World Sight tower strikes into the sky, visible from miles around. Though the peak of the tower is often obscured in clouds, mathematicians have theorized that the tower must be over a hundred floors tall. It's said that should an adventurer reach the top, the entire world would be visible beneath them.
- Mount Lele'ana: Along the eastern mountain range stands the volcanic Mt Lele'ana. It has been years since the volcano has last erupted, and the slopes are verdant with young saplings rising from the fertile volcanic soil. It is said that the spirit Phoenix lies sleeping within its molten depths. When it awakens, the forest is to be burned and renewed under the spirit's wing.
- Yanovich Waterway: The Yanovich Waterway is considered one of the safest routes through the eastern wilds. This series of canals winds its way through the tropical forests, walled in to keep it from attack by both monster and machine alike. Its use is restricted only to those with official passes from the Sonoran government though they are often hiring mercenaries to protect their shipments.
- Keleawe Village: Keleawe is a diverse and eclectic village. Located at the base of Mt Lele'anai, the settlement is a mixture of Kahiko people and scavengers from the Reiken Sands. As such, the village is a strange mix of old and new -- of priests and engineers, of palm leaf houses and repurposed scrap metal. Several robots roam the streets, reprogrammed to aid the people and protect them from harm.
Seasonal EVENTS:
- Rite of Manu Ahi: While many have lost the old ways, the people of Mt Lele'ana are still devout followers of the lesser god Phoenix. It is said that the bird sleeps within Mt Lele'ana, and once a year, the people gather at a temple within the volcano and perform ritual dances to calm the spirit and thus the volcano itself.
- Ramuh's Call: Once a year, lightning strikes the Lost City, and the ruins are briefly powered and restored to some semblance of its old life. Previously impassible doors are opened. Paths made of light's essence allow travel through impossible spaces. This time comes with its own risks, however, as the full capacity of the city's traps, guardians, and other protections are activated. Exploration comes with great risks and great rewards.
- The Robo Rumble: The scavengers of Keleawe Village pride three things above all else: ingenuity, engineering, and reprogramming robots. In this spirit, the village's best inventors spend all year building the best fighting robots that they can dream up so that they can be pitted against each other in a massive region-wide spectacle. The winning robot becomes the village's new guardian.
- The Red Menace: Once a year, a migrating flock of red chocobos passes through the valley, annihilating all indigenous life and technological defenses in their way. While the natives know to stay out of the path of these chocobos, the sheer amount of destruction they inadvertently cause has scientific organizations throughout the world up in arms with a reward promised for the extermination of the flock. Despite many adventurers taking up this offer, not one has ever returned.
The Metaia Marshlands
DESCRIPTION:
The Metaia Marshlands are dark and treacherous -- thick with swamps infested with undead monsters. Still, as the quickest route between Aljana and Torensten, travelers regularly make the perilous journey through the muck and the rain for the sake of gil. In the heart of the marshlands stands the zombie-ridden Metaia Temple. Those brave enough to delve into the temple's labyrinthine catacombs could emerge with unspeakable secrets lost to the dead.
CLIMATE:
The Metaia Marshlands are eternally wet, humid, and sticky. Even on the best of days, the sun rarely shines. While the swamps do have a dry season, this does little but turn the usual water routes into mud traps that will sink an unwary traveler. During the wet season, the air is often thick with an impenetrable fog. The water is a vector of filth and disease, and is generally abuzz with mosquitoes and other insects.
Lore:
Long ago, it is said that the kingdom of Metaia ruled the central lands of Zephon. This civilization was prosperous and gifted with the magic that ran thick through their soil. However, the kings became drunk on their own power. This pride led them astray, and when the priests urged King Ke-Zihe to praise the goddess Leviathan for the rains which kept their lands fertile, he refused. Ke-Zihe claimed that his kingdom belonged only to himself and that he would thank no other. This angered the goddess who brought floods upon Metaia for ninety days and ninety nights. When the skies cleared, the northern lowlands had been submerged into a great lake, and the southern lands were cursed to never dry. Only the priests, loyal and modest, were spared within their great temple. There, the knowledge and power of the kingdom were preserved for future generations.
history:
Safe paths were once carved out of the Marshlands, passing through the Metaia Temple as a safe haven. With the rise of the Lich, this haven was thoroughly destroyed, and these routes are now overgrown and flooded. The temple which had been a hub for scholars, mages, and priests since the age of heroes is now thoroughly abandoned. Ancient chronicles claim that the temple sits on a place of power connected to the life force of the world itself. With the current state of the marshlands, this legend is unlikely to be confirmed.
NOTABLE DEITIES:
Cerberus, Diabolos
PLACES OF NOTE:
- Pyebwa Outpost: At the marshlands' western border, a final trading post marks the end of the jungle and the start of fetid swampland. The outpost is like a small town to itself comprised of merchants, wanderers, and displaced scholars still longing for their temple home. All of these are willing to pay well for work in scavenging, monster killing, and treasure hunting.
- Serpent's Bog: The Serpent's Bog comprises the heart of Metaia. The waters are thick with slime and mud. The low-hanging trees are tangled over shallow waterways. An unwary traveler could find themselves facing a marlboro, lamia, or a dreaded tonberry.
- Marekaj: While the marshlands may seem uninhabitable, descendants of the ancient kingdom still call this swamp their home. Their village is a mossy place traversed mostly by boat between houses mounted on stilts. These people are isolated and insular, and while they will happily trade with outsiders, their dialect is so distinct that they can't easily communicate with them. Any travelers to Marekaj can expect a confusing and often muddy time.
- River of Repose: While the waters of the southern region can be safely traveled by boat, the area is largely avoided. The river is covered in a thick fog that is said to summon visions of dead loved ones through the mist. Locals claim that the river is cursed and seeks to lead travelers astray. The people of Marekaj claim that these waters are directly connected to the land of the dead. Regardless of the reason, many have been lost here, doomed to join the dead they so sought in life.
- The Metaia Temple: Once a city of great renown, the temple is now home only to the dead. Zombies haunt these forsaken halls, their moans echoing through the blood-stained altars, archives, and antechambers. Below the temple is a twisting sub terrain of ancient tunnels and catacombs laden with riches and magical artifacts. It is said that these tunnels lead to the very core of the planet itself if one should journey long enough through this den of the damned.
- Bluemouth Basin: Along the northern coast of the Metaia Marshlands is a pond famed by fishers the world over. Heedless of the danger, there are always men of the water camping at the bank trying to catch the legendary Bluemouth Beastie, a fish so massive it's said to feed upon the local alligators. Despite regular sighting of the Beastie, it has evaded capture for over five decades, taking the rods of countless fishers as tribute.
Seasonal EVENTS:
- Bwouya Mouri: At the end of the seasonal rains when the waters are at their highest, the people of Marekaj trek to the River of Repose to pay their respects to the dead. Protected by their rituals, they will guide visitors safely along with them. At the end of the night, they leave behind paper lanterns to light the spirits' way back to the land of the dead.
- The Dead Man's Drought: During the dry season, more is revealed than just mud. The Serpent's Bog has long trapped the remains of its victims in its blackened waters, and as the water levels fall, those bodies rise to the surface. During this season, the Serpent's Bog becomes a nightmare of undead and is largely impassable. Once the rains return to the region, these zombies sink once more into the swampy muck.
- Day of Mourning: This date marks the anniversary of the fall the Metaia Temple to the Lich's undead forces. Survivors of this incident gather at the Pwebya Outpost and honor the fallen through the telling of stories and legend. They will pay highly for any artifacts recovered from the lost temple, eager to carry on the legacy of the temple's once great scholars.
- Jou Koulè: From the Pwebya Outpost to Marekaj and in every swampy village along the way, the week of Jou Koulè is a time of color and celebration. Bright banners mark the trade routes and the locals don fanciful masks and jewelry as they parade about in fancifully decorated boats. On the last day, the villages feast on fish, leaving offerings to their great protector spirit, Cerberus, to ward off jealous souls from the beyond.
The Wanderwood
DESCRIPTION:
Mysterious and mischievous, the Wanderwood is as beautiful as it is unknowable. Travelers of the Wanderwood have told wild tales of fairies, apparitions, strangely colored chocobos, and a village of moogles deep within its winding forest paths. It is said that the forest itself decides one's destination within this ethereal lost wood, and a traveler never knows where they might end up.
CLIMATE:
Despite the humid conditions to the north, the Wanderwood's climate is unchanging and temperate. Never too hot and never too cold, the Wanderwood appears to be in a space beyond time where the sun is always gleaming through the leaves and the moon shines silver over babbling streams. When it rains, a light mist obscures the paths into a maze-like labyrinth. This mist will sometimes drift through even in perfect weather.
Lore:
There are as many tales of the Wanderwood as there are fables passed among children. The wood is often depicted as a magical place where the lucky are rewarded with great riches and the unlucky are spirited away, cursed to wander among the trees forever. It is said that the Wanderwood is a hub of spirits -- most notably the fat chocobo. This strange and mischievous bird is fabled to have established a court for those moogles and chocobos who have proven themselves truly worthy. Once a chocobo has taken on a golden sheen, it may ascend the astral plane and become among the many spirits of the choco mog.
history:
Early history of the Wanderwood is shrouded in legend and mythology. It is said that the region was once an expansive mushroom forest that was one day transformed by the will of the moogles. It is said equally that the woods were carved from the jungles to the north and made hospitable by the Fat Chocobo as he grew tired of the heat. More recent travelogues give accounts from explorers seeking the region's strange and wonderful resources. Early Torensten scholars claim that their enhanced magical techniques were taught by the moogles of the Wanderwood. The wood's strange illusory power may be fueled by the crystal tended by these same moogles. Or so claim the accounts of the famed explorer Jeoffery Chamberline.
NOTABLE DEITIES:
Fat Chocobo, Sylph
PLACES OF NOTE:
- Mog's Magical Village: Deep within the Wanderwood is a village which can only be reached if guided by one of its moogle residents. The moogles that live here keep largely to themselves, living in tree houses and tending to their forest home. They will, however, trade their magical goods for gysahl greens and kupo nuts.
- Chocobo Nesting Ground: The Wanderwood is home to all manner of exotic chocobos that are cared for by their moogle friends. If startled, these chocobos will bolt back to their nesting ground where they gather in great numbers with their chicks. It is said that black, blue, and green chocobos can be found here, all training to become the fabled gold that will please their patron spirit.
- Temple of the Fat Chocobo: Many explorers' accounts speak of a temple deep within the Wanderwood that has been overtaken by the forest. To those of worthy heart or noble feather, the temple will appear as a golden shrine on the outer reaches of the cosmos. Here, one can take an audience with the king of birds, the Fat Chocobo.
- Pixie's Hollow: The Wanderwood is home to all manner of mystical occupants -- including fairies. These spirits, often taking the forms of miniature animals, can be found in droves around a charming glen where they will demand minerals in exchange for magical blessings. Be careful though! These fae like tricks as much as they like treats!
- The Tree of Lights: Said to be the heart of the forest, the Tree of Lights is perhaps one of the oldest sites in all of Zephon. This massive tree towers over the forest with leaves that seem to reach into the sky. Powerful spirits are said to reside within the tree, the magic of which decorates the leaves in wisps of light beneath the rising moon.
- The Reiken Woods: Mushrooms. Everywhere there are mushrooms, towering and maze-like beneath the cover of treetops so thick that sunlight can't pierce through. This strange dark cove is lit only by the bioluminescent glow of the shrooms as they lead travelers forth into the shadowy unknown. If consumed, the mushrooms have hallucinatory effects which are prized across Zephon as a recreational drug.
Seasonal EVENTS:
- Trial of Feathers: On special moonlit nights, the local flock of chocobos will gather outside the Temple of the Fat Chocobo. They perform a special dance during which one of the birds may receive the blessing of the Choco-Mog and ascend to a golden hue. It is then when they may speak with the Fat Chocobo and perhaps join their ethereal ranks.
- Mog's Moonlight Serenade: Every month when the moon is at its highest, the moogle village elder will emerge from his hut wielding a staff decorated with flowers and chocobo feathers. The moogles will lower a crystal from the treetops and dance to harness its natural power. This ritual is of great importance to the moogles though no one quite knows why.
- The Fae Wind: Through the Wanderwood, a strange wind blows. Though no one can say exactly when or why, the Tree of Lights will occasionally glow bright, and from its leaves, fairy lights scatter through the woods. Should a traveler take one in their hand, they will be overtaken by a euphoria that will leave them lost, tired, and confused the next day.
- Mushroom Madness: Travelers through the Reiken Woods need to beware during the winter months. The mushrooms that grow throughout the forest attempt to spread during this season by releasing their fungal spores into the air. While many are harmless, some are known to cause hallucinations and irrational behavior when inhaled. For the same reason, it’s best to avoid the moogles that live in the forest during this time period as well.
The Fractured Plains
DESCRIPTION:
The Fractured Plains is a place of secrets; a mysterious light among an even more mysterious people. The area itself is relatively flat, consisting mostly of tall, dry grasses oddly ridged by fissures protruding with an unearthly glow. People often travel through the plains seeking refuge from the desert or the nearby bogs. However, they often end up staying for more … enigmatic reasons.
CLIMATE:
The climate in the area is relatively stable. It experiences all four seasons in moderation with none too intense, but all equally represented. Never too hot, never too cold, it seems like a paradise considering its neighbors on either side. However, the thunderstorms do occasionally bring tornados, and the tall grasses are known to catch fire and burn. The region is also prone to earthquakes, typically short and calm, but always at the risk of disaster.
Lore:
At the core of the plains, the great ruins of the Crystallus Divider have been a long standing mystery of Zephon. The gate glows with an ethereal and mysterious light, holding secrets untold. Scholars all around the world cannot swear as to how it got there, how long it’s been there, nor what it does or did. However, there is a sect of people, the Crystal Order, that claim to have spoken through it. They do not discuss this information with outsiders, though, and only begin to share their knowledge once someone has gone through the years-long transition into their religious order. Before the Crystal Order, no one had populated this area of the plains for some time, and their activity in the region seems to have brought some life back into the ancient, mysterious relic they so strangely worship.
history:
No one knows who constructed the Divider or when it first appeared. Some say it must have been the gods; others that it was a device built by an extinct civilization. Either way, that knowledge was lost to time, and for many years no one settled in the barren region. The great plains area was known to be fairly calm, but the occasional earthquakes ensured that no one stayed for long. The plains weren't particularly fertile for farming, and grazing animals were often spooked by the ground shaking. Around a hundred years ago, however, a small sect of people came to inhabit the region, claiming it to be a holy land. They became known as the Crystal Order, and they settled in the plains, building a city of their own as they began their worship of the mysterious Divider. During their tenure, more fissures have appeared in the ground, glowing with strange, magical power. Whether or not the order is to blame, it can’t be said.
NOTABLE DEITIES:
Titan, Unknown
PLACES OF NOTE:
- Fractured City: This city was built by the Crystal Order some years ago when they first settled into the region. All of the homes look relatively similar. There are few stores other than the basic necessities, and most people keep their eyes averted from strangers. Everyone is dressed modestly, and stern men seem to be in charge of the few shops and stores. One can fill up on supplies, but don’t expect much else. If you refuse to speak about their religion, they likely will not speak to you.
- Crystallus Church: The church dedicated to the Crystal Order is grand but modest. Designed after the Divider itself, it’s made mostly of stone and surrounded on all sides by the same strange, glowing fissures that litter the region. The church's priests are eager to help a weary traveler off their feet for the evening and to speak of their beliefs. However, there are no outward signs of what their religion is or what they actually do. All of that is buried deeper within the church -- far beyond the purview of strangers.
- The Holy Grounds: Outside of the city is a place as sacred as the Divider itself. This area is vast and uneven, fractured by the constant trembling of earthquakes. This is the Holy Ground of Titan, or so the people may or may not tell you. Only children are allowed to walk on the sacred grounds, they say, as the children’s footsteps are pleasant for the god. Adults' steps irritate him, however, and cause the quakes to become unmanageable. No one knows if this is actually true.
- Crystallus Divider: The mysterious arch that started it all, the Crystallus Divider is a tall structure, spanning at least three stories high. In the center of it is a glowing light, bathing the surrounding ruins in a green-ish glow. People from the Crystal Order can be seen all over the grounds, praying and writing among the area's many other ruins and inactive archways. The cracks in the ground around the Divider pulse the same, strange light that comes from the Divider itself. If one intends any harm toward the Divider, they’ll quickly find themselves dispatched by the Crystal Order.
- Wildflower Prairie: Grasslands are wonderful places to find wildflowers, and the Fractured Plains are no different. Vast areas are covered in grasses that tower over the heads of most its people and are topped with beautiful flowers. These flowers boast many different colored petals and are often as big as the human head. This area is beautiful most times of the year aside from winter, but it’s easy to get lost in the tall grass. Or come face to face with a giant spider.
- Memorial Gardens: On the road toward Metaia is a large and vast memorial garden for those who have lost their lives in their travels. This memorial contains information on people who died and constantly fills with more names. Some are stone epitaphs, some carved wood, and some are simply staves or swords stuck in the ground. It’s a somber place, but also a happy one, as people come to visit and pay their respects to friends or family lost on their ventures. Merchants have settled in the area to sell necessary goods to survive the bogs of Metaia.
Seasonal EVENTS:
- Day of Welcoming: Once a year, the Crystal Order opens their arms freely to anyone who wishes to come to their city and learn their ways, their history, and their religion. This is a most joyous day for the people who decorate the city in banners and wear all white, constantly chanting or in prayer. Strangers are doted on like family and are most welcome guests, fed the best foods and drinks available. Be careful of how much you partake, though. It's said not all members join the Crystal Order of their own will.
- Day of Remembrance: The Memorial Gardens are a somber place of mourning and beauty. Once per year, the Crystal Order will lead an expedition down this dangerous road to pay their respects to those lives lost on their journey through the marshlands and plains. This is one of the only days in which they will gladly welcome outsiders as they believe that all fallen travelers are worthy of respect.
- Dance of the Giant: As with many gods, Titan’s movements in plains can be tempered or quelled with a ritual. When the earthquakes begin to grow too strong, the Crystal Order sends their best ritualists to tame the god and keep their city safe. These families bring drums and offerings of precious gems to the sleeping giant. Children dance on the Holy Grounds while adults dance and sing nearby. Who the ritualists are and what they do is unknown, but Titan has not broken through the ground since they appeared twelve years ago.
- Nox Sidus Crystallum: On the night of the winter solstice, the Crystal Order believes that the divide between worlds is at its thinnest, and will hold a strict vigil at the Divider. Their rituals are shrouded in mystery and covered by the shroud of night, but are claimed to ward away dark spirits from entering our realm from the beyond. It is is cold, rigid, and secretive work to which no outsiders are allowed entry.
Perigosa Jungle
DESCRIPTION:
Dense, humid, and brimming with danger, not many people journey into the Perigosa Jungle unless they have a death wish. The area has no shortage of plants and animals that can, and will, quickly kill an unprepared traveler. Overall, it’s not a place many people would visit -- not without an agenda that is.
CLIMATE:
The jungle is always humid and hot. Even at night, the humidity sticks to your skin, making sure your clothing is consistently soaked. A soft, misty rain is typically present at all times, making the earth soft and muddy. When the clouds part and the sun comes out in full force, the air thickens and grows heavy with heat. Insects and other pests are common in the environment. As one goes higher in the trees, the humidity lessens to a more bearable saturation.
Lore:
One won’t find much about the Perigosa Jungle in the libraries of the cities. The jungle has always been hazardous and hard to penetrate. The few detailed writings that exist about the jungle are few and far between, and typically consist of nothing but complaints and death. There are stories about people disappearing into the trees, never to be seen again. However, deep within the dense jungle foliage, lives a people not well known or documented. They are assumed to be a primitive settlement that refuses to make contact with the outside world. Contact has never been well established with the people of the trees, and those curious about them never seem to survive long in their lands.
history:
Many nations have sent their men to investigate the wild land. However, not a single nation has ever laid claim to the it. For as long as there were writings about the jungle, there were always rumors about a civilization that lived there. The “jungle people”, known to themselves as Filhos da Selva, have lived in this land for generations. They are not a primitive people, but simply a civilization that lives hand in hand with nature. These people have crafted a city in the trees, constructed of wood and leaves, where they live in a respectful balance with all other creatures. They tend to be hostile toward strangers as those unfamiliar with the jungle come with intentions to cause harm. There is no way to tell how the Filhos da Selva came to be in the forest, as they are a combination of humans, Viera, Garif, Elvaan and more. All these different species live in the trees in harmony as they all connect on the central belief of peace with the planet.
NOTABLE DEITIES:
Fenrir
PLACES OF NOTE:
- Serpente Rio: Named after a serpent, this expansive river winds through the heart of the jungle. The current moves quite quickly in most areas, making it impossible for people to cross by swimming. The river is, however, filled with fascinating aquatic life of bright colors and shapes. It makes for quite the fishing experience in the calmer waters, but send your hook at your own peril, for there are also giant and terrifying carnivores hiding within the depths of the water.
- Santuario: This expansive village houses of the Filhos da Selva hang high within the jungle trees. People traverse the treetops by walking along the massive branches or by climbing vines and ladders. The Filhos da Selva do not have a currency, but work on a bartering system for high quality goods or with strangers. For their own, there is no true class system or economy -- all are equal, and all is shared for it is a land of survival. Earn respect from the people, and they will allow you a place to rest and what food they can offer for a night or two. Any longer, and you must earn your keep.
- Guarda Norte: The Filhos da Selva have one other treetop village on the northern border of the jungle. This village is composed of guards and warriors; protectors of the front line. While this village offers weapons and house healers, the likelihood of making a good impression on these guards is minimal, as they exist to serve as peacekeepers to the jungle. Mostly, they just take prisoners.
- Mae Templo: Buried deep within the jungle is a large and mighty temple. Dedicated to the earth, it was built from stone and brick thousands of years ago by the first Filhos da Selva. Within the temple is a maze of dark corridors and holes, traps and falls. Only a small sect of the Filhos da Selva, the keepers of knowledge, are aware of how to navigate the inner temple, and they don't allow visitors. There are rumors that, lurking behind all the stone walls and traps, is a treasure most coveted.
- Crumbling Ruins: Within the jungle, there is a field of ruins that no one of the Filhos da Selva will speak of. There are statues of strange beasts and creatures coated in wild colors, crumbling or crushed, succumbing to the land. Each statue is of something different, some encrusted with jewels or other goods. However, it is said that it is a place of death and despair as hungry monsters cover the area, making it difficult to approach. The hidden history and curiosities act as an effective lure.
- Arco Iris: Somewhere among the jungle trees is a land of beautiful colors. In this part of the jungle, all the plants, creatures, and monsters are painted in a striking barrage of colors. Pinks, purples, greens and oranges, the colors streak across everything, making the land beautiful beyond comparison. However, it is said that many things here will cause people to immediately become sick, hallucinate, or die. Yet, the cities are always sending mercenaries to the Arco Iris in an attempt to collect prizes most rare.
Seasonal EVENTS:
- Feriado de Vida: Every year, before the rainiest season returns to the jungle, the Filhos da Selva come together to celebrate the creation of the world and all of its creatures. To the people, all life is sacred, and their harvest is blessed before being consumed during the festival. This is a week of song and dance, of story-telling and competitions. This is the only time when outsiders may be welcomed into the people.
- Monsoon season: When the rainy season hits its peak, strong storms brew off of the western coast, bringing devastating winds and rains. During the monsoons, the entire forest floor temporarily becomes a raging river. It’s near impossible to tell when the monsoon is coming under the thick cover of the trees. The only ones who can predict it are the Filhos da Selva, and even they struggle yearly to survive.
- Prueba de Obscura: During the jungle's dry season when the trek is less dangerous than usual, the Filhos de Selva will send those seeking enlightenment on a spiritual journey through the Arco Iris. It's said that one can find communion with the forces of nature as the light of the setting sun strikes the shimmering cliffsides of this strange and alien place. Those who survive the experience's vivid hallucinations are given a place of great honor in the Santuario village.
- The Great Hunt: With breeding season in full swing, the Filhos da Selva prepare themselves for an onslaught of aggressive monsters that, if left unchecked, will visit calamity upon their city in the trees. Culminating in a communal event that outsiders have taken to calling the Great Hunt, it is a multipurpose affair; protecting their home from the great beasts and gathering materials from fallen monsters that will be used throughout the next year. While outsiders aren't normally welcome, the Filhos da Selva usually aren't in much of a position to be choosy around this time so monster hunters tend to be allowed within reason.