PREMISE
The Mythicals came in five main varieties; Dragons, Unicorns, Griffins, Lycanthropes, and Seamonsters— each just as deadly as the last with their unparalleled strength, speed, and magic. To survive, we fought against them in a centuries-long war.
Ten years ago, the war between us Earthlings and the Mythicals ended with the betrayal of one of our own— he was an Alchemist simply known as, ‘The Harbinger’. A victory centuries in the making had been thwarted by the actions of a single man and his followers.
The Harbinger enlisted a willing sacrifice from each of the Mythical species, seeking not to establish victory in the war, but a truce. These individuals were known as Creedence, the youngest Dragon prince; Calypso, the reluctant queen of the Unicorns; Howe, an outcast of the Griffin royal family; Fallen, an unknown Lycanthrope; and Lyngbakr, the ensnared Seamonster of the deep. With their lives, The Harbinger crafted a deadly Contract, and the Fel Curse was born of our own flesh and blood.
Not quite Earthling, yet not quite Mythical, the Fels were Earthlings that had been transformed into a sort of Mythical-hybrid. They were stuck between those they once called their own, and the Mythicals, who saw them as only cheap imitations of themselves. Some Fels kept their curse hidden— continuing to live as they always had. Others sought power, fame, and prestige— declaring themselves the bringers of a new age. With disruptions to the state of the world, the war effort was stalled. The Harbinger had got what he wanted, but many wondered if this outcome was truly what he had in mind. Once again, we were at the mercy of the Mythicals. Not even the Fels could rival their power, on our side, or not.
Ten years later, we still fall victim to the curse, but the rate of infliction ever slows. No one knows why it continues, but there are always theories— always new ideas. Always someone trying to find a cure, or answers.
Change still stirred within our world. Changes in the behaviours of the Seamonsters, Mythicals, and even within our own. Then, there was a single, loud call to action.
A Fel by the name of ‘Lavender’ raised her voice above the rest—she claimed that she would establish the first ever haven for those who had been afflicted by the curse, and that she wished to seek out the fabled ‘Rozetta Stone’— a universal template for all Contract Magic, and a way to finally reverse the Fel Curse.
Now established in the old ruins of Aleph, a newly budding town aptly named, ‘New Aleph’, Lavender gives refuge to Fels in need of a safe home, as well as the promise of discovery.
The Harbinger? Her father, (or so she claims). It was her birthright to right his wrongs (or so she claims). To cure the curse, to uncover the truth behind The Harbinger’s plan, or to simply find meaning in this changing world— the choice is with you. Will you join her to uncover the secrets behind it all?
HISTORY
Transcribed and updated by historian Bellissimo Yarn of Paigebridge, 1025, volume 6
CURRENT YEAR (1026)
The war is at a stalemate— the Fels have started to become one with our society— but tentatively. Even now— acceptance is…conditional. Is this a blessing to give us the power to destroy our enemies, or is this their way of destroying us once and for all?
The Harbinger's contract has since been lost to time. ‘The war must end’, he claimed— but who would be victorious?
It is clear to us now that the Fels will play the ultimate role. For better or for worse, their existence will end the war. Will it be in ruin, or in prosperity? Only the future will tell…
On the border between Drakenmor and Paigebridge lies a small trading town. A woman known as ‘Lavender’ has given Fels a promise— rallying them to the location. She has given them a call to arms.
‘Come, fight with me to take the old ruins of Aleph to the north-east. We will create a base of operation to discover the purpose of my father’s curse— a place where all are welcome. Together, we will fulfill our destiny’
YEARS 1006-1025 (PAST 10 YEARS)
‘The war must end’, spoke The Harbinger. In principle, we agreed, but we did not share the same vision of an ended war. We would have never guessed that we would be betrayed by our own flesh and blood. A mysterious alchemist scholar known only by the title of ‘The Harbinger’, conjured up a deadly spell. By sacrificing himself and a single willing Mythical of each kind, he hoped to bring about the end of the war. His contract was shoddy— incomplete— the desperation of a mad man. The consequences were disastrous.
The sky turned red, and six stars rose to the heavens— a soul for each of the wretched sacrifices. From this day forward, the ‘Fel’ was born. A creature that looked like us… but was secretly one of them. Half Mythical, half Earthling. We had become one with our enemy. Unable to fathom the changes made to our world, we chased the cursed ones from our towns out of fear. Children, parents, mentors, friends, lovers— no bonds were spared, none held sacred. Fear changed us for the worst.
We will never forget the Night of Six Stars. We will never forget the names of those who changed our lives. Calypso of the unicorns, Credence of the dragons, Howe of the griffins, ‘Fallen’ of the lycanthropes, a mind-controlled Seamonster, and ‘The Harbinger’. For as long as we live, their names will never be forgotten.
YEARS 1005-905 (PAST 100 YEARS)
An unlikely truce was finally formed between the four states of Drakenmor, Paigebridge, Eleftheria, and Severeth. United, they devised a plan to rid the world of their true enemy, the Mythical Beasts. The war was long and bloody— victory seemed all but impossible, yet we persisted.
By the year 985, we finally started to make progress. By the time the year 995 came, our progress had snowballed. For the first time ever in our existence, we were winning against our age-old enemy. Our future seemed bright. We would not let go of this opportunity for such a prosperous future.
YEARS 904-??? (PAST APPROX. 1000 YEARS)
1000 years ago marks the beginning of our great civilization. Our territories expanded, and we established four strongholds across the land. Paigebridge, Eleftheria , Severeth and Drakenmor. In competition for scarce resources, the four states waged war against each other. Things continued this way for generations— historic victories were won and losses were taken, but we were still kept in a strangle-hold by our historic enemies, the Mythicals. Our battle against these mighty creatures continued, but divided, we made little ground. For as many lives that were lost in the wars, many more were lost at the talons and teeth of the beasts against our borders.
ANCIENT HISTORY ( BEYOND 1000 YEARS AGO)
In times of great fear and tumult, our kind struggled to survive. We were surrounded on all sides by vicious Mythical Creatures boasting enormous power. Our territories were small and barren— they have us nary a chance to flourish. Little recorded history comes from this time of darkness, although every now and then, we find…relics— Inscriptions in languages long past. Instructions we no longer understand— depictions of strange objects that cease to exist (maybe they never did). Some believe this was the time that the Rozetta Stone was crafted, and then, for some reason, lost forever. Once upon a time, some swear, we had the answer to Contrat Magic. Why has it been lost to us? The answer will forever remain a mystery…
NEW ALEPH
New Aleph is the main base of operation for the group’s player cast! It is located due south of the city Drakenmore.
ABOUT NEW ALEPH
New Aleph was founded three months ago by a Fel called ‘Lavender’, the daughter of the Harbinger. She initially promised the town to its new citizens in exchange for assistance with deciphering her father’s residual notes, however, she has now revealed that her goal was instead to leave the town to its new inhabitants with no strings attached. What the inhabitants (a.ka., you) decide to do with this land is now up to them, although the mystery of the Fel Curse still hangs heavy over their heads. Those who wish to research the curse will find no better place to reside— with Lavender’s wealth of knowledge and the assistance she offers, perhaps a new, wonderful discovery looms ever closer…
History
The town originally known as ‘Aleph’ was abandoned 100 years ago. It is believed that the presence of Mythicals in the area, as well as the mounting pressure of the war, slowly drove its citizens to flee to better fortified regions. Aleph’s history is not well documented, although perhaps some paper-trails have been left behind…
Condition
While originally stumbled upon in ruin, the rebuilding of New Aleph has been a major success. Although small, the town now flourishes with small markets, stores, and those who have begun to build new homes. Many older structures still exist, which could be repurposed by anyone quick enough to snag up the free real estate.
A trade agreement has been established with the nearby city of Drakenmore and the town of Minnobury. New Aleph currently uses the currency of the Drakenmore region to facilitate trade.
The Truth Seeker Guild
The Truth Seekers have become a new unofficial guild within New Aleph. These individuals tend to work closest to Lavender, and are amongst those who are most interested in discovering the mysteries surrounding the Fel Curse. They are considered to be important figures within the town.
All player characters will be considered to be a part of the Truth Seeker Guild! Since it is a semi-unofficial designation, player characters do not need to consider themselves officially part of the guild— their participation in events and such is what will give them this designation. Characters are happy to align themselves however they wish despite public perception, however.
THE CITRICAST

The Citricast is a mysterious Contract-touched Item brought to New Aleph by Lavender. The Citricast creates a nigh impenetrable barrier around New Aleph in order to protect its citizens from harm. This device is what makes New Aleph special, and gives many hope for the security of this new town.
Entering the Barrier
- Only those who have imprinted onto the Citricast or those who have been escorted are allowed into the barrier. Anyone who is already imprinted onto the Citricast can escort whoever they please into the barrier.
- Those who have been escorted into the barrier are able to leave freely, but will not be able to re-enter unless they imprint onto the Citricast, or receive another escort.
Imprinting onto the Citricast
- The Citricast only allows individuals who have imprinted onto it free access into and out of New Aleph. To imprint onto the Citricast, one simply has to place their finger (or any other part of their body) onto the divot in the center of the device.
- In exchange for allowing free access in and out of the Citricast Barrier, the device siphons a small amount of magical energy from those imprinted, but only while they are within the barrier. This equates to about a ¼ (or 25%) reduction in potency of any magic used. Otherwise, those imprinted should feel no negative effects.
Other Citricast Functions
- The Citricast can be deactivated by pressing a small divot at the back of the device.
- Individuals are free to remove their own imprint on the Citricast, otherwise, only Lavender has the ability to remove individuals other than herself.
PLAYER CHARACTERS
How and why your character arrives in New Aleph is totally up to you! Feel free to consider the following when having your character interact with the town.
- Your character is free to take up an old house, or build a new one! They can live alone, or with others. For new arrivals who are still deciding or setting up, shared accommodation is provided in the town’s central keep.
- Characters are allowed to set up services and/or businesses within the town. As everyone is still getting settled in, your character’s business is likely to be the first of its kind, or at least in limited supply! Feel free to make your character a well-known individual in their field. Characters are also allowed to set up and manage, and/or maintain essential services, such as cultivating food or providing healthcare.
- If a player character is inactive, or there are no player characters occupying specific roles, it can be assumed that other NPCs are also active in performing essential services.
- NPCs are allowed within New Aleph, and may be brought along with your character, or simply turn up as visitors! NPCs can be played within the town freely, and can have their own jobs as positions as well, provided that they do not overshadow Player Character occupations.
LAVENDER



Lavender is the de facto leader of New Aleph, although she tends to act as more of a guide within the town, leaving important tasks to others. Currently, these facts are known about her:
- Lavender originally appeared in Minnobury three months ago to announce her project to found New Aleph. The reception was mixed. With her connection to the Harbinger, she believed there may be some areas of interest around New Aleph.
- A week after the meeting, Lavender assembled a group of interested participants in order to fit the Citricast within New Aleph. This was met with resistance from Drakenmore’s knights, however, after a miscommunication was identified, New Aleph eventually established good relationships with its neighbouring city.
- Lavender’s initial motive appeared to be that of ending the Fel Curse. It appears now that she simply wants to place her father’s residual research into the hands of those who will use it, and nothing more.
- Upon the use of Insight, it appears that Lavender is a Basilisk Fel, originally being a springbok wolf creature. She has Soul magic.
NEW ALEPH MAP

A map of New Aleph! Descriptions for each location can be found below.
Check the Character Housing spreadsheet to assign where your character lives! This isn't mandatory, just a fun thing for you to map out on the side!
CENTRAL KEEP
The Central Keep is where the Citricast resides, as well as Lavender and her office. This area is a gathering point for the Truthseekers, and has many basic amenities such as meeting rooms, and a courtyard.
The keep also serves as an inn and/or permanent/temporary place of residence. Those deciding whether they want to stay in New Aleph, or where they want to stay in New Aleph, may reside here. Those who prefer to live closer to work or in smaller, more communal dwellings may like to reside here.
WATCH TOWERS
The four watch towers of New Aleph serve as entry points for travelers, merchants, and those looking to settle in the town. Because the Citricast Barrier will only allow entry to those imprinted on the Citricast, each arriving person must manually be escorted through the barrier.
It is a regular job for the citizens of New Aleph to work in these towers! The workers stationed here each use their own individual best-judgement to decide who to let in, and who decline. Not every newcomer may arrive with the best intentions, afterall.
Northern Watchtower
The Northern Watchtower tower sits close to both the western and northern residential areas of New Aleph, and oversees the path leading towards the mountains that guard entry to Drakenmore. Trade and travel is typically facilitated through this entry point. Although it is the smallest of the watchtowers, work here can get quite busy.
Eastern Watchtower
The Eastern Watchtower is the tallest of all the watchtowers, and gives a good view of all of New Aleph, as well as the mountains to the east. While it is the least busy in terms of foot-traffic, it is often the tower that responds first to emergency situations. Medical staff and rescuers often work here, as they can spot weary travelers and strife from afar and respond proactively.
Southern Watchtower
The Southern Watchtower is the furthest from the center of New Aleph, and is often the busiest when it comes to escorting in new arrivals. This tower is larger than the Eastern and Northern Towers, supporting workers during longer shifts and stays. You never know what you might encounter working out here, so the tower comes equipped with food stores, medical supplies, and even beds!
Western Watchtower
The Western Watchtower is the most heavily fortified tower, and oversees the area closer to the ocean, as well as sprawling cliffs reaching out westward. While many regular people choose to enter the town through this path, it is often the chosen route for those who like to enter with more secrecy, planned or otherwise. Some of the tougher workers like to be stationed here in order to assist with sensitive plans, or otherwise suspicious individuals looking to sneak into the town unnoticed…
RESIDENTIAL AREAS
The residential areas are the places where most citizens of New Aleph choose to live!
Western Residential Area
This area lies above New Aleph’s cave, and is closest to the Inn, Hotsprings, and Abandoned Castle. It is a quieter part of town, where locals have space and may rear smaller livestock such as chickens and ducks. Artisans and bakers also may choose to sell here, avoiding some of the noise and chaos of the Marketplace Residential Area.
Marketplace
The central part of town, where salespeople sell their wares, and residents put on lively public performances. Most of New Aleph’s citizens live here, choosing to stay close to the urban centre. It is a densely populated and well-connected part of town where you can find just about anything New Aleph has to offer.
Northern Residential Area
A quieter part of New Aleph where people are friendly, but tend to keep to themselves. Those that choose to live here prefer a calmer environment. The larger houses are good for those who need room for their various research or study projects.
Abandoned Castle
A massive structure that looms over New Aleph from the north-west.
Some individuals have taken the opportunity to repurpose some of the many rooms into libraries or recreational areas.
Some Others have even chosen to live here, although much renovating needs to be done beforehand.
Many parts of the castle lay in ruin. One must be cautious when exploring the deeper parts of the castle, as it is not entirely structurally sound.
Farm District
A swath of land to the south of town where farmers raise larger livestock and cultivate crops. This wide-open area is a perfect place to relax, or work, as it’s responsible for feeding most of the town.
The Pitt
A training area surrounded by a small wood. This area is far enough away from the center of New Aleph to allow people to practice sport or combat without disturbing the locals. The wide-open clearing allows for individuals to fly, transform, and use their magic to their heart’s content. It is also a popular location for anyone wishing to make any secret dealings…
Temple
A temple where people can come to practice their faith and/or hold ceremonies. All people are welcome here, and are free to use the temple for all kinds of practices. Small events can be held here too!
Hospital & Clinic
A place where people can visit and/or see doctors and/or specialists for routine healthcare, or come for more serious ailments. The hospital and clinic offers triage services, as well as in/out patient services.
Cave
A large cave in the middle of New Aleph, and the town's most accessible place to collect fresh water. A large river flows through this cave. The river is thought to come down from the mountains to the north-west. There is still much to explore here…
Rest Area
A small rest area outside of the Central Keep. This is a regular hangout spot for the Truthseekers, where there are tables, chairs, and plenty of foliage to create a serene and relaxing place to unwind.
Lone Tower
A small, old tower that has laid in ruin for a long time. This spot is full of flowers, and sits close to a waterfall that streams down from New Aleph’s cave. It is a relaxing spot to meditate or clear one’s mind.
Hotsprings
High up on New Aleph’s mountain is a natural hotspring. The winding path leading up to this location is a long one to trek. Because of this, a small elevator has been installed to allow quick and easy access to this location.
Stage
A large stage used for larger gatherings and performances! Lavender may occasionally give speeches here, but the stage is mostly used recreationally.
Inn
The local inn is a place to hang out and share a few drinks and a meal with friends. The inn also offers rooms for temporary stays.
Various Ruins
Many small ruins still dot the town of New Aleph, though many have been reused and refurbished into new homes and establishments. Dotted around town, however, there are still the remnants of buildings and structures long past.
Citricast Barrier Edge
The edge of the Citricast Barrier lies close to each Watch Tower to allow quick and seamless escorts. While mostly translucent, you can spot the barrier edge by its shimmering yellowish, crystalline glass-like surface. A small, white line can also be seen on the ground under the right light, marking the barrier’s edge.
WORLD MAP
GLOSSARY
| Drakenmore Region | Paigebridge Region | Eleftheria Region | Severeth Region | Lamortplage Region |
|---|---|---|---|---|
| Drakenmore | Paigebridge | Eleftheria | Severeth | Lamortplague |
| New Aleph | The Rubedo Tree | Serket Desert | Severeth West/Outer | La Preciosa |
| Minnobury | Lillyland | Platos | Severeth East/Central | |
| Wyrmott | Wellspring Forest | The Tablet | Gargarith | |
| ??? | Glass Mountains | The Whistling Wilds | The Star Isthmus | |
| Hartshorn Mons | The Wandering Sphinx | |||
| Pagina Silva |
✦ DRAKENMORE REGION ✦
The areas surrounding the city of Drakenmore
DRAKENMORE
The impenetrable city
A city state located to the north. It is shielded by thick stone walls and guarded by an impenetrable military force. Drakenmore defends itself from the neighbouring nest of Dragons across the sea further south. The city is still recovering from an attack from Bahamut (one of the dragon princes) from ten years ago.
Fels are welcome within Drakenmore’s walls, however using magic is strictly prohibited. Fels are also sometimes subject to other restrictions within the walls (no flying, etc.), making it a city that can be difficult to live in if one wishes to fully embrace their Fel status. To those who wish to keep their status hidden, the city can be quite accommodating.
Drakenmore embraces a more medieval/renaissance atmosphere, where knights fight for honor and where advanced technology is scarcely seen. Some of the world's best armorsmiths and blacksmiths reside within the city— it is famed for its production of tapestries, armour, weapons, and stonemasonry.
NEW ALEPH
A town once abandoned, lying to the south of Drakenmore. It has now been repurposed by a Fel named Lavender, who is hoping to research the Fel Curse. It is believed that a small group of Dragons resides near the area. You can read more about New Aleph in the previous tab!
MINNOBURY
A town located to the south-east of Drakenmore, famed for its cultivation of delicious minnows. Although it pales in comparison to the grand city, it is well-fortified and sometimes thought of as a smaller version of Drakenmore. The town is known to be unusually hospitable towards Fels as a large population exists here.
Lavender’s original meeting was held in Minnobury and it has since become somewhat famous for this event.
WYRMOTT
An archipelago to the far north that is home to the majority of Dragons. The Dragon Palace resides on this island, which is home to the Dragon Royal Family. Smaller homes surround this centerpiece atop a large and rugged mountain. The land is fraught with ice and snow, built upon the remains of long dormant volcanoes.
Due to its location across the sea, it has not been well explored by Earthlings.
???
A mountain range located to the east of New Aleph. It has been left untouched for an extended period of time due to the supposed sightings of Mythicals in the area.
✦ PAIGEBRIDGE REGION ✦
The areas surrounding the city of Paigebridge
PAIGEBRIDGE
A city built on the Rubedo Tree
A humble city located to the east. It is the oldest of all the grand cities states. Paigebridge is built upon the side of one of the roots of the Rubedo Tree.
The architecture of Paigebridge harkens back to high-fantasy with magnificent marble spires and staircases that never seem to end. The city has varying levels as it climbs the side of the Rubedo tree root. Paigebridge is lush and brimming with forest plants and mosses.
The city still has much superstition about Fels with unclear rules and boundaries. Some individuals marvel at the use of magic while others cower in fear. It is a city of rumors where no one is sure what to believe. Some Fels find a home here using their magic to assist with various jobs— there is a particular interest in those who can use Rosary Magic, as the city is home to some of the best doctors and medical providers in the world. Caution must always be taken, however, as some believe that it should be taboo to use Rosary Magic to heal patients within Paigebridge.
THE RUBEDO TREE
A massive tree that extends far into the sky— its trunk is estimated to be about 1 kilometer (half a mile) thick. Some of the tree’s roots sit above ground and extend outwards for miles— and some of these roots can be up to 20 stories high. Many cities and locations surround the tree’s roots and are nourished by the fresh water and humidity it provides.
The tree gets its name from the final phase of the ‘Great Works’ (in reference to the creation of the Philosopher’s stone), and its reddish colour. The tree resembles a giant redwood. No one knows much about the tree’s origin or age.
WELLSPRING FOREST
A forest touched by Contract Magic many years ago. All who enter the forest of eternal happiness are said to never be seen again. It is said that the forest’s illusory powers make one's wildest dreams come true— however in the process, an individual is trapped and unknowingly deprived of sustenance until they perish.
Some believe that the Philosopher’s stone exists at the center of the forest, and if one were able to find it, they would be able to dispel the curse and obtain eternal life.
LILYLAND
The Unicorn’s home forest. The trees and plants here sparkle with dew in all their dainty glory. A large root of the Rubedo Tree separates Lilyland from Earthling society, however many tunnels through the roots have been created in recent years for easier access.
Despite its fanciful appearance, Lilyland is rife with poisonous plants, insects, and amphibians.
Unicorns have since been pushed back further into these woods, and small settlements have arisen where Earthlings may take rest. One must always remain cautious, however, as survival in these lands is no easy feat. Even for those who live here permanently, they are acutely aware that each day may be their last.
GLASS MOUNTAINS
A range of sharp, tall limestone pillars that form intricate mazes all the way to the coastline, mingled with smoother glass obsidian deposits. Many speculate that this area was once affected by Contract Magic due to its strange combination of terrains. It is also speculated that a nearby dormant volcano’s eruption also contributed to the appearance of the land.
Some Earthling settlements dot this area, along with sparse Mythical sightings. Earthlings here know not to play with the pillars, as many rocks are as sharp as blades. It is a known harvesting ground for glass obsidian and other gemstones.
HARTSHORN MONS
Harthorn Mons is the tallest mountain in the world, located in the Harthorn Alps just south-west of Paigebridge. The living conditions on the mountain and its surrounding areas are harsh, meaning that many Earthlings chose not to live in this stretch of land. Those who dare to climb the mountain often report sightings of various kinds of Mythicals within the area.
PAGINA SILVA
A lush island near Paigebridge. Small settlements and fishing villages dot the shoreline of this island. Fish, vegetables and fruit harvested here are exported to Paigebridge in large numbers.
Pagina Silva’s rainforest is known to be dense and dangerous. It has still not been fully explored, however Earthlings regularly venture into these wilds to harvest its unique flora.
✦ ELEFTHERIA REGION ✦
The areas surrounding the city of Eleftheria
ELEFTHERIA
The city of ideas
One of the Five City States, and arguably the largest (although Severeth is not far behind). Eleftheria sits on the edges of grand deserts, adorned with beautiful city streets and architecture that makes it seem like an entirely different world. Despite its location, it is unusually lush with various arid plants. The greatest creative and scientific minds reside here, making it a city of abstract art and scholarly renown.
Fels are welcomed and even celebrated in parts of Eleftheria— however one must still remain cautious, as bounty hunters also frequent the city.
Eleftheria is also one of the only Five City States to have (relatively) peaceful interactions with Mythicals, specifically wandering Griffins who seem to have an interest in the city. While these interactions can remain peaceful, they are oftentimes tense due to the current state of the world.
SERKET DESERT
A vast desert to the west of Eleftheria. Many travel this route on their way to Severeth, however it is a perilous journey. Small outpost towns exist out in the vast expanse, as well as some small Griffin settlements.
It is named after the goddess Serket, in honor of its abundance of scorpions and creepy crawlies.
PLATOS
Platos is the city of Griffins— it is to the south-east of Eleftheria. The city is rich with intricate moorish architecture adorned with colour and gemstones. Earthlings have visited Platos on such occasions in order to study the Griffins’ scientific literature, or to attempt to pillage rare gemstones and gold. Griffins here are not partial to Earthlings, so one must always tread with caution. Earthlings are often killed on sight if discovered, no matter their intentions for visiting.
THE TABLET
A flat slab of land that is dotted by smaller Griffin populations expanding out from Platos. Some Earthlings also live in this area and maintain a cautious but civil relationship with nearby Griffins.
THE WHISTLING WILDS
A dense jungle to the east of Eleftheria. Aberrants have been spotted here on some occasions, leading Earthlings to believe that there might be a larger population dwelling within the jungle’s heart.
The Whistling Wilds are unfortunately, perilous to navigate. The climate is hot and humid, and the jungle is made up of many mountains, pits, and magnificently large cave systems. Large wild cats and venomous insects, snakes, lizards are also common within the wilds, as well as poisonous plants and amphibians.
Many choose to travel through a narrow strip of land bordering the ocean around the wilds on their way to Paigebridge. Few take the path through the wilds.
THE WANDERING SPHINX
A large temple that is rumored to exist in the Serket Desert, shaped like a massive sphinx. Its form has been spotted in all locations of the desert, although no Earthling has been able to confirm its existence, and none have visited it up close. Many believe it to simply be a mirage imagined by weary travelers, although it cannot help but be noticed that specific Griffin individuals have also been sighted alongside the mirage, or shortly after…
✦ SEVERETH REGION ✦
The areas surrounding the city of Severeth
SEVERETH
The city of innovation
Severeth is perhaps the largest city on earth, rivaled by only Eleftheria in the south. The city is divided into two distinct provinces— the east, and the west. The eastern side accounts for about one-third of the city’s total area, while the western side accounts for two-thirds. Some call the eastern side Central Severeth, while the western side is called Outer Severeth.
The defining characteristic of this marvelous city is its integration of advanced technology which is scarcely seen anywhere else in the world (although its influence is spreading). This technology was first invented by a crime lord called ‘Vertigo’ in the west city, and it has since spread throughout.
Severeth is built upon old dark gothic architecture adorned with new technology and designs— it is a strange blend of the new and the old. Fels are welcome within the city, but are sometimes sought out in order to further another’s agenda. Severeth is a city of business, where the locals are always looking for new ways to turn a profit or elevate their name. Fels are either big names here, or constantly trying to brush off entrepreneurs as they try to live their ordinary lives.
SEVERETH (WEST/OUTER)
Western Severeth is known for its lack of regulation and archaic construction. It is home to organized crime, but also many Fels, and scientists who wish to study Severethian technology. Regulations in the east city often prevent scientists from conducting research that would truly innovate technology, thus, they seek out the western city in order to further their knowledge.
Despite the lack of regulation, many scientists here work under a strict moral code. While their experiments may be dangerous, it is important to them to limit any harm done to civilians. For this reason, many dangerous experiments only tend to cause damage to the scientist, their property, and any of those who have consented to working with them under these dangerous conditions. Scientists are beacons of the community and strive to enrich the lives of those around them.
Technology exists in the hands of organized crime as well— it was where it all began, after all. Scientists working in the shadows have made great strides in advancing the prowess of technological weapons over the years. Many do not approve of using technology to create weapons. Unfortunately, its progress still continues.
SEVERETH (EAST/CENTRAL)
It took a while for technology to find itself in the east, as many were skeptical about its origins. Scientists willing to make a quick buck, however, were able to find ways to safety-test technology and have it approved for public use. While many respectable scientists exist in Eastern Severeth, some from the south are skeptical about their motives. It seemed as if they simply wanted to profit off of the breakthroughs of the west in order to market a novelty to the wealthy. Many, however, are passionate about making a safe, and widely used improvement to society. For this reason, Eastern Severeth has an intricate system of public transport, utilizing light-rail, air-powered lifts, and even blimp travel. Blimp travel in particular has become quite popular, even outside of Severeth.
Despite the shiny coat of paint that technology has in Eastern Severeth, it is still widely accepted that Western Severeth’s technology is far more advanced and even more reliable in some circumstances. Eastern Severeth has a robust and surprisingly well-thought out public transport system, but lacks much else, including cars and motorcycles. Much of the other technology available is typically nothing more than a novelty— expensive pieces of equipment that tend to serve very specific purposes and nothing more— oftentimes only used as playthings for the wealthy.
GARGARITH
A town to the south of Severeth. Gargarith is a medium to large settlement home to the toughest of warriors. It is an old town that has been rebuilt many times as it suffers semi-regular attacks from Lycanthropes. Lycan Hunters congregate here in order to plan their next expeditions to fight the Lycanthropes. The town also has an active pit fighting scene that welcomes Fels (it is believed here that if an Earthling can’t survive in a battle against a Fel, then they stand no chance against a Mythical Lycanthrope).
THE STAR ISTHMUS
A land bridge connecting the Severeth Region to the Eleftheria Region. This path is well-worn and is home to many thriving towns that sell their wares and services to weary travelers. One must always take caution traveling this path, however, as it is also known to be home to bandits.
✦ LAMORTPLAGE REGION ✦
The areas surrounding the port town of Lamortplage
LAMORTPLAGE
The town of Seamonster Hunters
A port town island to the north-west— the only flourishing port town. Only the toughest and meanest Earthlings and Fels live here. Run by pirates and fishmongers, the Earthlings and Fels here fight a constant battle against Seamonsters.
Fels and Earthlings share comradery in this strange town. The only thing you need to live in Lamortplage is a hunger for the sea and the blood of its monsters.
Despite its smaller size, Lamortplage is considered to be one of the Five Great City States. It is a town that has stood the test of time and is known far and wide.
LA PRECIOSA
A smaller port city to the south of Lamortplage. La Preciosa is known for its gentler atmosphere as well as its stunning beaches and cliff sides. Pirates still frequent the town, as it’s known for its robust shipwrights.