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A breedable/changing pet shop guild for role play. 

Tags: Magesc, Soudana, Seren, Abronaxus, Dragon 

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Magesc
Captain

PostPosted: Fri May 03, 2013 2:07 pm


table of contents

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» table of contents
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» the world
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» the celestial plane
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» serenia
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» soudul
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» eowyn
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» aisko
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» ayr
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» miscellaneous places
PostPosted: Fri May 03, 2013 2:07 pm


the world


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Magesc
Captain


Magesc
Captain

PostPosted: Fri May 03, 2013 2:08 pm


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Celestial Vortex
The Celestial Vortex was created by thousands of peisio dragons and Abronaxus himself in order to protect the dovaa. It is the link between Magesc and the Celestial Plane. At the time of its creation, outsiders had to physically swim down the spiraling maelstrom to visit the other realm. Since then, powerful dovaa spellcasters have channeled off a portion of the maelstrom’s magic and concentrated it into a single, massive portal, around which a substantial loading dock was constructed, accessible by ferry. Anyone not of a pureblood dovaa bloodline, however, is greeted warily and not allowed to enter without special permission. The vortex itself remains to this day to be a beautiful combination of greens, golds, blues, and even violets and has been known to draw in travelers who don't know of its origin. It irradiates a certain blue glowing light out from its middle that can be seen for miles, and is normally the distinguishing point for most travelers trying to find it. Through the eye of the vortex you can see a field of millions of flowers. Upon entering the vortex, you are transported to a large courtyard in the center of the Celestial Plane with flowers all about you. This allows you access to all of the wondrous things the plane has to offer.

Celestial Plane
The Celestial Plane is a utopia created by Abronaxus and tailored to the needs of his creations: the dovaa. Entirely separate from the rest of Magesc, it exists on a dimension all its own which extends only as far as Abronaxus designed it and is connected to the outside universe only by the portal therein which leads to the celestial vortex. As a 'perfect' world, it has no seasons, no storms, no sun, moon, or stars - only one eternal spring, and a magical shifting of day into night on the same clock as the lower world.


the celestial plane



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User ImageCelestial Fortress
-- The official place of worship of Abronaxus, the god of peace and harmony. This is where all pure blooded dovaa come to learn of the different clans as well as finding themselves through their studies. As they grow, they come here, where Marcus Ysaride lives as well, to give him their collected souls and show off their true worth to the Plane.


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User ImageAstral City
-- Astral City is the 'capital' of the Celestial Plane and is home to many merchants and sellers of all kinds. Looking for a gift for a friend? This is the first place most, if not all, dovaa look. There are many streets of gold and silver lining. Most people are kind, though of course there are those who are a bit more rude than most like, just like the culture in any civilization. Astral City is the most beautiful capital of all Magesc, but it is not traveled by many for anyone not of the dovaa race is not allowed in the plane. Anything you would expect to find in any major city can be found here.


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User ImageThe Coliseum
-- This is where many dovaa fight for their pride, honor, and status. There's an annual Tournament to see who will become the next leader of the Celestial Guard. The Celestial Guard is the task force in charge of keeping the Plane a safe environment for all dovaa. Marcus is the leader, but the Celestial Guard Captain is his right hand man (or woman).


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User ImageDawnkeeper Hostel, The Drop Off
-- The Dawnkeeper Hostel, located on the Celestial Plane's coastline, near the portal to the lower worlds, is a popular rendezvous point for traveling family members and — more famously — long-separated, or soon-to-separate lovers, and is nicknamed 'the drop off' for that very reason. It has a few bawdier terms associated with it, and thanks to its long existence, several generations of dovaa have had a few children dubbed 'dawnkeeper babies' or 'drop off deliveries' thanks to the origins of their conception. Reputation aside, it is a quaint hostel with several scenic rooms and a picturesque view to set the mood.


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User ImageLiraelle's Wish, the Garden of Eternal Spring
-- Liraelle was the fatally ill daughter of a prominent politician in Marcus Ysaride's court. Her happiest moments always came from the beauty of the natural world and she wished, one day, to become a famous ysali gardener. Though she never lived long enough to take on a clan of her own, during her time alive, her parents hired seven of the greatest gardeners and landscapers from a mix of the ysali, peisio, and gaili clans to build the greatest garden on all of the Celestial Plane. All through it, massive, enchanted fountains are scattered amidst the greenery and floral formations, spelled so that the water never stops running. Miniature streams flow beneath floral arches, and white-stoned walkways are sidelined by ever-blooming flowers. After their daughter's passing, the family opened the garden up to the public in honor of her memory and her passion, and it is to this day the largest and most intricate of the Plane's gardens, and a favorite getaway for those looking to relax, surrounded by their land's natural beauty.


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User ImageCalleth's Cove
-- Also located along the Celestial Plane's coastline, Calleth's Cove is a small nook of sheltered water and easily-climeable rocks. An inviting place for young dovaa children to swim and explore, and the source of many pioneering adventures for those whose parents permit them out that far. The waters are still, clear, and perpetually tepid year-round, making it a relatively safe and promising place for hours of fun.


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User ImageThe Whispering Pond
-- Located an hour's ride north of Astral City proper, the colloquially-named 'whispering pond' is nestled at the edge between Dannon's Thicket and the fields of Aloradhan. Though some profess it to be a place steeped in old magic - a communing point with the planes of the gods - for the most part, it is a simple, if beautiful, watering hole frequented often by young dovaa and their parents, or shy lovers looking for a gathering place. It has no known magical properties despite the fact that some insist it is the best place to travel for prayer to commune with their god.


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User ImageFields of Aloradhan
-- The fields of Aloradhan surround Astral City on every side. They are home to farmers and rural entrepreneurs who prefer the quiet life over the bustle of the city and stretch for many miles in most directions, though they are thickest around Astral City's southern edge. Green, lively, and prosperous, they provide rich soil for those willing to till it, and great open fields of rolling hills and smooth expanses scattered with only a few stray trees for those children who would prefer simply to run amidst the long grasses.


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User ImageDannon's Thicket, The Greenwood
-- Dannon's thicket is the densest part of forest on the Celestial Plane, though still not thick enough to block the light of day from shimmering down through the trees. It lies directly north of Astral City and covers a broad expanse of land, home to a few scattered residents who make their way mostly living off the land with the occasional trip down into the city proper. It is lush, made up of many wild fruit-bearing trees amongst the rest, and provides homes for a good number of prey animals in addition to the dovaa who travel it.
PostPosted: Fri May 03, 2013 2:08 pm


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User ImageAshen City
-- The asarei have created a capital of their own, one that provides shelter, healing, and power to all asarei who live there. Found in the Northwestern portion of Serenia, Ashen City as it's called, has become the stronghold of the Order.




Places of Note within Ashen City:
    User ImageCitadel of the Order
    -- The worship and teaching place of the goddess, Seren. Also where Aevah Avi lives and teaches.


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User ImageValley of Andrah
-- A quaint pastoral scene found right outside the boundaries of Ashen City with tall waving grasses on gentle rolling hills.This is where farmers raise food for the tables in the city, and where shepherds tend to their herds of cattle and sheep. A great place to take a breather from the hustle and bustle of city life.


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User ImageForests of Aurinead
-- Serenia has always been a lush place where life blooms wildly yet so beautifully. This is most evident in the large swathes of forest where the trees are covered in leaves of gold and their trunks, a deep, dark brown. Shrubs, bushes and flowers dot the undergrowth of the forests and where the forest cover opens up to let sunlight through, patches of vividly green grasses flourish. Everything in the Forests of Aurinead is bright with majestic animals darting through the thick forest cover and birds trilling with joy. It is said that one's spirits feel enlightened deep within these magnificent forests and many a work of art was made underneath these tall golden trees.


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User ImageLake Tyluafel
-- The northern lake of Serenia, this lake is known for it's greater healing properties in comparison to it's sister lake of Amafel. Beautiful, serene surroundings encompass the lake and all of it's majesty.


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User ImageLake Amafel
-- The southern lake of Serenia, it's known for its peaceful beauty. Many festivals are held down near this lake for its serene, enclosed surroundings. The lake is totally surrounded by trees from the forests of Aurinead.


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User ImageKawyn Ruins
-- A beautiful sight to behold, but not many are brave enough to venture down into its depths, for everyone who has, have not come back alive. Legend says that the ruins were created by the dragons and earliest dovaa to revere the gods. Now, Aevah considers the ruins to be a landmark and a spiritual place, never to be touched or broken down.


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User ImageHot Springs Village
-- A small country town on the banks of Lake Tyluafel. They have created a hot springs bathing facility to take advantage of the healing waters and have created a hot spring using magic and machines; the town gets its name this man made hot springs. The village is big enough that they have enough income to support a small school for their children who don't want to leave for Ashen City to get trained. Fairly peaceful, there are plenty of semi-retired fighters here, most of which have married and settled down. Though many of them still spar and go out dragon hunting every now and then when a dragon is spotted too close to the town.

Places of Note within Hot Springs Village:
    User ImageWindy Cafe:
    -- Fairly well known among travelers and bards due to its proprietor giving out free meals in exchange for tales told to her nieces and nephews. Also has gained some more fame due to its success at the Winter Festival. The building is airy and well lite, with plants and flowers everywhere. You can choose to sit inside or outside at small tables. Food is good and the place friendly and willing to serve any client. They sever good food at a decent price. The owner, Talia Perinth, loves to gossip and will always chat with a new face to see what's going on in the world and to get to know you better. Friendly, she laughs easily and always has a quick response on her tongue. Her husband, Tarlon Perinth, is the main cook here. Once a barbarian, he's settled down to live a peaceful life with his wife and friends. Though don't get him mad! He still knows how to fight and his mace is never far away!

    User ImageHot Springs Bath House:
    -- A place of rest and relaxation. The villagers in the banks of Lake Tyuafel created an artificial hot springs and bath house by taking the healing waters of the lake and using both magic and machine to heat and transfer the water to their indoor and outdoor pools. Excellent service, good food, clean rooms and wonderful baths make up the experience of this bath house. You may choose to bath outdoors in any season or indoors. All baths are separated by gender unless you request a personal bath, then you get one of the smaller baths inside.

Magesc
Captain


Magesc
Captain

PostPosted: Fri May 03, 2013 2:08 pm


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User ImageObsidian City
-- In the Eastern portion of Soudul is its capital called Obsidian City, the raguati's stronghold. The entire town is filled with merchants and living quarters of all kinds for the people. Many vastly tall buildings cascade upward and outward in every direction. The docks are to the East of the city, where many ships set sail to the different continents. Buy a fare and travel if you'd like, or make yourself well known within the city.



Places of Note within the Obsidian City
    User ImageOblivion Sanctuary
    -- The place of worship and teaching of the dark goddess, Soudana, as well as the living place of Draco Verrano.


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User ImageLake Koralifel
-- A dark blue lake on the Western half of the continent of Soudul that spans many miles itself, and its branching rivers flow to the ocean that the people call Koralifel because of its dark, powerful presence when one is near the lake itself; only raguati feel the lake's power. It is also said that during the Months of Blood Moon, the blood lust that Magescians feel will be soothed if one bathes in its waters.


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User ImageTwilight's Pillar
-- In the dead center of the continent is a large black pillar the raguati call, Twilight's Pillar. Legend has it that Twilight was the greatest raguati ever to walk the land, and his soul resides within the pillar itself. Twilight was also 'Soudana in Raguati Form' as many considered. Twilight's Pillar is a few mile high obsidian pillar that holds dark energy within. The ground surrounding the pillar is even far more dark than the rest of Soudul's sands, thus the sand is said to be magical and contains magical properties for those lucky enough to obtain some. Many who venture forth to the pillar do not come back alive, and no one knows why. But many are warded away by that very fact.


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User ImageForests of Endeldarth
-- A large strip of forest winding it's way between the Twilight Pillar and Obsidian City. It is mostly made up of tall, looming fungi-trees and a vast dark undergrowth of plants that are well adapted to low light conditions. Fluorescence provides light underneath the shrouded mushroom-cap-canopies within the mostly fungi and moss filled forested areas. It is often said that amongst the nearly black mud and ammonia scented flora many a dark and mutated creature creep about ready to devour the unsuspecting.


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User ImageSilver Creek Mining Camp
-- Soudul is not known for it's mountain ranges but there are still places on the continent where the land juts upward, mostly in the northeastern corner of the continent. Silver creek mining camp is one such place with a large hill overlooking a small burbling creek. Digging into the hillside revealed precious metals worth quite the fortune. It took very little time for a small town to form around the mine and to this day it supports a small thriving community of miners and their families.
Caravans of raw ore are sent to the Obsidian city once a month and sold off with the profits being split amongst the various workers. Independent traders may also approach the camp and make deals with the workers for a steady supply of certain metals.
PostPosted: Fri May 03, 2013 2:09 pm


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User ImageTukyere
-- After the reinforcement of Hybrid banishment took place within Magesc, many of the Hybrids and hybrid sympathizers alike came together to create Tukyere; a small desert town to the North of the Terra Expanse and Kaiatasel. This town was made as a wayfarer's hideaway from the other major cities. Tukyere is becoming a thriving city all it's own. Anyone from anywhere is welcome here as a place of refuge against the onslaught of the other major races.


Places of Note within Tukyere
    User ImageThe Tree of Alderreth
    -- The mystical tree of Alderreth has become known worldwide for its magical properties and the mysterious fruit it grows. The floating tree encircles the new Hybrid town of Tukyere, floating around it's borders. You may buy a special spell from the Tookies within the city in order to float up to the tree's base. The Tree of Alderreth event thread [[TO COME]] will tell you more of this magical tree's mysteries.


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User ImageTaliuma
-- The small but thriving desert town that lies along the northern shores of Eowyn. There is a fairly large port here that all races use to travel here or transport merchandise from. Since Eowyn is the site of the main battle between asarei and raguati there are quite a bit of people coming through here to go out looking for a friends or ancestors lost body to bring it home. This town is where the guides, hunters and other scavengers come to rest before they go out into the desert again.


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User ImageMalro Desert
-- The Marlo Desert makes up most of Eowyn, sandy dunes with small hidden oasis's, kiandri dragon and khehora clans, and the harsh desert sun. There may be a few nomadic families that dwell here, mostly families that have been banished from their homes due to birthing a Hybrid or for other crimes. But they are far and few between, and you are more likely to meet a kiandri khehora or dragon than them. The sun here beats down harshly, drying up all but the deep spring fed oasis's during the summer. During spring the desert is more habitable as spring storms wet the sands and allow life to live for a little bit. Many thunder storms pass over the desert in both summer and spring. In summer they tend to drop more electricity than water upon the dry sands below.

Places of Note within the Malro Desert
    User ImageDesert Quarry
    -- The Desert Quarry is a huge stone outcrop surrounded by sand dunes a days travel inland from the shore. The Quarry is so large that they have dug straight down, creating a valley of stone in the midst of the desert, most of which is marble, granite and sandstone. There are small veins that glitter in the sun, fragments of semi precious stones ad metals that are scattered randomly though out the stone. The owner of this quarry is the Quarry Master, a tall raguati who takes orders from all the races and transports stone to all the continents. He cares only for the money, your race is insignificant to him. He's preferred weapon is a spear, and its never far from him since this Quarry is often attacked by dragons and raided by khehoras for the shinnies that they so love.

    User ImageDesert Graveyard
    -- Here lies the bones and ash of the Magescians from the last great battle. Both armies were almost completely wiped out by a tsunami as they fought, and the bodies left behind where soon eaten by the desert. Now all that remains are the bonds of dovaa and asarei and dark patches of ash mixed with sand where the bodies of raguati died. Their weapons and armor are also buried in the sands, which is a lure to treasure seekers. But tales of ghosts and vengeful dead who still fight their battles keep all but the strongest away.


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User ImageThe Maralan Project
-- In the Southeastern area of Eowyn there is a project that the asarei have started, some sort of construction. Only Aevah Avi and a few select people know what it's about. The raguati have tried to secure the area and see what they were up to, but to no avail, every one of them ends up dust


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User ImageTerra Expanse
-- A large mountainous region throughout the center of Eowyn is home to the gaili dragons.




Places of Note within the Terra Expanse
    User ImageKaiatasel
    -- The active volcano at the edge of the Terra Expanse that is home to many firani dragons.

Magesc
Captain


Magesc
Captain

PostPosted: Fri May 03, 2013 2:09 pm


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User ImageVonafel, the Lake of Ice
-- Legend has it that Vonafel was also a healing lake before the Aiskala dragons came and froze it over. It is also said that the lake itself was much more powerful than both Amafel and Tyluafel combined. Those who are extremely sick and have traveled to the other lakes previously with failed attempts at recovery are told to venture forth to Aisko and break through the barrier of ice to gain the properties of the lake.


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User ImageTargallah, the Winter City
-- Founded originally by Enaria Wrynn, a solitary, strong-willed aiskala dovaa and five of her closest clan mates, Targallah was once little more than a sliver of ice cut out against the harsh landscape of Aisko. Today, it is a thriving fortress, buried deep enough in the blizzard-ridden ice continent that many do not even know of its existence. Though Enaria's original vision was one of private, peaceful acceptance for all those who wished to escape from the prejudices of a bitter world, to this day, the city is populated predominantly by dovaa with a healthy asarei minority and a heavy scattering of dovaa/asarei hybrids. Virtually zero raguati can be found here. Protective of their own and highly wary of outsiders of any stripe, those born in Targallah's walls live within a thriving community of relative safety and sheltered ignorance and fear of the outside world. It is located deep within the sheer icy slopes of Aisko's western mountain ranges, nestled tight in the valley between two of the tallest peaks and protected by thick ice walls so high, their top ridge is invisible from the ground on most days.


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User ImageThe Weeping Mountains
-- Named for their eerie, inward bend towards each other, the Weeping Mountains have also been dubbed 'the mourners' by observers, since the ice structures on either side of the pass look to be stooped over in prayer, grief, or mourning. The passage itself is located on Aisko's northern end on a narrow stretch of land spiking out from the continent's main body, and is surrounded on either side by massive, smoothly sloping and pointed ice peaks. It is the frequent recipient of vicious winds, and — among those unconcerned with the legends of ill-omens about the area — it is considered by some to be an open challenge and test of strength, particularly among aiskala dovaa, to test one's talents and grip of magic when navigating wild tricks from one slope to the next.


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User ImageThe Flatlands
-- Located along Aisko's southernmost end, the flatlands stretch on for miles without visible end. Mostly smooth, flat ice scraped by wind and storm, but also scattered with the occasional jutting ice or rock structure, the flatlands are virtually barren, inhabited only by the fiercest of winter creatures on the surface, and populated with multiple sections of nothing but ice covering treacherous waters stalked by predatory aquatic life. This area is frequently visited by icy gales powerful enough to knock a grown man off his feet and snowstorms thick enough to blind anyone within a hand's distance in front of their face.


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User ImageAlderrah's Tunnel
-- Alderrah's Tunnel is a place steeped in rumor. First mentioned by an aedaun mage, from whom it gets its name, it was spoken of as a holy gift from Seren herself, sent to spare the mage's life from certain death. The mage, Alderrah, spoke of a brilliant, golden light emitted from a tunnel otherwise surrounded by the harsh, biting winds of an Aisko blizzard, and within it, she found herself bathed in warmth and a sense of peace. Some hypothesize that it was spelled for protection by a long-dead traveler; others believe it to be a genuine gift from the goddess sent to spare adventurers lucky enough to happen upon it, and still others insist it is entirely myth: the whimsical invention of a mind starved for heat. It purportedly exists near Aisko's far western tip, at the foot of a great mountain range, but has never been explored or reported in detail by a reliable source.
PostPosted: Fri May 03, 2013 2:10 pm


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User ImageAbban
-- The village Abban is a harbor and port on Ayr's western coast which, from a distance, looks like two messy stacks of toy blocks. Its buildings sit in a precarious balance, piled haphazardly atop one another in misshapen pyramids. Each of the piles — one slightly larger than the other — wait on either side of two parallel cliff faces with a yawning gorge cut between them. The great majority of Abban is a 'floating' village made up of interconnecting docks, boat houses, and buildings on stilts in the harbor water. Only the very back portion of it is grounded on the rock of the cliff and shoreline. Inhabitants range through all the races in a messy mix, and they welcome all friendly travelers.


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User ImageD'jent
-- Nestled high in Ayr's southern peaks, D'jent is not for the risk averse, or those who harbor a fear of heights. Rickety string bridges lace back and forth between rocky spires, connecting multiple small adobes and larger buildings built in winding formations around the rock. Populated mostly by raguati with a scattering of dovaa, it welcomes most travelers, but greets asarei with caution. D'jent specializes in processing rare minerals and houses a good number of high quality jewelers who ship their products out to the larger continents.


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User ImageTaraho
-- At the top and far eastern end of the Slopes of Yellow Dawn, deep in the heart of Ayr and resting on a narrow plateau therein, waits the quaint village of Taraho. On the one side, it overlooks the 'great drop' - the cliff cutoff on the back of the slopes upon which it is perched - and on the other, out stretch the rolling yellow plains sweeping down to the green 'cradle' at their base. Taraho is populated entirely by dovaa with a particular abundance of ysali and ayrala, who together farm the surrounding land through their clan magic, and are all but completely self-sufficient within their secluded community.


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User ImageThe Cradle
-- Located in a geological bowl in the middle of Ayr proper, the 'cradle' is so named for its sheltered, wind-buffered status. Towering rock formations on all sides and a subsequent dip in the landscape that is the cradle itself make this area a location of rare stillness, the mountains surrounding it serving as windbreakers and allowing a healthy nest of tender greenery to grow and thrive without damaging gusts sweeping them relentlessly. The northern end is partly tilled and farmed by the inhabitants of Taraho, but the body of it is wild, and a favorite location for the more docile of Ayr's creatures to make their home.


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User ImageSlopes of Yellow Dawn
-- Battered on one side by ceaseless, sharp northerly winds and buffered on the other, the Slopes of Yellow Dawn are a juxtapose of harsh grey rock and rolling yellow fields which sweep down its southern side. Located in the belly of Ayr, sandwiched between the northern and southern tips, the slopes are the foundation upon which Taraho village rests, and the north-end shield which guards the cradle from constant assault.


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User ImageLake Irae
-- A day's ride inland from Ayr's eastern coast and two day's south of the village Taraho, Lake Irae is famed for its vibrantly blue waters and scenic atmosphere, sporting another rare show of greenery around its immediate edge. While beautiful, the crystalline and pure nature of the water is partially thanks to the fact that it is a favorite nesting ground and swimming area for peisio dragons, particularly along its southern bank. So, although the water is absolutely clean, travelers looking to bathe ought best be on their guard and steer clear of the nesting grounds unless looking for trouble.


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User ImageEverwinter Plateau
-- In the northernmost peaks of Ayr, at the highest reaches of climbing rocks - should anyone dare to venture that high - is a section of flat reaches of rock, enveloped in unusually prolific greenery, from gangly trees to green grasses and wildflowers. All of it is all but perpetually shrouded in mists, as though a spell were cast long ago upon the place to hold the winds at bay and allow fogs to roll over it. While beautiful, in its own way, there is the ever-present danger of walking off a solid stretch of grass and stepping into fog with only the illusion that there will be something below to catch your weight. For this reason, as well as the wild and mysterious nature of the creatures who make their homes in its reaches, the Everwinter Plateau is as perilous as it is lovely, and a point of note for those bold enough to seek it out.

      Places of Note Within/Around Everwinter Plateau:

            The Misty Inn - A peculiar old woman of years beyond count has somehow managed to maintain not only a living amidst these peaks, but also a inn, of sorts. She is clearly a hybrid, but a mix of so many races it's impossible to tell which she most favors and seems amicable to accepting guests of all sorts and stripes provided they don't get on her bad side. Her 'inn' offers several rooms attached by rickety plank bridgeways overlooking the great drop below, and the rooms themselves are not much better: tacked onto the cliffside by who knows what and threadbare enough one might think any gust could be the one to send them tumbling into the abyss. Somehow, they have managed not to do so. Yet.

            For a small price of a couple coins, you can have the pleasure of sleeping in one. Or trying to.

            Siren's Field - The general term for all the 'flatland' around the plateaus, named so due to the perpetual, lulling tune of the winds combined with the fact that any false step over an unanticipated edge could be the last step a person ever makes.

            The Pocket Caves - Dotted all along the rock spires which make up the plateaus, the pocket caves are just that: a series of sections where the cliffside looks almost as though it has been scooped out by the hand or talons of some far larger beast, leaving 'pockets' in the earth large enough to house several Magescians or perhaps a small nest, but not enough to do much else.

            Winter Peak - The tallest of all the spires in the area. Climbing to the top is certainly worth bragging rights, if nothing else.


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User ImageRuins of Nordaran
-- In the southern half of Ayr's stretched shape and tucked deep amidst the rocks is a chilly clearing, surrounded by weather-hardened, stubborn evergreens which shelter the ruins of a what once was a great fortress. The exact history of the structure is unknown, and now it waits, nothing but beaten down bricks - a shadow of its former self - though it still manages to attract many mysteries, inviting many a wayward adventurer to seek out its grounds and explore the surrounding area.


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User ImageThe Great Rocks
-- The Great Rocks are found all throughout the land of Ayr and are home to thousands of ayrala dragons. They find their specific rock and lay claim to it and build up their own little families and clans. ayrala aren't generally loners, and the rocks are their own individual houses on Ayr. Sometimes up to ten ayrala dragons can live on one rock.


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User ImageThe Wailing Peaks
-- Located on Ayr's southernmost tip, the jutting spires known collectively as the 'wailing peaks' are the tallest of all the great rocks on Ayr, with some legends reporting that they 'climb infinitely into the heavens, and break into the realm of gods.' This is, of course, only myth, and the sharp spires are inhabited by the oldest and most enduring of ayrala dragons. Wind speeds between the peaks at their tops are at near-permanent hurricane force range, and can be climbed by virtually no one but ayrala themselves. The song of the wind between the spires is oft likened to the distant moaning of a pining lover, eerie, and without stop.


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User ImageThe Crack
-- The 'crack' runs from east to west, starting on Ayr's eastern coast near the fault line between two towering spires of rock formations, and stretching for miles inland. It is a deep gully, often a 'playground' for those capable of teasing the winds that whisk through it, and a major physical obstacle for those without the means to travel over it easily. Several small bridges have been created for the ease of the few travelers that do make it out to Ayr, but no large bridge has ever sustained the might of Ayr's winds and rock slides for long.


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User ImageTaron's Pass, the Smuggler's Nook
-- Located near to the south end of Ayr's west coast, Taron's Pass is named for the infamous dovaa smuggler, Taron Ysildar, who turned the inconspicuous watery cavern — invisible from the outside — into his own personal storage space in between routes, for safekeeping. Since its discovery and his passing, several centuries prior, the pass, nicknamed the 'Smuggler's Nook', has been long since abandoned. Rumors circulate, though, saying that the cove is still utilized on occasion by the passing smuggler desperate for somewhere to hide their stash. As such, older children native to Ayr, or passing travelers, curious about the cove's origins, often travel through on the whimsical hope of finding hidden abandoned treasure, or adventure. Largely to no avail.

Magesc
Captain


Magesc
Captain

PostPosted: Fri May 03, 2013 2:14 pm


miscellaneous places



Quote:
User ImageThe Gypsy Caravans
    -- Selling, buying or trading has always been a fact of life in Magesc and although in every major town and city there are locally built places where you can do all three. Sometimes there are just places where making profit is above even the rules of most lands.

    The Gypsy Caravans, is often a fluid places where merchants, vendors and auctioneers gather, sometimes a week or even just a day, to set up an assortment of products to sell to the highest bidder. The law that governs the caravans is as mercurial as it's sellers and sometimes what you want to buy comes at a cost of blood, murder and your very soul. The locations where the Caravans set up can spring up anywhere in Magesc...and only to most knowledgeable and shrewd know where the next place for a good deal will be.

    One piece of advice is often given: "If you think you got a good deal, make sure to check if you've still got all your limbs."
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