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Posted: Sat May 31, 2025 12:35 pm
At this time, the world will consists of only Cluichí agus Cath and The Ancient Lands. Information on the two will be listed below.
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Posted: Sat May 31, 2025 12:37 pm
The world is made up of seven, rather large continents. The first continent, Calestis, is made up of Albus, Fä, Feithidí, Maskin, Nános and Angelos. The second continent, Cheiristís, is made up of Deus, Diabolus, Duine, Kedia, Vampyr and Halvgud. The third continent, Alysída, is made up of Risastór, Neráida, Älva, Venus and Drákon. The fourth continent, Herrscher, is made up of Daímonas, Trollkarl and Styrkur. The Frozen Wastelands, The Forgotten Lands, The Titan's Warpath and The Tower of Babel do not belong to any of these categories, and exist solely as their own landmasses. Halvgud The country owned by Demi-Gods. This entire country is basically a gift and an evocation to the many gods and goddesses that exist. The most major cities revolve around the higher, more well-known gods and goddesses, such as Caelestis Himself, and the Seven Original. Due to most of the creations here being imbued with the blessings of those they were designed after, the existence of any monsters is close to zero, making it quite possibly the safest country in all of Cluichí agus Cath. And due to it being surrounded by sea on almost all sides, it makes it easier for boats from other countries to make port in it, should something happen to their own countries. Its size also more than makes up for its lack of citizens, since Demi-Gods aren't as numbered as other races are, being roughly within the thousands instead of the millions or even higher. This is part of the reason that people are more likely to see a mixture of many other races here rather than just the Demi-Gods. Deus The country owned by Godlings. A place that seems to have had a lot of time put into it. The buildings seem to be made from many different types of lighter colored substances, such as gold and platinum, as are the streets. Overall, it seems to be a nice place to be in. Everyone here seems to be pretty nice too, as if they were the embodiments of the gods themselves. But of course, as there are the odd ones out for the gods, there's also Godlings here that are just the same. Due to the lack of forests, plains and other such areas, there's a very sparse amount of monsters able to roam around here, possibly making it one of the safest countries. Diabolus The country owned by Devilings. This country seems to be easily comparable to a hellscape. Any of the towns that are standing seem to be in perfectly pristine shape, but the roads and fields that span far and between seem to be left to ruin. Roads aren't fit for carriages to travel across, being specked with deep crevasses and even boulders that seem to have remains of previous carriages underneath them. This is caused by the hordes of monsters that have come to call these dark, barren plains their own home. They live in the far-off caves and under the desolated bridges that travelers nary visit anymore. It would be in one's best interest to avoid this country entirely. Drákon The country owned by the Dragonia. Throughout the entirety of this country, you'll find all sorts of Dragon Slayers and other sorts of different Slayers, believe it or not. There are also many Human-Dragon hybrids, all of which have evolved into this mix due to excessive use of Dragon Slaying Magic without any Dragon Antibodies within them to keep them from transforming. And also those who are the children of actual Human and Dragon relationships. Though for the most part, the Dragons here (or most of, at least) are viewed as gods by the people, nonetheless. And they don't take too kindly to their gods being killed, so be careful who you decide to fight against. Styrkur The country owned by Juggernauts. This country doesn't look as though its really seen much of a good time. Entire mountains have been carved out, but there's no sign of any sort of technology that would allow an entire country to do this. That's because the Juggernauts depend upon only their own strength to create their own homes, many of which have done so by, as stated above, carving out mountains with their own fists. Other have taken to building their own homes out of the remains of the mountains, able to mold the earth itself into bricks which can be used, or even crushing them into dust and mixing them with water and other ingredients to creating a powerful binding reagent to hold their houses together. This power also allows them to dig up the earth in order to plant crops, or even change the direction of rivers to their leisure, to make things such as irrigation easier. Although they do sometimes depend on technology from time to time, they've absolutely sworn off magic. Trollkarl The country owned by Dragonmages. This country is almost strictly Mages, with very few regular Humans being allowed in. And no, it is not due to racial issues, but more the fact that everything here seems to run off some sort of magic power, which it draws from the Mages that use these items. Meaning a normal human could get almost nowhere. There's also a rather large academy here for blossoming Mages, which is non-creatively named "Trollkarl's Magic Academy". Most of the buildings and other such objects were created solely by the use of Magic, with a bit of technology involved. Due to this, they aren't exactly physically inclined, using Magic for almost all of their day-to-day activities, whether it be growing crops or cooking, or even "walking" and "driving". This is due to their long "War Not War" with the country of Strykur, and as such having swore off almost all physical activities. Risastór The country owned by the Gigant. There actually isn't that much to see here, really. Gigant aren't exactly known for living in houses or the like, especially when they're in their true, giant form. They only go into their transformed state whenever traveling to other countries. Whenever they're in their home country, they sleep wherever they can, and seem to take the appearance of entire forests, hills and even mountains. Although due to this, many monsters make their home on the Gigants' bodies, causing them to slowly become ill-tempered and possibly even rampage unless the monsters are gotten rid of, or the Gigant finally dies. For this reason, there's a sort of "border patrol" between Risastór and Neráida, where Adventurers stand in wait to be able to take down any monsters that may be upon rampaging Gigant. It otherwise takes the appearance of a peaceful plain, littered with random forests, hills and mountains. Angelos The country owned by Flügel. The main thing that should be noted here is that this country isn't exactly fit for those who are not Flügel themselves. The reason for this is that the Flügel seem to depend mostly upon flight to get where they need to, so they never really thought about creating a way of travel for those without wings themselves. To make up for this, they seem to have bought technology from the Ex-Machina, to keep their air clean and fresh, and allow travels to move about on strange devices, such as "magic carpets" and even things like "hoverboards". Another thing that should be noted is that most of the buildings in their cities are libraries, none of which have the exact same books in them. This is due to their love of knowledge and reading. As such, it's not exactly the best place to come looking for a fight. There are monsters that can be found flying around, but due to magic barriers erected around the cities, the Flügel have no fear of them, and seem to continue living in peace. Although something odd about the country is that it actually has the strange ability to have its cities fly into the air, should something happen to the "land" below. Oh, the last note is that the country seems to be flying above a giant abyss, which is why magic is used to make everything here float. Älva The country owned by the Elves. Hearing a quick and small description of this land would bring the word "hippies" to mind. But those that live here are anything but. They specialize in Magic that seems harmonious with nature, but their true ability lies in their Magical Control over the Four Elements of Fire, Water, Earth, and Wind. They are able to cause natural disasters due to their Magic alone, making them truly threatening. Though thankfully, like the rest of (most of) Cluichí, they're a peaceful people, and use their Magic to help their crops grow, and keep disasters at bay. Nános The country owned by Dwarves. A country which seems to be built upon an incredibly large mountain, and even built right into the mountain. The great thing about this country is that monsters seem to be unable to climb up here, and the homes are built so far into the mountain that even flying creatures would find it near impossible to get in there. There also seem to be ruins, or even abandoned temples which are deep underground. Although, trying to find life here seems to be nearly impossible, as no one wants to live in the ruins of a city. Although it has become populated with archaeologists and other types of explorers. Those who wish to uncover the secrets as to why part of the country became nothing but ruins, and uncovering the treasures which seem to hide beneath the surface. Though this is incredibly dangerous, as there seem to be many advanced traps which lie in wait for them. Many say that these ancient ruins and temples predate even The Great War, possibly pointing to the ancestor of the Dwarves themselves. To further attribute these claims, there are many sorts of creations that could've only been made by a Dwarf's hand located in these ruins. Neráida The country owned by Fairies. One of the most prosperous countries out there. People are able to grow fruits and vegetables, and find great places to raise and breed animals. It's also difficult to gain access into. The reason being that the whole kingdom is surrounded by a tall wall of briar vines, all covered in thorns. Many herbs grow, which are all used for different medical uses. And then there are the fields of plants and vegetables, along with fruit trees. There are also large fences, which keep all the different animals from running free and eating everything. In the middle of all this are the settlements of which they all live in. Although there are monsters which enjoy blending in with their surroundings, in order to devour random passerby. Maskin The country owned by Ex-Machina. Not to be confused with an industrial country, as everything here seems to be free of pollution. This country seems to take on a more "steampunk" type style, focusing on machinery and other interesting inventions. Although many things here seem to be powered by both magic and electricity. As such, they've found a way to work on the "best of both worlds" method. Using electricity to power things they can without causing harm, and using Magic for the rest. Due to this, they've managed to work on mechanical engineering and other processes without dirtying their air or causing people to work their entire lives. Although it should be noted that Ex-Machina have no idea what it means for people to "work their entire lives", as they mostly function as what one would refer to as a "hive mind", causing to create better technology for the world while making sure any visitors do not choke on smoke and smog, and can travel safely in their country. Daímonas The country owned by Demonia. This entire country is closed off, due to the beings here being mostly mindless creatures that were created to wreak only havoc and destruction. Although they were taken in by the gods to be one of the Sentient Races, in the hopes that they could be used against the Demon Lord, their true creator. Although this plan has failed so far, and due to being taken in by the gods, murdering any of them would cause one to become an Outlaw. Although there are very, very few that have been defeated by an Adventurer, and thus were made to form a Familiar's Contract with them. As such, it would seem that they are able to be "tamed", but only by those powerful enough to have one. Due to this, the countries of Strykur and Trollkarl have allowed only the most powerful Adventurers access. Vampyr The country owned by Dhampir. A land that is truly eternal night; no stars shine in the sky, and the moon seems to hang low, casting a dim glow over everything. This is due to the Dhampir's strange sensitivity to sunlight, causing their skin to quickly blister and soon cause them to combust spontaneously. It could also be hypothesized that this is due to them truly being "creatures of the night", who crawl forth from their home only to seek out unwary passerby and travelers. Though the exact same could be said for the monsters that inhabit this country. Although as one would suspect, it seems to be more Demon and Succubus types, as if they're in a battle with the Dhampir themselves. It's a rather dangerous country for the unprepared, or those who aren't used to perpetual darkness. Albus The country owned by White Beasts. Albus is a rather beautiful country, much like its own residents. It seems to be an eternal sort of night, no matter how high the sun may be in the sky. This is due to a sort of magic barrier that has been erected around it, to make it seem as if it's always nighttime. This Magic has also caused the sky to show all 88 of the Modern Constellations, among many more, to always be on view no matter where one may look. Although due to this, the inhabitants seem to be very sensitive to sunlight. This doesn't mean that they can't go out in the sunlight, it's just recommended that they have some sort of protection against the sun for their eyes and any parts of their skin showing. So long as it's not for extended periods of time, they can reveal the skin, to slowly get used to the sun again. Fä The country owned by Werebeasts. A sort of rainforest/jungle mix that came to be through magical means. The people living within this country have built their homes and cities high in the trees, to avoid the exotic, yet incredibly dangerous monsters and animals which dwell on the ground floor below. Most of the monsters here seem rather dino-like, and seem to be especially carnivorous, eating anything that could be considered meat. As such, it is advised by locals to try exploring the ground floor below. The air here also seems to be rather thick and hot, making it especially difficult to breathe. Although cities have created air purifiers for those who are not used to such air. The plant-life here also seems to be rather beautiful and tropical, but possible just as dangerous as the monsters. It is incredibly thick with vines and brush, making it nearly impossible to move around. Feithidí The country owned by Insectoids. Essentially just a giant forest, which somehow seems to be also part jungle. While many treehouses do exist, most of the cities and such seem to be built on the ground itself. The monsters here seem to be a rather peaceful sort, and are largely herbivores, with the occasional carnivore making its way into the mix. The air here seems to be rather fresh and clean, making it an easy and a nice place to live overall. Although the locals here despise any that would dare to try and harm their trees, attacking anyone who has done so upon sight, even if by accident. As such, one must be careful not to cause too much harm to the trees here. Although there should be no need to cause harm, as everyone here, even the creatures, seem peaceful. Venus The country owned by the Seiren. This entire country seems to be flooded over, with what was once the country now far, far underwater. As such, its citizens have found new ways to live here. Either by finding islands which mysteriously rose from the sea floor, or by creating giant rafts which they either anchor or let float around. But to make sure that everyone is able to get where they need to go, bridges have been built between islands, and docks have been created in the middle of the sea with bridges attached so that can rafts can anchor there, allowing them to be able to walk around and visit easily. This was a very grand plan, as the monsters which live in this area would near instantly try to devour any that entered the water. Strangely enough though, they do not try and attack the rafts or destroy the bridges, leading many to believe they are blind and deaf, only able to sense a creature's heat when it makes contact with the water. Duine The country owned by Humans. This country thrives off the usage of industrial machinery, creating electricity through the use of machines instead of Magic, in order to power houses and give them light, television, and many other things not seen in the rest of the world. Although the downfall to all of this is how much work it takes to keep this all up, seeming to increase rates of poverty, force men and women to work unimaginable hours, and even create orphans and homeless on the streets. Many a child have become street urchins in this country, and soon rise to thievery. While its intentions may be pure, the country itself is not, with higher-ups of the country laughing as they wallow in all the money they're making. It could be viewed as the more "negative" side of machinery and engineering. Although it seems they have tried copying the Ex-Machina, it should not be confused in this way. They focus on pure technology, whereas the Ex-Machina focus on "magical engineering", where their technology will never become useless, and Humans focus on "true engineering", their devices becoming outdated in a few years, causing them to create something new in order to squeeze more money out of the public for their own gain. Kedja The country owned by (Un)Chained. This country houses two different churches exist for two separate gods. Gerges, the God of the Abyss and Knowledgable Evil. And Cielos, God of the Heavens and Knowledgable Good. It's split into many different and varying sizes of cities and towns.It's also home to one of the "Wonders of the World", known as "The Four Lakes". The Four Lakes are each special spots, where it's a said a shooting star struck each to create the lake. This is credible enough, given somehow intact meteorites can be found at the bottom of each lake. Though it is still a mystery how all the water got there. Many blame the rain, of course. The Lakes are each named, with the northern Lake being Starfall Lake, the eastern lake being Meteor Lake, the southern lake being Skydrop Lake, and the western lake being Shooting Star Lake. Each of these lakes seems to be a hotspot for Magic activity, giving off powerful vibes every now and then, though none are sure why. The Frozen Wastelands The Frozen Wastelands are just as their name says. A frozen wasteland. There is little to no life living here, and the life that does seems unable to last very long. Although it does seem a good amount of monsters have made their home here. Well, the ones that can survive the cold, at least. No one knows how they came to exist, since they do not exist that far to north, so many have come to blame it solely on a powerful Magic that was used in the far past, shortly after The Great War. No matter how much Fire Magic seems to be used though, it seems impossible to melt the snow and ice that has gathered here. The Forgotten Lands There isn't truly that much to note about The Forgotten Lands. They were forgotten by all other countries, left to become overrun by all variety of monsters. What may have once been a prosperous, beautiful field of flowers and forests has become nothing more than a flat plain of death. The trees have all rotted to the core, and anything that may have once grown here will find it impossible to do so now. It seems as if it would be impossible to live here, what with being unable to grow food and due to the excess amount of monsters, but its been rumoured that there are actually people living here. Adventurers that decided to try and challenge the monsters on this land caught glimpses of Sentient Races, although unsure of what kind, before they were pushed back by the overwhelming amount of monsters and made to retreat. Just who could live here... and why? The Titan's Warpath The Titan's Warpath is a name that's older than any of the races currently living in the world, even the gods themselves. It predates nearly all life, going back to before the Titans, Gods, Demons and Primordials even existed within the world. It was here that three Titans descended upon the land... although these are not the Titans that have come to be known today. They're known as the "Original Ones", two brothers and two sisters. Two of them, the eldest sister and youngest brother, decided they have enough of each others' own creations, and decided to fight against each other on the land below. It was their blows that gave birth to the original world, Veneficium. It wasn't until the youngest sister intervened and tried to stop them that the eldest of them came down, hearing his youngest sister's pleas, and killed all three of them. Their corpses seemed to transform strangely; the eldest sister's became like a strange sort of forest/plain for creatures to thrive on. The youngest brother's became like a sort of desert-like area, which traces of metal for many races to live. And the youngest sister's body... it seemed to become many different areas; from a desert to a lake, a forest to a temple. Even when the world was ravaged by The Great War five thousand years ago, their bodies were protected, and when the original world sunk beneath the waves, The Titan's Warpath remained, kept there by the eldest brother's will, so that his brother and sisters would remain known for all time.
Diaño; Anima Telum live on the left leg, Moon Rabbits live on the right leg, Valkyries live on the left arm, Einherjar live on the right leg, Vampyre live on the torso and Druids live on the head.
Theós; Atlanteans live on the left leg, Primordials live on the right leg, Fallen live on the left arm, Automaton live on the right leg, Oni live on the torso and Black Beasts live on the head.
Hajimari; Spirits live on the left leg, Elementals live on the right leg, Pixies live on the left arm, Celestials live on the right leg, Undead live on the torso and Yōkai live on the head. The Tower of Babel A tower which reaches into the Heavens, being placed in what many consider "the middle of the world". Created by the gods for those who would soon become Adventurers, to be able to fight monsters in a more enclosed space. Although many claim the gods created these monsters to help them gain levels, they were in truth created by the Demon Lord after he took control over the tower, making it much more difficult and maybe even impossible for Adventurers to see what waits at the top. But what no one knows is that the Tower also reaches down, far below the depths of the land and possibly even the sea. But of course, this is a secret to just about everybody... The Keiken Atoll Keiken Atoll The Keiken Atoll is a rather odd location, which seems to bend time and space for those that enter its middle island. The atoll itself was found roughly two hundred years ago, but the middle of the island was deemed too dangerous for any to enter, due to powerful monsters appearing on its shores. Yet, despite how shallow the water seemed, the monsters were unable to cross it, and none knew why. As time went on, this became a place for Adventurers to gather and challenge monsters, effectively making the outer rim of the atoll a sort of "summer paradise" and tourist attraction. Aequum Island Aequum Island is a rather odd mass of land in the middle of Keiken Atoll. Surrounded by shallow monsters that one could easily swim across without risk of drowning, yet somehow keeping monsters isolated on the island itself. The island itself seems to bend time and space for those that set foot upon its shores. Those who train and fight here will find their experience in such things almost doubling in a very short amount of time. What would usually take years to master could take mere days. But, there's a very terrible secret in the middle of the island that none have yet found.
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Posted: Sat May 31, 2025 1:01 pm
The Ancient Lands are the lands created by the Avatars, solely for their children to thrive in. This continent is a mass of many islands, the lands being those from various legends and myths, thought once to be nonexistent. It is impossible for mortals to get here through any normal means, and only by accompanying a Demi-Avatar or somehow being teleported here are they allowed access. The Old World The Old World is the closest thing that the Avatars have to their original homeland. The one that was destroyed and thus forced them to come to this current Existence. As such, it appears to be mostly fantasy based, but also technologically advanced. Being far more so than any of the other Worlds that currently exist. Each of the Avatars appears to have an area specific to them, although it would appear that Hollow (as the One True God) technically owns the other lands. Despite this, he still allows the other to do as they wish, so long as it doesn’t affect the others. This is likely where all the children of the Avatars were born. Mu Thousands of years younger than the tales of its fabled cousin, Atlantis, the lost continent of Mu was first proposed in the mid-19th century to explain the phenomenon of similar symbols, architecture and myths found in otherwise disparate, ancient cultures around the world. Unfortunately for adherents to the idea, there is no empirical evidence to support its existence or the theories of its demise. Accordingly, in the late 19th century, Augustus Le Plongeon first published his idea of Mu, in Queen Móo & the Egyptian Sphinx (1896). Le Plongeon, who had explored some Mayan sites, claimed that writing found at the ruins indicated that Mayan civilization was older even than that of Egypt, and dated back to an earlier, lost continent. Naming it Mu, Le Plongeon’s lost continent was doomed from the start since the word, Mu, ostensibly meaning a land that had been submerged after a catastrophe, was itself a mistranslation. Undeterred and conflating what he thought was a story of a lost land with the myth of Atlantis, Le Plongeon decided that his Mu had been a continent populated by an advanced civilization that had, in ancient times, sunk into the Atlantic Ocean. Combined with other information he said he garnered from the 2,500 or so tablets found by William Niven in Mexico (see below), Churchward formed a vivid narrative of Mu as the home of an advanced civilization where the Naacal thrived from 50,000 to 12,000 years ago. At the time of Mu’s demise, the continent was said to contain many large cities as well as colonies on the other continents, and Mu, itself, was home to 64 million people. Kumari Kandam Kumari Kandam refers to a lost continent with an ancient Tamil civilization, located south of present-day India in the Indian Ocean. Alternative names and spellings include Kumarikkandam and Kumari Nadu. In the 19th century, a section of European and American scholars speculated the existence of a submerged continent called Lemuria, to explain geological and other similarities between Africa, Australia, India and Madagascar. A section of Tamil revivalists adapted this theory, connecting it to the Pandyan legends of lands lost to the ocean, as described in ancient Tamil and Sanskrit literature. According to these writers, an ancient Tamil civilization existed on Lemuria, before it was lost to the sea in a catastrophe. In the 20th century, the Tamil writers started using the name "Kumari Kandam" to describe this submerged continent. Although the Lemuria theory was later rendered obsolete by the continental drift (plate tectonics) theory, the concept remained popular among the Tamil revivalists of the 20th century. According to them, Kumari Kandam was the place where the first two Tamil literary academies (sangams) were organized during the Pandyan reign. They claimed Kumari Kandam as the cradle of civilization to prove the antiquity of Tamil language and culture. Aaru In ancient Egyptian mythology, the fields of Aaru (/ɑːˈruː/; Ancient Egyptian: jꜣrw "Reeds, rushes''), known also as sḫt-jꜣrw or the Field of Reeds, is the heavenly paradise where Osiris rules. It has been described as the ka (a part of the soul) of the Nile Delta. The ancient Egyptians believed that the soul resides in the heart and so, upon death, the Weighing of the Heart occurred. Each human heart is weighed on a giant scale against an ostrich feather, which represents the concept of Maat. Those souls which balance the scales are allowed to start a long and perilous journey to the Field of Reeds, where they will exist in pleasure for all eternity. Hearts heavy with evil tip and fall into the crocodilian jaws of the demon Ammit. After this "second death", the soul is doomed to restlessness in Duat. The souls who qualify undergo a long journey and face many perils before reaching Aaru. Once they arrive, they enter through a series of gates. The exact number of gates varies according to sources; some say 15, some 21. They are uniformly described as guarded by evil demons armed with knives. Aaru usually was placed in the east where the Sun rises and described as boundless reed fields, like those of the earthly Nile Delta. This ideal hunting and farming ground allowed the souls here to live for eternity. More precisely, Aaru was envisaged as a series of islands covered in fields of rushes. The part where Osiris later dwelt is sometimes known as the "field of offerings", sḫt-ḥtpt in Egyptian. Arcadia Arcadia (Greek: Ἀρκαδία) is a region in the central Peloponnese. It takes its name from the mythological character Arcas, and in Greek mythology it was the home of the god Pan. In European Renaissance arts, Arcadia was celebrated as an unspoiled, harmonious wilderness; as such, it was referenced in popular culture. Valhalla In Norse mythology, Valhalla (/vælˈhælə, vɑːlˈhɑːlə/; from Old Norse Valhǫll "hall of the slain'') is a majestic, enormous hall located in Asgard, ruled over by the god Odin. Chosen by Odin, half of those who die in combat travel to Valhalla upon death, led by valkyries, while the other half go to the goddess Freyja's field Fólkvangr. In Valhalla, the dead warriors join the masses of those who have died in combat (known as the Einherjar) and various legendary Germanic heroes and kings, as they prepare to aid Odin during the events of Ragnarök. Before the hall stands the golden tree Glasir, and the hall's ceiling is thatched with golden shields. Various creatures live around Valhalla, such as the stag Eikþyrnir and the goat Heiðrún, both described as standing atop Valhalla and consuming the foliage of the tree Læraðr. (Garden of) Eden Garden of Eden, in the Old Testament Book of Genesis, biblical earthly paradise inhabited by the first created man and woman, Adam and Eve, prior to their expulsion for disobeying the commandments of God. It is also called in Genesis the Garden of Yahweh, the God of Israel, and, in Ezekiel, the Garden of God. The term Eden probably is derived from the Akkadian word edinu, borrowed from the Sumerian eden, meaning “plain.” According to the Genesis story of the creation and fall of man, out of Eden, east of Israel rivers flowed to the four corners of the world. Similar stories in Sumerian records indicate that an earthly paradise theme belonged to the mythology of the ancient Middle East. Narai Kanai Nirai Kanai is the land of the gods, somewhat analogous to Heaven, and the place from which all life originates. It is worshiped facing eastward, as it is fabled to be somewhere in the Pacific Ocean. Gods from Nirai Kanai are said to have brought different crops and tools to the Ryukyuan people at different times. The Chinese characters 儀来河内 were historically used for their phonetics, but nowadays the name is rendered in katakana. Canaan Canaan was the name of a large and prosperous ancient country (at times independent, at others a tributary to Egypt) located in the Levant region of present-day Lebanon, Syria, Jordan, and Israel. It was also known as Phoenicia. The origin of the name 'Canaan' for the land comes from various ancient texts (among them the Bible) and there is no scholarly consensus on precisely where the name originated nor what it meant. According to the Bible, the land was named after a man called Canaan, the grandson of Noah (Genesis 10). Other theories cite 'Canaan' as derived from the Hurrian language for 'purple' and, as the Greeks knew the Canaanites as 'Phoenicians' (Greek for `purple') and as the Phoenicians worked in purple dye and so were called by the Greeks 'purple people', this explanation is the most probable. Camelot Camelot is a castle and court associated with the legendary King Arthur. Absent in the early Arthurian material, Camelot first appeared in 12th-century French romances and, since the Lancelot-Grail cycle, eventually came to be described as the fantastic capital of Arthur's realm and a symbol of the Arthurian world. Sheol Sheol (/ˈʃiːoʊl/ SHEE-ohl, /-əl/; Hebrew: שְׁאוֹל Šəʾōl), in the Hebrew Bible, is a place of darkness to which the dead go. Under some circumstances they are thought to be able to be contacted by the living. Sheol is also called Hades in Greek. While the Hebrew Bible describes Sheol as the permanent place of the dead, in the Second Temple period (roughly 500 BC – 70 AD) Sheol is considered to be the home of the dead wicked, while paradise is the home of the dead righteous until the Last Judgment (e.g. 1 Enoch 22; Luke 16:19–31). In some texts, Sheol was considered a place of punishment, meant for the wicked dead,[1] and is equated with Gehenna in the Talmud. When the Hebrew scriptures were translated into Greek in ancient Alexandria around 200 BC, the word "Hades" (the Greek underworld) was substituted for Sheol. This is reflected in the New Testament where Hades is both the underworld of the dead and the personification of it. Hyperborea In Greek mythology the Hyperboreans (Ancient Greek: Ὑπερβόρε(ι)οι, pronounced [hyperbóre(ː)ɔi̯]; Latin: Hyperborei) were a race of giants who lived "beyond the North Wind". The Greeks thought that Boreas, the god of the North Wind (one of the Anemoi, or "Winds'') lived in Thrace, and therefore Hyperborea indicates that it is a region beyond Thrace. This land was supposed to be perfect, with the sun shining twenty-four hours a day, which to modern ears suggests a possible location within the Arctic Circle during the midnight sun-time of year. It is also possible that Hyperborea had no real physical location at all, for according to the classical Greek poet Pindar, "neither by ship nor on foot would you find the marvelous road to the assembly of the Hyperboreans."
Pindar also described the otherworldly perfection of the Hyperboreans:
Never the Muse is absent from their ways: lyres clash and flutes cry and everywhere maiden choruses whirling. Neither disease nor bitter old age is mixed in their sacred blood; far from labor and battle they live. Abydos Considered one of the most important archaeological sites in Egypt, the sacred city of Abydos was the site of many ancient temples, including Umm el-Qa'ab, a royal necropolis where early pharaohs were entombed. These tombs began to be seen as extremely significant burials and in later times it became desirable to be buried in the area, leading to the growth of the town's importance as a cult site. Elysium Elysium, also called Elysian Fields or Elysian Plain, in Greek mythology, originally the paradise to which heroes on whom the gods confer immortality were sent. It probably was retained from Minoan religion. In Homer’s writings the Elysian Plain was a land of perfect happiness at the end of the Earth, on the banks of the Oceanus. A similar description was given by Hesiod of the Isles of the Blessed. In the earlier authors, only those specially favored by the gods entered Elysium and were made immortal. By the time of Hesiod, however, Elysium was a place for the blessed dead, and, from Pindar on, entrance was gained by a righteous life. Mt. Penglai Penglai (Chinese: 蓬萊仙島; lit. 'Penglai Immortal Island') is a legendary land of Chinese mythology. It is known in Japanese mythology as Hōrai. In Chinese mythology, the mountain is often said to be the base for the Eight Immortals, or at least where they travel to have a ceremonial meal, as well as the illusionist Anqi Sheng. Supposedly, everything on the mountain seems white, while its palaces are made from gold and platinum, and jewels grow on trees. There is no agony and no winter; there are rice bowls and wine glasses that never become empty no matter how much people eat or drink from them; and there are enchanted fruits growing in Penglai that can heal any ailment, grant eternal youth, and even raise the departed. Historically, Qin Shi Huang, in search of the elixir of life, made several efforts to find the landmass where the mountain is located, to no avail. Legends tell that Xu Fu, one servant sent to find the island, found Japan instead, and named Mount Fuji as Penglai. El Dorado El Dorado (pronounced [el doˈɾaנo], English: /ˌɛl dəˈrɑːdoʊ/; Spanish for "the golden one''), originally El Hombre Dorado ("The Golden Man'') or El Rey Dorado ("The Golden King''), was the term used by the Spanish Empire to describe a mythical tribal chief (zipa) of the Muisca people, an indigenous people of the Altiplano Cundiboyacense of Colombia, who, as an initiation rite, covered himself with gold dust and submerged in Lake Guatavita. The legends surrounding El Dorado changed over time, as it went from being a man, to a city, to a kingdom, and then finally to an empire. Ys Ys (pronounced /ˈiːs/ EESS), also spelled Is or Kêr-Is in Breton, and Ville d'Ys in French, is a mythical city on the coast of Brittany but later swallowed by the ocean. Most versions of the legend place the city in the Baie de Douarnenez. Different versions of the legend share several basic common elements. King Gradlon (Gralon in Breton) ruled in Ys, a city built on land reclaimed from the sea, sometimes described as rich in commerce and the arts, with Gradlon's palace being made of marble, cedar and gold. In some versions, Gradlon built the city upon the request of his daughter Dahut, who loved the sea. To protect Ys from inundation, a dike was built with a gate that was opened for ships during low tide. The one key that opened the gate was held by the king. Kitezh Kitezh (Russian: Ки́теж) is a legendary and mythical city beneath the waters of Lake Svetloyar in the Voskresensky District of the Nizhny Novgorod Oblast in central Russia. Reference to Kitezh appears for the first time in Kitezh Chronicle, an anonymous book from the late 18th century, believed to have originated among the Old Believers. Atlantis Atlantis (Ancient Greek: Ἀפכבםפὶע םῆףןע, "island of Atlas'') is a fictional island mentioned in an allegory on the hubris of nations in Plato's works Timaeus and Critias, where it represents the antagonist naval power that besieges "Ancient Athens", the pseudo-historic embodiment of Plato's ideal state in The Republic. In the story, Athens repels the Atlantean attack unlike any other nation of the known world, supposedly bearing witness to the superiority of Plato's concept of a state. The story concludes with Atlantis falling out of favor with the deities and submerging into the Atlantic Ocean. Hiranyapura Hiraṇyapura was a floating celestial sky-city created by Brahmā as a boon granted to Kālakā and Pulomā to protect their children. Hiranyapura is the city of demons (Asuras) in Hinduism. The trees in the city were covered with jewels. The trees were home to beautiful celestial birds. The demons that lived in the city were always happy. Mag Mell In Irish mythology, Mag Mell (modern spelling: Magh Meall, meaning "plain of jo'') was a mythical realm achievable through death and/or glory. Unlike the underworld in some mythologies, Mag Mell was a pleasurable paradise, identified as either an island far to the west of Ireland or a kingdom beneath the ocean. However, Mag Mell was similar to the fields of Elysium in Greek mythology, and like the fields of Elysium, was accessible only to a select few. Furthermore, Mag Mell, like the numerous other mystical islands said to be off the coast of Ireland, was never explicitly stated in any surviving mythological account to be an afterlife. Rather, it is usually portrayed as a paradisal location populated by deities, which is occasionally visited by some adventurous mortals. In its island guise it was visited by various Irish heroes and monks forming the basis of the Adventure Myth or "echtrae" as defined by Myles Dillon in his book Early Irish Literature. This otherworld is a place where sickness and death do not exist. It is a place of eternal youth and beauty. Here, music, strength, life and all pleasurable pursuits come together in a single place. Here happiness lasts forever, no one wants food or drink. It is the Irish equivalent of the Greek Elysium or the Valhalla of the Norse. The Dragon Palace In Japanese folklore, Ryūgū-jō (竜宮城, 龍宮城, "Dragon palace castle'') is the undersea palace of Ryūjin, the dragon kami of the sea. Princess Otohime, her maidens, and Ryūjin's vassals reside in the palace, as well. Jinja hime are yōkai that serve in Ryūgū-jo. During the Edo period, a jinja hime reportedly appeared on a beach proclaiming to be “a messenger from Ryūgū.” With a six-meter-long, snake-like body, they resemble giant oarfish, which are called ryūgū no tsukai (lit. "messenger of Ryūgū'') in Japanese. Ryūgū-jō is described in Urashima Tarō as a several-day swim beneath the sea. A marvelous gate appears before it. Different versions describe the palace made of gold, crystal, coral, and pearl with sloping roofs that can be seen over the gate. The large hall within is illuminated by fish scales. A garden surrounds the palace, each of the four sides corresponding to a different season: sakura in bloom to the east (spring), buzzing cicadas to the south (summer), multi-colored maple leaves to the west (autumn), and snow-covered ground to the north (winter). One account has three days spent within Ryūgū-jō equal to three hundred years above the surface whereas another version has three Ryūgū-jō years as seven hundred surface years. Tir na Nog In Irish mythology Tםr na n׃g ([tʲiːɾʲ n̪ˠə ˈn̪ˠoːɡ]; Land of the Young) or Tםr na h׃ige (Land of Youth) is one of the names for the Celtic Otherworld, or perhaps for a part of it. Tםr na n׃g is best known from the tale of Oisםn and Niamh. Other Old Irish names for the Otherworld include Tםr Tairngire (Land of Promise/Promised Land), Tםr fo Thuinn (Land under the Wave), Mag Mell (Plain of Delight/Delightful Plain), Ildathach (Multicoloured Place), and Emain Ablach (the Isle of Apple Trees). Similar myths in the northern Celtic cultures include those of Annwn, Fairyland, Avalon and Hy Brasil. Shangri-La Shangri-La is a fictional place in Tibet's Kunlun Mountains, described in the 1933 novel Lost Horizon by English author James Hilton. Hilton portrays Shangri-La as a mystical, harmonious valley, gently guided from a lamasery, enclosed in the western end of the Kunlun Mountains. Shangri-La has become synonymous with any earthly paradise, particularly a mythical Himalayan utopia – an enduringly happy land, isolated from the world. In the novel, the people who live in Shangri-La are almost immortal, living hundreds of years beyond the normal lifespan and only very slowly aging in appearance. Avalon Avalon (/ˈזvəˌlɒn/; Latin: Insula Avallonis, Welsh: Ynys Afallon, Ynys Afallach; Cornish: 'Enys Avalow'; literally meaning "the isle of fruit [or apple] trees''), sometimes written Avallon or Avilion, is a legendary island featured in the Arthurian legend. It first appears in Geoffrey of Monmouth's 1136 Historia Regum Britanniae ("The History of the Kings of Britain'') as the place where King Arthur's sword Excalibur was forged and later where Arthur was taken to recover from being gravely wounded at the Battle of Camlann. Since then the island has become a symbol of Arthurian mythology, similar to Arthur's castle Camelot. Avalon was associated from an early date with mystical practices and figures such as Morgan le Fay. It is often identified as the former island of Glastonbury Tor, which the later English variant of the legend made the place where King Arthur was taken to his final rest. However, the Welsh, Cornish and Breton tradition believes that Arthur had never really died, but would return to lead his people against their enemies. Many other alternative locations of Avalon have been claimed or proposed as well.
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