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Old February 8, 2005, 08:29 AM   #1 (permalink)
What the Obelisk brings?
 
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Map of the Aelyrian Empire


Administrate of Centripax
Centripax Province, in the Heartlands. [Map]
Centripax Heartlands the home of a Xet spy named Abcrul as well as the Midpoint Fortress. Riparia, Zerdargia and Acumin is located here.

City Name: Acumin
Entrance to city: Through the magical bubble that surrounds the city.
Races in the city: <100, 30% Elf, 15% Faery, 40% Human. 15% Other
General Training Opportunities: Ranger Training, Druidism
Religious Establishments: None
Special: All of Acumin's buildings are built to blend in with nature; most of them are grown or are constructed out of sod or built into hillsides. Due to the constant attacks from the city beneath them (Herozzal, the Vysstichi city which is a subforum of Acumin) they absolutely despise vysstichi in the town and many will attack them on site.
GM: None

City Name: Herozzal
Entrance to city: Tunnels (Must roleplay if choosing to come through the tunnes), the Arc (mystical portal in the Dolwoods)
Races in the city: 6000+, 80% vysstichi, 17% slaves (mostly humans), 3% other
General Training Opportunities: Necromancy, Mysticism, Hayan Priestess, various weapon styles & zinn'ka
Religious Establishments: None
Special: Situated in the tunnels and caverns below the Dolwoods, Herozzal is difficult to find, difficult to destroy, and not under Empire control. Female vysstichi are the ruling caste here, with all others acting as second class citizens or worse. Most surface races will only gain entrance as merchants with great wealth, or as slaves.
GM: None

City Name: Natura
Entrance to city: Natura has no walls or gates, so one simply has to walk in along the paths leading up to it.
Races in the city: 5,000. 50% Elvish 10%, Human 10%, Dwarf 10%, Halfling 10%, Fae/Faeborn/Nymph, 10% Other
General Training Opportunities: Druidism, Thaumaturgy, Song, Archery, Armed combat, Unarmed in special cases, Healing, Herbalism, Music, Survival, Tracking, Theology, a variety of trade skills
Religious Establishments: Temple of Blessed Hands
Special: A magic spring protects Natura from evil, visiting various degrees of paralyzation on those of malicious intent. As a result, there is no crime within the small town. Also, regardless of whether they are of good or evil intent, vysstichi, esh'lahier and orcs will be imprisoned on sight
GM: None

City Name: Primus Gaudeo
Entrance to city: Phoenix Gates and Doli Gates
Races in the city: 750,000 population. Consisting of 42% dwarf, 20% human, 12% cether, 10% katta, 5% dark elves, 5% other, 5% fae and 1% light elves
General Training Opportunities: Most forms of training may be found in this the second largest city of the empire, but stone and metal working are it's speciality
Religious Establishments: Mostly Aslan temples
Special: Capital of Centripax.
GM: Masamune

City Name: Zerdargia
Entrance to city: Main gate to the north of the city, small gates in each wall.
Races in the city: 200,000. Dwarfs: 70%, Hobbits: 15%, Humans: 10%, Other: 5%
General Training Opportunities: Military Training with the Veldar Elite, other training on an ad hoc basis.
Religious Establishments: 1st Church of Zerdargia
Special: Dwarven trading city.
GM: Firebird


Sovereignty of Enamoria
Graceful coastlands and meadows of the Southern Empire. [Map]
Enamorian Midlands have La Quista Isle, Daltina Gem Mines. Dollwoods: a mysterious arcane haven that is home to many of the fae races. Imperial Garrisons: Fortress Charisma, Imperial Citadel, Leadan Palace

City Name: Arconis
Entrance to city: City Gates
Races in the city: 2,000. Predominantly Human, Dwarven, and light Elven. Vysstichi and Esh'laheir can get in but will be met with suspicion. NOTE: Giants will be killed on sight.
General Training Opportunities:
Arcana: Mysticism, Druidism, Thaumaturgy (limited), Song, Ikos, Archanomechanics.
Arts: Drawing, Painting, Sculpting, Pottery, Theater, Singing, Instruction in any musical instrument.
Social Sciences: Any Language Instruction, History, Philosophy, Cultural Studies
Trades: Metal Working, Stone Working, Mining, Glassblowing, Sewing, and more
Religious Establishments: Templum Manus Dextri, devoted to healing.
Special: Arconis is a city based around its large and diverse opportunities in the arts with a deep, harrowing history which has left a darker mark on the city. It has a traditional Aelyrian spirit and was even the birthplace of the first Aelyrian Empress. There are numerous unique locations and the moderators specialize in character development and adventures filled with the mystery of everyday Aelyrian life.
GM: Mimesis

City Name: Daltina
Entrance to city: Midlands Gate, Maevewood Gate, The Harbour
Races in the city: 250,000. 70% Human (175,000), 15% Dwarf (37,500), 10% Halfling (25,000), 5% Other (12,500 (10% of which is Elves (all types)))
General Training Opportunities: Sorcery and Elementalism in Brightshadows, weapon oppertunities in the city guard, plenty of trade apprenticeships, schools for young gentlemen and women.
Religious Establishments: Temples to all the Aetherians; the most dominant one is dedicated to Orod.
Special: Many nobles inhabit the city, as such there are various attractions to keep them amused. Certain parts have a heavy dwarvish influence. Daltina has not forgotton that it was once a kingdom.
GM: None

City Name: Medonia
Entrance to city: By land: the city gates. As Medonia is a port city, a PC with a ship would also be able to dock.
Races in the city: 500,000 citizens: 40% human; 32% elf (lightborn); 10% fae; 8% rodenti (6% relequis); 6% Halfling; 4% other races. Dark races may be turned away at the Gates.
General Training Opportunities: The Maeveon Collegio de Enamoria offers Law/Politics; History; Persuasion Techniques; Cultural Studies; Gadgeteering; Mysticism and Druidism to Apprentice level. Weapons training is available via the Stone Guard and might be available from the Medonian Guard. Ranger training is available at the Medonian Ranger Hall. Relevant Arcana training might be available at the religious establishments. Trade training might be available at various shops. Acceptance to a training course in any of the above is not guaranteed.
Religious Establishments: The Temple of Jalat – this location is hidden and will have to be found. The Parthenon (Temple of Diana).
Special: Capital of Enamoria, recovering from the Pox. Political and social intrigue, where nothing is as it seems. Plenty of opportunities for political advancement and financial speculation. New businesses are welcomed.
GM: Sitar

City Name: Port Alyxandrya
Entrance to city: By land: the city gates; By sea: the eastern pier.
Races in the city: 200,000. Predominantly Human, Elven with a growing population of Katta and Fae-folk
General Training Opportunities: Arcana: Elementalism, Sorcery, Mysticism. Social Sciences: Law, Politics, Etiquette, Strategy, History. Arms: Only available through joining either the Alyxandryan Guard, Navy or Constabulary.
Religious Establishments: The Temple of Aetheria – devoted to that of the 5 major Gods.
Special: Port Alyxandrya is a city rich in history and tradition; Where rich, lavish luxury and nobility, meet the cold hard reality of extreme poverty. A city where nearly anything can be obtained… at a price of course.
GM: Hush


United Arium Directorate
Arium Province, in the Central North. [Map]
Ariumite Highlands guards the Temple to Aetheria, Chesley Ruins and the Imperial Observatory.

City Name: Nexus Prime
Entrance to city: Gates: North, South, and East. Port to the West.
Races in the city: 400,000. Mostly human, all races welcome, Hon`ellg, the UnderCity, mostly vysstichi, with a mix of other dark races.
General Training Opportunities: Arcana (sorcery and mysticism), military: land and naval, martial: weapons and discipline. Apprenticeships available for most trades.
Religious Establishments: Order of Aslan, temple and training facility.
Special: Capital of Arium. Home of Hon'ellg, city beneath a city.
GM: None

City Name: Paxia
Entrance to city: The Winged Gates
Races in the city: Population 5,000. Humans 71%, Elves 12%, Dracons 4%, Katta 3%, Dwarves 2%, Giants 2%, Other 6% (Fae, Rodenti, Dorin, Saurid). Orcs and half-orcs are not allowed!
General Training Opportunities: There are currently no official training buildings but skills can be learned through shopkeepers around the city or even by requesting it word of mouth at the Market Bazaar.
Religious Establishments: Publicly, there is currently no worshiped deity of choice. However, there is an underground cult following for Meephos within the walls of the city.
Special: Once the bustling mercantile center of Arium, Paxia was destroyed by an orc invasion and only until recently has reconstruction begun. The people have a large influence in the city.
GM: Mai

City Name: Vortex
Entrance to city: Northern Gates
Races in the city: 90.000 above ground: 70% humans, 10% orcs, 6% dorins, 6% halflings, 8% other races
40.000 underground: 50% vysstichi, 25% esh’lahier, 20% rodenti (mostly mousai), 5% other races
General Training Opportunities: Necromancy, Mysticism, Religious Rituals, Zinn'ka (unarmed combat), Vysstichi and Elven languages, Alchemy, Gem Cutting, Metal Working (Weapons), Swimming, Basic Healing, First Aid Techniques.
Religious Establishments: Temple of Aetheria, Temple of Jalat, Temple of Haya, small Jorelite cult
Special: One of the few cities that approves of the dark arts, necromancers and the gods of Aeternia. It has lots of secrets.
GM: Kalinda and Trickster


Sodality of Carmelyn
Carmelyn Province, a spiritual province to the North. [Map]
Carmelyan Hinterlands is a large land, holding Jaedaxia, Demios as well as smaller cities and locations.

City Name: Archadoon
Entrance to city: Port Libertas Harbor, the Main City Gates
Races in the city: 200,000. Mostly a mix of dracon and baijani human, as well as elves, dwarves, katta, a few dorin and a smattering of dwarves and fae.
General Training Opportunities: The Draconic Academy, the Archadoon 5th Imperial Navy Fleet, The Skyriders Academy and the Archadoon Imperial Collegium all offer a wide range of classes from beginner to master levels in weapons, warfare, and general classes.
Religious Establishments: Temple to Aslan, as well as a place for the Paladins of Diana and the Creamatorium (Dedicated to Jalat)
Special: The city that has been destroyed and renamed a few times, has griffins and the great Draconic Academy.
GM: Soldier

City Name: Demios
Entrance to city: Ferry Landing (ferry sails from Tirisfal)
Races in the city: Population of 7500. Human: 48%, Elven: 18%, Half Elven: 12%, Dwarves: 12%, Saurid: 4%, Merfolk: 5%, Other: 1%
General Training Opportunities: Mysticism, Elementalism, Druidism, Long sword, Short sword, Dagger, Katana, Axe, Spears/Pikes, Marksmanship, Survival, Horseback Riding, Tracking, History, Politics, Law, Cultural Studies, Foreign Studies, Religion, Geography, Carpentry, Woodcraft, Jewelcraft, Falconry, Gadgeteering, Locksmithing, Herbalism, Shipwrighting, Sailing, Sculpting, Drawing and Painting, Lute, Flute, Dancing, Theatre, Philosophy.
Religious Establishments: Church of Carmelya
Special: Strange weather conditions ranging from burning hot to blistering cold. Rumoured to be the work of dragons. All races are accepted, including the ‘darker’ ones. The Demiosian wilderness is mostly unexplored, and is home to exotic creatures such as drakes and wyverns, and giant spiders. Currently, many political and business employment opportunities are available. A good chance to see if your character likes a particular job!
GM: Aqua

City Name: Diana
Entrance to city: The Gates of Diana
Races in the city: 140,000 total population. 37% Human, 20% Elf, 13% Fae, 10% Dwarf, 20% Other (primarily katta, halfling, and gnome).
General Training Opportunities: Thaumaturgy and Druidism up through Archmage. All common weapons up to Intermediate. Theology and Politics. Pretty much all common crafts, trades, and scholarly skills as well.
Religious Establishments: Temples to Ioannes, Diana, Carmelya, Aslan, and Orod. Basilica Ecclesiae (the headquarters for the Church of the Faith).
Special: Diana is both the province capital and the Seat of the Faith, meaning that it is the headquarters of the Church of the Faith. For this reason it is known by many as "The Holy City". It's huge population and prominent religious aspects have also made it a home to numerous secret societies, however, some of which seek the good of mankind and others which have less lofty goals.
GM: Thoth

City Name: Jaedaxia [Map]
Entrance to city: Southern, Eastern, Western gates
Races in the city: Population -- 80,000: 80% Human, 10% Elf (mainly Esh'lahier), 5% Katta, 4% Rodenti, 1% Other
General Training Opportunities:
Arts and languages at the Socrates de Ambergois University.
Alchemy, Philosophy, Theology, Astronomy and Planar Studies at the Collegio of Aethereal Studies.
Weapons upon employment with the Imperial Legions or Siège Principal de Le Protectorat du Paix. Fencing instruction is also available for a price at Les Provisions de Amerith pour les Aventures.
Research opportunities at Le Socrates de Ambergois Institut pour la Recherche.
More opportunities soon to be offered at the upcoming Lourdes Academy.
Magic is now no longer outlawed! Training soon to be available.
Religious Establishments: Cathedral of Carmelya, Church of Borthanas
Special: Port city spanning the entire width of the Libertine Peninsula, the self-proclaimed cultural capitol of the Empire, where mysterious sightings of strange creatures, rumors and fables abound. A friendly moderation team ready to help out both the veteran players and the newbies -- the perfect city to start in. Tailored starting packages are available. One of the most active cities with our high posting rates. Truly a place for anyone and everyone, even those that have yet to find their way.
GM: Crimson

City Name: Trysvale
Entrance to city: By the harbour; by road from the north and south.
Races in the city: 55,000. Human 69%, Dracon 10%, Elven 8%, Dwarf 5%, Katta 3%, Dorin 2%, Other 3%
General Training Opportunities: Arcana – Druidism up to Master from the Druids of the Trysvale Silvae; other Arcana not officially offered elsewhere. Weapons training through working for the Constabulary, or becoming a student at La Femmes. Feminine pursuits available at La Femmes Academy. Trade training available through working for a particular establishment. Law training at the Academy of Law. Various academic subjects offered at the School of Higher Learning.
Religious Establishments: Cathedral to Carmelya; no other major religious buildings although there are members of the Church around to provide spiritual guidance. Carmelya is the Goddess favoured by the town.
Special: The Trysvale Silvae is an Enchanted Glade; only the Druids have access to this area.
GM: Snake Eye


Lylles Kingdom of Lauryl
Lauryl Province, on the Western Woods and Frontierlands. [Map]
Lauryllian Gracelands have cities like Frigid River, Ethgan'tor, Zinn'Sunn, the Forest of Light and the Magic Hollow.

City Name: Ethgan’tor
Entrance to city: The Trials, City Gates
Races in the city: 30,000: 85% Esh’laheir, 10% Faerie, 5% Human
General Training Opportunities: Physical Combat: Pole Arms (Specialty: Glaive), Lotus Sword and Butterfly Swords, Zinn’ka. Official Arcana: Sorcery, Song, Thaumaturgy. Trade Skills: Law at the House Yeranthas, Alchemy, many other things unofficially
Religious Establishments: Bright Temple of Ethgan’tor: Temple to the Aetherian Pantheon.
Special: The secret holy city of the Esh’lahier. Faeries and Esh’lahier are welcome to the city and they are perhaps the only few who know of its existence. There are many opportunities and benefits for the welcome races but those who are not welcome should beware.
GM: Aqua

City Name: Frigid River
Entrance to city: City gates
Races in the city: 5000. Primarily Human, Dwarvish Influences. 10% Minority of other races.
General Training Opportunities: Official Arcana: Initiate and Apprentice Sorcery. Arms: Basic - Advanced Longsword, Basic Zinn Ka, Basic - Advanced Bow. Arts: Basic - Advanced Carpentry, Basic - Intermediate Smithing, Basic - Intermediate Fletchery, Basic - Intermediate Stonework.
Religious Establishments: Temple of Aetheria/Church of Faith Building.
Special: Rustic town, dissapproves of arcana and a generally stubborn people. Home of the Frigid River Rangers.
GM: Wildcard

City Name: High Peak
Entrance to city: Front Gates
Races in the city: 650 (25% Human, 35% Dwarves, 10% Elves, 18% Esh'lahier, 10% Halflings and the remaining being other races, such as Dorin and Katta)
General Training Opportunities: Combat: Short/Long/Broad swords, bows, axes, maces (all had to be done as adventure style). Others/Trade Skills: Ranger abilities (tracking, herb-finding, mountain survival), very limited politics (Intermediate at maximum), assorted types of skills (reading and writing).
Religious Establishments: A small church dedicated to the Aetherians, with two priests, one being the follower of Ioannes, the other being a follower of Carmelya.
Special: Secluded village perched high in the mountains, with revered scenic vistas, and home to the de Lylles' summer retreat. Rustic lifestyle, close-knit and suspicious people, somewhat distrustful of Arcana. Rumours in the village spread quickly.
GM: None

City Name: Mystique
Entrance to city: Mystique Porticullis
Races in the city: 275,000. Humans: 110,000 (40%), Elves: 82,500 (30%), Faes: 55,000 (20%), Dorins: 13,750 (5%), Halflings: 8,250 (3%), Other 2%
General Training Opportunities: Druidism, Sorcery - All to Master, Thaumaturgy up to Adept level.
Arcanomechanics, Arcane Theory - Basic/Advanced. Alchemy - To Master
Herbalism, Veterinary Medicine, First Aid - To Advanced, Geography, Cosmology- Basic/Advanced, Job learned: Jewel Cutting, Jewel appraisal, Bar Tending, Knitting, Crop Farming, Ranching.
Weapons training in most weapons at lower levels
Religious Establishments: Temple of Enlightenment, Graveyard
Special: Budding academic hub built atop the ruins of an ancient magical city. Capital city of the Province with opportunities at all levels of city and provincial government
GM: None

City Name: Zinn'Sunn
Entrance to city: The Shisa Gates of Zinn'Sunn
Races in the City: Population 50,000. 80% Humans, 8% Elves, 6% Saurids, 3% Dwarves, 2% Fae, 1% Other (Katta, Dorins, Rodentia & Giants). Orcs, Dracons, and Half-Orcs are not allowed.
General Training Opportunities:
Arcana - Zinn'Sunn is known for its Song, but all spheres except for Necromancy are taught, including the illegal Ikos.
Combat - All weapon types are taught but Zinn'Sunn is known for its Zinn'ka (hand to hand unarmed martial artists).
Trade - A wide variety of skill training, apprenticships, and specialty programs including Bladesingers, Bonedrummers, Sunn Monks, The Darui’Torek (paladins), and Keme'Dral (Female Escorts) are available.
Religious Establishments: The Temple of Torek (Aslan)
Special: Zinn'Sunn is a highly specialized and detailed city dealing deeply with Kemite culture that is historically incredibly polite, culturally rich, and huge endorsers of the Arts. Take a look at each beautifully illustrated and described locations. Zinn'Sunn is all about details. The city moderator staff specialize in close personal character development on a one-on-one very intimate basis. It's perfect for new players who want a friendly environment to start out.
Resources: Map, City Profile & Link Map, Resource Guide to Zinn'Sunn
GM: Gossamer and Badb


Confederation of Sherian
Sherian Province, on the Phondra Peninsula. [Map]
Sheradine Cosmopolis are filled with Blood Moon Raiders and orcs. It has Narim, Vers, Ire and other cities located there.

City Name: Narim
Entrance to city: None, city is a ruin
Races in the city: Orc and Vysttichi (remnants of the Horde)
General Training Opportunities: none (under Orc occupation)
Religious Establishments: none
Special: none
Narim was torn to the ground except the Armada Docks. There are a few traders selling off their war spoils but no established locations. City is completely under orc occupation from Ire with no IC rebuilding taken place since the Narim War. It is currently in the process of being reclaimed by the Imperials and Provincial forces.
GM: Trinity

City Name: Taralon
Entrance to city: Main Gate (Northern entrance), Narim Gate (Western entrance), Sea Dragon Gate (Entrance for ships and such)
Races in the city: 225,000. Mainly human, dwarf, gnome, and dorin. Exceptions are Vysstichi, Orcs, and Dracons; these races are not welcome through the gates of Taralon.
General Training Opportunities: Combat training can be gained through joining the military, while the Deangela Center of Higher Academia offers a small variety of educational services. Arcana training is not provided outside training up to Apprentice level in Thaumaturgy, which is only available to members of the Church of the Faith.
Religious Establishments: Church of the Faith
Special: Founded as a solution to the Sherian conflict, and now capital of the Cosmopolis. Taralon was initially a militaristic city, but has over the patterns transformed to become mainly a trade-oriented city specializing in gadgetry and scientific advancement. Most of the iron-ore in the Aelyrian Empire is exported from Taralon, which is extracted from the Vorgon Mines.
GM: None

City Name: Vers
Entrance to city: Front Gates
Races in the city: 5,000 total (4,000 permanet residents, 1,000 students). 80% Human, 10% Elf, 10% Other (Small amounts of Dracons, Orcs, Vysstichi. No current Faery population).
General Training Opportunities: Arcana: Elementalism, Druidism, Ikos - To Master Level Thaumaturgy, Song, Mysticism, Sorcery - To Journeyman Level. Trade Skills: Law and Politics, Alchemy, Gadgeteering, Astronomy, Theory of the Planes. Combat Skills: None.
Religious Establishments: Shrine to the Aetherians, ruins of a temple to R'sleen built by Deirdre Lorelei
Special: Old, ancient village descended from the Daitternian Kingdom's Arcane outpost filled with history, Arcane phenomena, and strange architecture styles.
GM: None


Principality of Prime
Prime Province, on the Eastern Coast. [Map]
Primus Countryside a home to the Pegasi Woods, one of the few known places to see Griffins and Pegasi. Contains the Khadran mountains, Abestat and Port Constantine.

City Name: Aelyria Prime
Entrance to city: City Gates & River Gates
Races in the city: 1.5 Million (75% human, 7% halfling, 5% elf, 5% Rodenti 8% other)
General Training Opportunities: Absolutely Everything
Religious Establishments: Heavy emphasis on Diana, however Aslan & Ioannes are also worshiped. Smaller more unique churches and shrines can be found throughout the city.
Special: Aelyria Prime is the capital city of the Empire, and as such is an enormous varied place teaming with opportunities; culture, education, politics, religion, & craftsmanship. Often referred to as the hub of Aelyria, this city is where all classes and cultures combine in an enormous melting pot.
GM: Kaelon

City Name: Portshire
Entrance to city: The City Gates
Races in the city: Population 180,000. 50% Humans, 30% Elves, 6% Thëlryi, 4% Merfolk, 3% Lutrans, 2% Dorin, 2% Katta, 3% Other
General Training Opportunities:
  • Arcana - In all spheres except for Necromancy and Ikos. Searching for the various Masters is needed.
  • Combat - Only available in selected weapons and styles Trade - Apprenticeship is available if one is willing to inquire at certain shops and stores.
Religious Establishments: Temple of Aslan and The Port Constantine First Denominational Temple of Rak.
Special: A city with the dual identity as a naval stronghold of the Empire and a prosperous merchant center. The two identity are always clashing and one will try to gain an upper hand over the other, especially the merchants. For the merchants, no means is too dangerous to try, illegal or legal, as long as it is efficient.
GM: None

City Name: Candaceburg
Entrance to city: North Gate
Races in the city: Population of 42,000. A lot reside in the surrounding farmlands. Human 50%, Elf 20%, Dwarf 5%, Halflings/Gnomes 5%, Fae/Sprites/Pixies 9%, Lizardmen/Dracons (Diantar) 3%, Dorin/Katta 6%, Other 2%.
General Training Opportunities: University of Arcana: Elementalism, Mysticism, Druidism, Thaumaturgy and Sorcery. Training for Military Personal: Sword (various kinds), Dagger, Shield, Stealth, Tracking, Wilderness Survival, Healing, Arcana (same as above), Bow, Trap Setting, Herb Lore, Military Etiquette, Zinn'ka (Tessared-Tohiba, Rhingorda or K'tesh ), Crossbow, Military Tactics, Scouting, Poison Making, and Horse Riding. Candaceburg Academy: Basic Agriculture, Basic Metals, Basic Politics, Basic Calligraphy, Alchemy, Political Speaking, Illuminated Manuscript.
Religious Establishments: No official establishments. There is a general favoritism towards Carmelya.
Special: Breadbasket of the empire, Candaceburgs enchanted fields supply the empire with 60% of its food stuffs. Duality permeates Candaceburgian culture. City life bristles with merchants from around the empire but country life is slow moving, serene and isolationist in nature. Home to the Blades of Carmeyla, an elite ranger like part of Candaceburgs Glorious Army, Candaceburg offers opportunity to aspiring soldiers, merchants and country bumpkins.
GM: None


Sultanate of Arakmat
Arakmat Province, in the Deserts. [Map]
Arakmatan Frontierlands is a home to some of the few pyramids in Aelyria. Borders the Xet territory and has a diverse geographical layout and climate zones. Nadir, Arakmat and Kyathis is located here.

City Name: Arakmat
Entrance to city: The City Gates
Races in the city: In ERA IX PF, the population of Arakmat was slightly less than a quarter-million souls. 150000 were permanent residents, another 50000 were part of the transient population (nomads, caravans, merchants, etc), and then there were the men and women of the Arakmatan Army. The destruction wrought by the Hurricane unleashed on the city during the end of that ERA reduced the population considerably. There are now 60000 permanent residents and 15000 transients. The current racial breakdown is: Dorin (35%), Human (25%), Katta (20%), Elf (15%), remainder (5%). The armed forces permanently stationed in and around the city total another 15000 bodies.
General Training Opportunities: Martial training (nearly any weapon, shield, or armor type) is readily available through the offices of either the Army or the Militia. A special group within the city known as the Order of the Open Hand offers training in the various martial arts. There is no OFFICIAL potential for training in ANY the Arcane Spheres; the destruction wrought by the Hurricane has seen to that. However, there are clandestine opportunities for some - if one knows where to look.
Religious Establishments: None standing. All temples were destroyed in the Hurricane and none have (yet) been rebuilt.
Special: Arakmat is the only major city in the desert. Water is a valuable commodity and fights do break out over it though none have happened in a long while. It is located advantageously along four major caravan routes; the northern route connects Arakmat to the northern ports of Kyathis and Imperia. The southern course extends through Lauryl to Zinn’Sunn and eventually the southern seas. The western trail runs to the Empire’s western border and the eastern one passes around the southern tip of the Great Mountains to Primus Gaudio and beyond.
GM: Nimbrethie

City Name: Kyathis
Entrance to city: The Southwestern Gate
Races in the city: Roughly 35,000 citizens -- 95% Katta, 2% Humans, 2% Elves (lightborn), 1% Other. Please note that Dorin will not be tolerated to enter the city and that any non-Katta will be viewed with suspicion by most Kyathians.
General Training Opportunities: Various artisan trades with the different guilds, theatrical training available with the Theatre, K'Tesh at the academy, various scholarly subjects at the academy, weapons training with the Clawknights (must be a Pantheri to be a full Clawknight) or the King's Guards, nautical training available at the docks. Arcana is not offered at this time.
Religious Establishments: No solid religious groups exist within the city.
Special: Kyathis is the capitol city of the Katta that has finally been reopened after having been closed off to the rest of the empire for as long as anyone can remember. It is a city rich with clashing cultures as the Domestikatta and Wilderkatta try to merge their extremely different societies, along with the cultures of the non-Katta citizens who have started to integrate themselves into the city.
GM: Amaranth

City Name: Imperia
Entrance to city: City Gates
Races in the city: 200.000 approximately, various races (predominantly human and a lot of katta!)
General Training Opportunities: Military Training from the Ak'drar fortress - so basic and intermediate weaponry and defense etc. All things nefarious in the Docks (including a lot of pirating and assassin/thief related skills!), if you want to find them! Westgate Arena is opened to teach circus skills, gladatorial combat and crowd pleasing acts! Elementalism is also available. Imperia is a place where almost anything can be bought or taught for the right money.
Religious Establishments: Only the United Imperia Temple, a place where all deities are represented. Currently, though, there are no priests there as these were disbanded by the then-Arch Prelatess.
Special: Imperia is definately a nasty old place - lots of fog all year round and really full of quite unpleasant people - there are pirates and gangs on the streets and crime rates are high. Not somewhere for the faint hearted!! There are "good guy" groups, but they are few and far between.
GM: None

City Name: Silrosia - currently CLOSED because of The Veil
Entrance to city: The Blood Ruby Gate, The Celestial Amethyst Arch, The Streaming Sapphire Arch, The Tempest Ferry
Races in the city: General Population: 39,000 (49% Human, 29% Elf, 7% Katta, 4% Dorin, 7% Fae, 4% Gnome, 1% Dwarf)
Syl'rosyan Forest: 13,000 (87% Elf, 7% Centaur <NPC only>, 6% Fae)
General Training Opportunities: Almost anything is available to elven residents of the city, although outsiders will struggle to find help within the city. Other races who live permanently within the city generally find employment in small stores outside the main districts or with the 11th Imperial Legion.
Religious Establishments: Father Hiriam's simple Temple of Diana is the only religious establishment in the city outside of the major house's personal chapel rooms inside their sprawling estates. Even so, the Temple of Diana often substitutes for use in worshiping Phedos.
Special: Silrosia is separated into Silrosia Stockade, a human-dominated western garrison against the Xet, and the Syl'Rosyan Forest of the elves.
GM: Seregon


Nesocratic Federation of Eunesia
Eunesian Province: A group of islands off the north coast. [Map]
Island city-states bustling with trade and science and resorts.

City Name: Arios
Entrance to city: Docks, long bridge to the mainland.
Races in the city: About 1,000 citizens, 50% Elven, 27% Human, 10% Fae-Folk, 3% Treants, 10% Other.
General Training Opportunities: Most if not all spheres of Arcana taught unofficially up to Apprentice, Archery, Fishing, History.
Religious Establishments: Temple to Kaimelea, the Planetar of Dreams.
Special: Arios is located within a powerful magic field generated by a structure known as the Black Dome. Citizens do not need to sleep while on the island.
GM: None

City Name: Chelseanna
Entrance to city: Porto di Celsianna, ferry from the mainland (Jiems)
Races in the city: 700 residents plus sailors and tourists. 75% Human,15% Halfling, 10% Other
General Training Opportunities: Il Conservatorio - A premier establishment focusing on combining the Arcanic discipline of Song with the emotional capabilities of the violin. Delot's Fencing Academy - the headquarters of the guard of Chelseanna and a school that teaches the art of swordplay.
Religious Establishments: The Oracle of Chelseanna at the top of Mount Tuli.
Special: Where citizens go for vacations and adventures
GM: Tarot

City Name: Ieffreon
Entrance to city: Harbor
Races in the city: About 30,000 citizens, 50% Human, 35% Elven, 5% Fae-Folk, 10% Other [Lutran, Thelyri, Merfolk, etc...].
General Training Opportunities: Ieffreon boasts three highly regarded universities on the island, all dedicated to various schools of thought.
* Arcana: Up to Master in Elementalism, Mysticism, and the controversial Ikos
* Trade Skills: Politics, Law, History, Culture, Geography, Culture, Field Medicine, Herbalism, Wilderness Survival, Blacksmithing, Architecture, Gadgeteering, Alchemy
* Fine Arts: Drawing and Painting, Glassblowing, Jewel Crafting, Stone Carving, Sculpting and Pottery, Woodworking, Textile Working
* Weaponry: Join the Guard, Military or Armada or Search for Independent Mentors [Limited]
* Other: Shops and locations around the island may offer different opportunities (ie: winemaking, gorjira [giant lizard] handling/riding, shipwrighting, etc...)
Religious Establishments: Temple to Ioannes.
Special: The glorious capital city of the Eunesian Isles is located in the lower reaches of the Eunesian Sea. Ieffreon is known as the premier source of academic studies, the City of White, and Pearl of the North. This tropical haven is nothing short of paradise on Telath with its sandy beaches, temperate climates, and tropical foliage. It is a popular tourist destination for those who can afford to get away from their lives for a cycle or two and many a business has popped up in support of this booming trade. There is no shortage of intrigue on this island, be it political, adventure, or of a more academic nature.
GM: Nimh

City Name: Olympia
Entrance to city: Harbor
Races in the city: About 30,000 citizens, 50% Human, 25% Elven, 8% Merfolk, 5% Fae-Folk, 12% Other.
General Training Opportunities: Sorcery, Thaumaturgy, Druidism; High-level education available. Weapon training available in the military. Art of Aetherium Swords (Novice and Splicer ranks only) available to the Knights of Ioannes. Tradeskills available at related shops, and other skills available upon request.
Religious Establishments: Keep of Ioannes – far more religiously active than Ieffreon.
Special: While offering important education opportunities (though not on par with Ieffreon's), Olympia is very militant and zealous. The city was recently rebuilt after an immense tempest.
GM: Oceanus

City Name: Secyclion
Entrance to city: To be added
Races in the city: To be added
General Training Opportunities: To be added
Religious Establishments: To be added
Special: To be added
GM: None

Last edited by Duvel; November 9, 2008 at 10:56 AM. Reason: Updating
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Old February 8, 2005, 08:30 AM   #2 (permalink)
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OOC: These are CLOSED cities. You can’t post in their city forum, although you can still visit them through the appropriate wilderness forum. They’re listed here for general information.


Imperial Borderlands
The Frontiers of the Empire and the Free Cities of N'danosh

City Name: Nezulyin
Entrance to city: As the city is located on the middle of a lake, it is only accessible by water. The River Vssk is the most common way of travelling through N'danosh as it connects the three Free Cities.
Races in the city: 10,000; Human 42%; Saurid 27%; Dorin 17%; Katta 8%; Dwarves 5%; and Other 1%
General Training Opportunities: The members of the Im-Rekkeid offer training in "The way of the Vssk" a custom unarmed combat style. Survival training can be attained at the Department of Outside Contact, weapons training through joining the military.
Special: Nezulyin is one of the three Free Cities of N'danosh, the lands to the west of the Aelyrian Empire. Please contact the local GM in case you wish to start a character in the city or wish to travel there.
GM: None

City Name: Terramarique
Entrance to city: Prison Harbor, Dupry's Harbor, other minor harbors
Races in the city: ~500, 80% Human, 10% Elven, 5% Dwarven, 5% Other
General Training Opportunities: Sailing, Cutlass, Fistfighting, Bartending, Pirating
Religious Establishments: Strange Temple in Southern Forest
Special: Home to pirates and prisoners alike; has declared self seperate from the empire; magic is impossible to perform on the island


Administrate of Centripax
Centripax Province, in the Heartlands.
Centripax Heartlands the home of a Xet spy named Abcrul as well as the Midpoint Fortress. Riparia, Zerdargia and Acumin is located here.

City Name: Riparia
Entrance to city: City Gates
Races in the city: 75,000. Humans - 35%, Elves - 23%, Dwarves - 22%, Dracons - 8%, Katta/Dorin - 8%, Vysticchi/Orc - 2%, Other - 2%
General Training Opportunities: Combat training, Horse care and riding, General Smithing.
Religious Establishments: None
Special: Industrial and merchant city in the shadow of a volcano, with an extensive mining company.

City Name: Midpoint
Entrance to city: The town around the fortress is still open, although a pallisade is being built. The Fortress is reachable through the Portcullis and various secret entrances.
Races in the city: 30,000 citizens. 48% Human, 22% Elf, 14% Dwarf, 8% Dracon, 5% Dorin, 3% Katta. 15,000 soldiers in the Alyssan Guard
General Training Opportunities: Various studies at the Lord Holland University. If it has to do with weapons or strategy, Midpoint is your city.
Religious Establishments: Various small shrines for almost every orderly and respected diety you can think of. Aslan, Maj and Ionnes and Diana are very popular.
Special: Home to the Alyssan Guard, Aelyria's best trained and most disciplined army.


Sovereignty of Enamoria
Graceful coastlands and meadows of the Southern Empire.
Enamorian Midlands have La Quista Isle, Daltina Gem Mines. Dollwoods: a mysterious arcane haven that is home to many of the fae races. Imperial Garrisons: Fortress Charisma, Imperial Citadel, Leadan Palace

City Name: Malice
Entrance to city: Main gate.
Races in the city: 35,000. All races with a focus on humans half elves and orcs.
General Training Opportunities: Necromancy and Sorcery and elementalism. Rhingorda & Shaasskah, many of the guilds will also teach many types of weaponry.
Religious Establishments: Various cults to the 'dark gods'
Special: Malice is a dangerous city of criminals, outcasts, lowlifes and necromancers. Life is expensive, death is cheap.

City Name: New Coldmoon
Entrance to city: City Gates
Races in the city: 30.000 (20,000 Medonian Elves, 4000 Human, 3000 katta (mainly domistikatta), 1000 Dwarf, 2000 other (will not have any dark elf, giant, rodenti, orc, or dracon living in the city. Dark elves, rodenti, and orc will never be permitted entrance.))
General Training Opportunities: Elementalism, Druidism, and Mysticism could be found in the city though there is no academy for this. Thaumaturgy is taught in the Temple to Archmage. Trade skills regarding woodcrafting and blacksmithing art taught as well as standard weapons training and Rhingorda Style zinn’ka through the Keryn Regiment. Law/Politics/Etiquette can be taught if searched out but no academy is present in the city. Rangers who walk the Dolwoods can be found within the city and approachable for training as well.
Religious Establishments: Called the Diana of the South, there is a main Temple of Faith that serves the Aetherians. Most elves worship Phedos in the Temple but all Aetherian worshippers are welcome.
Special: Underneath New Coldmoon in the ancient ruins of Coldmoon, there is an artifact that serves as a gate to Aeternia. A plot is on hand to destroy this per request of the GDs. GD Apophis is running an Enamorian Plot that New Coldmoon is setting up, but that’s all I’ll say about this.


United Arium Directorate
Arium Province, in the Central North.
Ariumite Highlands guards the Temple to Aetheria, Chesley Ruins and the Imperial Observatory.

-


Sodality of Carmelyn
Carmelyn Province, a spiritual province to the North.
Carmelyan Hinterlands is a large land, holding Jaedaxia, Demios as well as smaller cities and locations.

City Name: Kriskinstat
Entrance to city: Southern Gates
Races in the city: Population: 7,700.
Breakdown: Human 77%; Elf 5%; Dwarf 5%; Dorin 4%; Cether 2%; Gnome 2%; Katta (all breeds) 3%; Fae 1%; All others 1%
Gender split: Male 72%; Female 28%
Note: the racial, sexual and age demographics are severely skewed due to the large number of retired paladins who return to Kriskinstat's simple life when they feel they cannot function effectively in the field.
General Training Opportunities: Paladin training through the Hand of Aslan, apprenticeship-style training with any of the local artisans or tradesmen, light weapons training with the City Watch, no other formal training/educational institutions.
Religious Establishments: The Hand of Aslan maintains a large temple to Aslan within the Ivory Citadel, small shrines to the Aetherians within the city proper
Special: If you are going to start as a PC in Kriskinstat, and are one of the so-called 'dark' races (vysstichi, rodenti, orc, dracon), PM the GM first, as life has the potential to be extremely diffcult for the unprepared.


Lylles Kingdom of Lauryl
Lauryl Province, on the Western Woods and Frontierlands.
Lauryllian Gracelands have cities like Frigid River, Ethgan'tor, Zinn'Sunn, the Forest of Light and the Magic Hollow.

-


Confederation of Sherian
Sherian Province, on the Phondra Peninsula.
Sheradine Cosmopolis are filled with Blood Moon Raiders and orcs. It has Narim, Vers, Ire and other cities located there.

City Name: Orckon. Orckon is known in the Empire as Ire. (Open as Wilderness subforum)
Entrance to city: City Gates (North and South)
Races in the city: 90,000. Predomenantly orc with golblins and some other dark races. Other races can enter but do so at their own risk.
General Training Opportunities: Arcana: Shamenism, Necromancy. Combat: Most weapons and military skills are taught. Free classes for those who join the Great Horde. Trade: Training in trade is gained through joining one of the trade guilds or black market groups in the city.
Religious Establishments: Temples to Heya, Jorel and Aslan. Shamenism is learned through apprenticeship with one of the 7 shamen of Ire.
Special: Orckon is the only orkish city in the empire and has the largest collection of thieves, mercs, and no-gooders of any city in the Empire. Subterfuge missions available at the goblin thief guild. Approx 35,000 of the overall population are military forces.
*Ire currently has influence over and occupies Narim, Narim Castellum, and Autumnus. War is inevitable to change that.


Principality of Prime
Prime Province, on the Eastern Coast.
Primus Countryside a home to the Pegasi Woods, one of the few known places to see Griffins and Pegasi. Contains the Khadran mountains, Abestat and Portshire .

City Name: Abestat
Entrance to city: Western Gates and Eastern Sea Gates
Races in the city: 100,000. All races though Humans are dominant. Vysstichi, Orcs and Saurids are rare.
General Training Opportunities: Elementalism, mysticism and sorcery. Combat training except unarmed and more exotic types of weapon. A variety of different trade skills.
Religious Establishments: A branch of the Church of the Sacred Three.
Special: A city of riches and poverty, home to weathly merchants and starving thieves. Plenty of oppertunities to make money and lose it alike.

City Name: Insula Coronae (CLOSED)
Entrance to city: Harbour then gates.
Races in the city: Very few.
General Training Opportunities: None
Religious Establishments: None
Special: The Imperial Palace, the place


Sultanate of Arakmat
Arakmat Province, in the Deserts.
Arakmatan Frontierlands is a home to some of the few pyramids in Aelyria. Borders the Xet territory and has a diverse geographical layout and climate zones. Nadir, Arakmat and Kyathis is located here.

-


Nesocratic Federation of Eunesia
Eunesian Province: A group of islands off the north coast.
Island city-states bustling with trade and science and resorts.

City Name: Eunesian Seas
Entrance to wilderness: With a ship
Races in the wilderness: Humans, elves, merfolk (about 3k altogether)
General Training Opportunities: Song Magic. Fishing, swimming, basic trade and combat skills (there are islands in the Eunesian sea after all), anything that has to do with ships, the navy and/or piracy.
Religious Establishments: A few smaller shrines and temples to the Aetherians
Special: The Eunesian Seas are as the name says full of water. There are a few islands, but their population is nothing compared to Ieffreon, Olympia or even Arios.
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Last edited by Duvel; November 8, 2008 at 11:58 AM. Reason: Updating
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Old February 8, 2005, 08:31 AM   #3 (permalink)
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