| AsaliahTo the east, Asaliah is the largest of the three continents. The majority of this continent is covered in thick forests: fairies are common here, frolicking between the trees, as are wild chocobos. Light filters through trees, peaceful, and many areas of the forest lay isolated and unexplored, unless by the most seasoned of adventurers who walk away from the repeatedly tread paths you're supposed to talk. Some say the forest is evergreen as it springs forth from Tiamat, but that's likely just an unfounded rumour. Travel far enough through the forest and you'll find the river that flows from its mountain range. Even when the forest begins to thin, trees still populate the landscape, and when the climate changes too much to sustain them, you'll still be face to face with a lot of cacti. The southern parts of this continent are desert, days warm and humid and nights bitterly cold. Fortunately, this does not extend to the forest, which enjoys late spring weather for much of the year, save for during winter when snow falls. Places in Asaliah: Robolu, Baron, Coerthas, Turtlez HQ, Davenport Homestead, Ikebukuro, Gold Saucer, Ponyville, The Shimmering Deep, Trigleph, Sorlian OutlandsLudisiaLudisia has a much colder climate, so much so that its north is home to many icy peaks and frozen wastes of snow. Some say the cold extends from Druaga's icy mists and swirling fog, until one is reminded that, despite the cold, it's really not all that foggy. Once the snow begins to thaw, even the forests are less sunsoaked and have the feeling of a place that sees a lot of rain - even though its a mystery as to when, since it never rains here, not that anyone sees. Once past the lake, you're likely to find rolling green fields. To the south lies several places on its coast, warm enough to sustain sandy beaches, but nothing like the deserts of Asaliah or Callar. Ludisia suffers from a constant reminder of the World-Eater's attack, a long, scratched out scar in the landscape where nothing will grow, no matter how much any dragon tries. At least it's looking a little less black these days. Perhaps in time, it will recover. Many dragons that are delegates under Khayru can be seen in the skies above Ludisia, working on the weather. Places in Ludisia: Veldime, Kamui, Cansycia, Seahaven, Moonflow, Phon Coast, Clayr's Glacier, Storybrooke, The MarketCallar"Dry, arid, inhospitable" would be a good description of Callar, except that somehow, life has managed to thrive here, and that is likely due to dragon intervention. Every now and then, you're likely to find a flower or a tree that quite clearly doesn't belong in its landscape, and most agree that the culprit is probably Maranda. Though mostly desert, it is not so warm that people can't live here happily, and the nights are delightfully pleasant and not cold at all. A large mountain range snakes its way through the centers and edges of this continent, effectively dividing the desert with grass and scrubland. Places in Callar: Fort Hold & Weyr, Monsbaiya, Nos Astra, The Forbidden Lands, The Archylte Steppe, Crystal City, BaticulIslandsThe sea, as a whole, is largely uninterrupted in terms of land mass. The weather may be unpredictable and undersea life - and pirates - may be a threat, but that much is a certainty. There are a few islands, but many are mere spits of land, suitable enough to be marooned on or to store a cache of items but not much else. Some of the places brought by the dragons exist on their own islands, and are much larger. Whilst out on the ocean, you're quite likely to encounter Einar, at least distantly. The long golden dragon protects the seas and is determined to fulfill his debt to the otherworlders, and should you need him, he will shelter you from any storm. And, if you look to the skies, you will likely see Eluned, taking messages here and there, keeping the stars shining above. Islands: Bhujerba | |
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| WalkingJust as it sounds! Travel under your own steam. Don't get too tired or hungry, now. Over-land dangers are few, but errant fairies may cause one or two problems for you if they decide to play a prank. It rains occasionally, but this is much more prevalent in the locations brought (if the ecosystem supports it) rather than the actual Haven inbetweens. Monsters will usually keep to their respective areas and not pass out of their setting boundaries, fortunately for you. Turtlez TransportFaster than walking, and the Tortoise - which belong to the Turtlez - will do all that pesky walking for you. They are, however, limited to using existing pathways and roads, even if the Turtlez are fairly adept at finding routes to make their journeys quicker. Just give it time... and patience. They are unable to traverse mountain ranges, but all other areas are fair play. Don't tell anyone we said anything, but want to get into some place undercover? Seek out the Dark Turtlez. Word is he's pretty good at smuggling...ChocoboThe Havens equivalent to horses. Some places do prefer horses, however, and some use both. Chocobos can be found in most of the surrounding inbetween Havens, as well as some specific settings that cater for them (the Chocobo Forest in Baron, and the Font of Namva on the Archylte Steppe, to name but two). If you decide to wrangle one, it will accompany you thereafter. Chocobos are generally loyal creatures, and will be happy with some greens. They are also readily accepted on any form of sea or air travel, so no worries about having to leave them behind if you want to take them with you. Chocobos come in various colours with skills to match. Yellows are the most common, and considered to be all-rounders. Greens and browns are similar, but can also heal. Reds and pinks are the most aggressive, and can ride over hills and mountains with ease. Blacks can de-buff a foe and can also fly, unlike other chocobos. Blues have magical abilities, but are most prized for being able to cross rivers and streams. Whites and silvers are either healers or sentinels (ones that defend); whites are incredibly efficient healers, especially. Purples, meanwhile, are suited for enhancing and buffing the abilities of those around them. Golds are the rarest, and no one has ever seen one in person. Though they are perhaps the fastest over-land option, chocobos do tire after extensive travel and will require time to rest. Alike horses, it is also possible for them to pull carts, but progress will be noteably slower in comparison to carrying one individual. BoatsBoats vary from setting to setting. Some rely on steam power or a similar equivalent through magic; others rely on man power and the favourableness of the winds and the waves. Sea travel isn't a new concept for the Havens, but the expanse of open water means it will take time for places to adapt and figure out safe routes. The general perils of the sea apply - there are storms, for one. Unexpected shallows or rocks will mean near misses. Cargo ships will attract pirates and may need to be defended. Curious animals may follow and inadvertently hinder progress, as will mermaids. Just hope you don't incur the attention of a siren intent on your ship being the latest decoration at the bottom of the ocean. All of the above can delay journeys considerably, but, once routes are chartered, these risks will fall considerably. Other advantages include wider options for trade, as well as to travel from continent to continent. Places lucky enough to have more than one ship will be able to have more frequent passage, otherwise you will have to wait. As passenger routes are established, a few times a week is a reasonable estimate for a ship traveling between two ports. As of 23rd April, places with ports and ship activity (Tortuga, Fortuna, Davenport Homstead, Kamui, Storybrooke, Erenova, Baticul, Nos Astra, Orb Union, The Shimmering Deep) - as well as a stream of sailors - will begin to hear and spread rumours on a deadly creature of the sea that preys on ships, and in turn, begin to have increased "scares" and near misses. Some NPC ships will also disappear. Be careful out there.
As of 6th June, the sightings of this creature have stopped, thanks to a device. In its place, however, a storm has appeared in the lower south west of the Havens.
As of 13th July, the source of the attacks has been found and restored to his true self. Now, he will return to his role of protecting the sea and all who sail upon it.AirshipsAirships and skyferries are long standing features to some locations, and they are slowly branching out. Some of them are for public use, some for transporting cargo, some for militarised units. As with sea faring boats, similar risks apply - storms will still be a problem, and though this method of transportation is attractive, will still attract pirates, only the sky-faring kind (seafolk won't have to worry too much about the skypirates. They have bigger fish to fry up here in the skies, thanks). Unlike boats, they are not restricted by landmass and are able to travel more directly from location to location. They do, however, require places to dock, and, where appropriate, to refuel, especially for longer journeys. Resources are limited at this time - from the airships components to the fuel - so skyferry services, where appropriate, will run once a day. A note: personal planes, paperwings, cybertronians, etc will also face the above risks... even if you are more likely to outrun any, ah, living threats.
Passenger routes for both boats and airships will be added as characters create them.Gate CrystalsPresently, Gate Crystals are linked to the settings brought from Ivalice ( Final Fantasy XII). Touch one, and you can instantaneously travel between each location (the Phon Coast, the Deadlands, and Bhujerba). Unfortunately, that does require that you have visited the above locations before, and also requires that in some cases, you can fight your way to the Gate Crystals to use them in the first place. Dimensional GateThe Dimensional Gate is a device in Veldime that allows instant travel to anywhere - but this is a one-way process. It requires you, and the Gatekeeper, to know where you're going, so you can't use it to zip along to brand new locations until at least one person has been there! Immediately after the world restoration, the gate suffered with some stability problems due to dimensional flux. However, as all locations have been established once again on the rune mapping system, this is no longer a problem. The Waystone Teleportation SystemA project of the dragons to enable Otherworlders to travel with greater speed from one place to the next. Next to every individual Haven is a Waystone, and any Waystone that has been activated as part of the teleportation network can be accessed instantaneously. There is a downside, however; once used, the rune crashes and is deactivated for a period of twelve hours (there are exceptions in which it will crash for twenty-four, which is when two or more people travel using a singular rune). However, this system is still in the process of being set up. You can see more details about the activation of a particular waystone (as well as those you can use) over here. | |
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| LOCATION Canon
Type of Location: Settlement, Landscape, Dungeon, etc
Physical Description: Both written and any pictorial, video or other visual depictions.
History: Anything that's known about the location's history, growth and change.
Culture: Please include details about the following: *Housing: *Families and family structure: *Foods: *Exports/Imports and Local Products: *Economy: *Arts and Education: *Government: *Gender Roles: *Languages Spoken: *Recreation and Sports: *Mode(s) of transportation: *Methods of Communication:
Local Inhabitants: Descriptions of the people living there, as well as any creatures, be they wild or domesticated.
Risks: Geological? Extreme weather? Vicious monsters roaming around? Please list these here and describe them in detail.
Celebrations: List any major holidays or festivals known for the setting. Barring those, please try to create a realistic cultural norm, festivity or event that fits the area as it is known.
Additional Information: Anything you feel we should know about the location that will assist others in being able to play within the setting.
Moderators Note: We recognize that this form will not fit all situations and potential settings. Areas pulled from a video game dungeon crawl might not have the cultural points as they are listed, whereas a city from a novel might not have a need to list a bestiary of monsters in the area. However, we do ask that you fill out as much of the form as is possible so that we have a full and well-rounded picture of the setting for rp purposes of those who might not be at all familiar with it.
Applications will close finitely on 11th May, 2015. | |
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| !!UPDATEThanks to the efforts of Maranda and friends for the May Day Event in 2014, the areas that once were Dying Havens have begun to recover! This is a slow process, but it's starting... The Dead Zone doesn't seem to have changed much, however... Dying Havens: Maranda was the first to really explore these areas. She didn't seem to have much trouble with them, but Khayru won't go near them and complained of his bones aching. Nothing grows in these areas (there aren't even animals or bones) and a dense mist / fog permeates the area. For Khayru and Maranda, apparently the place smells as awful as it looks. Adult dragons suffer the same effects as player characters and little ones can't survive. Details:The first thing you'll notice upon getting close to this area is how dead everything looks. Things aren't growing anywhere near it and a thick fog permeates the area. The fog almost seems to have a sticky quality to it, as though there's something in the air itself. Brown grass can be seen for a very long time before you actually reach the blackened area, as though the area around it is dying as well. Breathing is difficult, but not impossible. Once you reach the blackened haven, you'll notice a very strange sensation, one you've likely never felt before in your life. Any supernatural / special / magical ability you once had is gone. It's as though it never existed at all and your very bones ache. The pain is more of an annoyance and a minor inconvenience at this point, but it's enough to slow you down just slightly. Magical equipment (armor, weapons, and the like) will still retain their abilities, but you will be unable to call upon them and any passive abilities won't work, either. If you step back out, these abilities will return, albeit very slowly over the course of several hours. Your basic stats will be dampened to about average for your species (use your best judgment on that) and half-breeds will find that they more closely resemble humans now. They can still feel the abilities of their other side, but can no longer access them while inside the Dying Haven. If your character is perfectly normal, congratulations! You won't notice anything except how sticky the fog is. Fire lizards and other creatures are also affected. Robotic things feel the effects of the fog like corrosion. It won't actually corrode, but it'll definitely feel like it's going to fall apart until they get back out. | |
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| Divine Dragons
Tiamat: The great mother dragon, goddess of life. Neutral. A deep green in color and very large in size. Druaga's sister. Druaga: White in color, god of the underworld, the most disinterested in otherworlders' affairs. Also very large in size. Tiamat's brother. Khayru: Deep bronze in color, slightly smaller in size. Responsible for the weather. Maranda: Tiny black dragon who seems to have an entirely different outlook on the world and often gets into trouble. Has a fondness for flora and prizes youth. Eluned: Blue-purple in color, envoy to the dragons, goddess of the skies. Unlike the others, she is serpentine. Smaller than Tiamat and Druaga, unless she is stretched out to full length. Einar is her mate. Einar: Huge serpentine dragon, the biggest of the bunch. A guardian of the Havens who is a golden colour, with fins and spikes of seafoam. He also acts as the god of the seas. He was cursed by an unknown entity and became the Water Dragon, who attacked the seas and Haven residents. Eluned is his mate.
Bune: Smaller than even Khayru, dark bronze, even darker than Khayru. Responsible for stealing divine dragon eggs. World-Eater: A massive dragon seemingly made of water, that attempted to devour all words. His current whereabouts after his defeat is unknown. ???: A massive red dragon that was seen on the runes once.
There are many more dragons than this, but so far, these are the ones that have been named to the residents of the Havens.
About the divine dragons: (Note: these are very different from the Pern dragons. See the Fort Hold and Weyr settings for more information on those.)
Dragons are tied to something, an element or state of things that they are the god of. The more prominent players are the single god of that particular thing, but other, more minor things can have multiple dragons attached to them.
Some might mask themselves as another race, usually they're too busy, but everyone's got to have a hobby, even the divine, right? Usually you'll see one flying by overhead, probably to deliver a newcomer. They might be immortal but they do age, and they can be killed. (That'd be bad, honest, but you can do it.) Once in a blue moon, someone might find a clutch of eggs. Beware if you do. The mothers are violently protective of their young, and these are new deities being born. It's entirely possible if you get lucky, one of the hatchlings might bond with you, and if it does, it will be for life. Your life. Your death will bring about the young one's. Tread carefully before making that decision. Elder dragons retire from direct service and are usually found lounging in places tied to their element. Storm dragons will be snoozing on clouds, sea dragons in the depths of the ocean.
Hatchlings are regular baby dragons, incapable of speech for a few years but able to communicate in whistles and telepathic images, like Pern fire lizards, but a bit more advanced as they're more intelligent. They bond empathically / telepathically at first to whatever parent creature it has. They grow quickly at first, but won't be able to carry a rider or speak as the adults do for several years. At first, they're able to disguise themselves like chameleons, a defense mechanism, but that will fade by the time they're capable of flight and able to defend themselves better. More advanced chameleons that can blend very convincingly into their surroundings. They are super predators after all, and dragons aren't always shy about cannibalism, so they have to be convincing.
They may start out as a sort of nondescript color, sort of like mica, that reflects its surroundings more than has a color itself and as they age and "align," their colors will change to mimic that, and in this case probably also somewhat strive to match their handlers. They can darken/lighten at will to express mood and concerns, as well as blend in (ties into their chameleon tendencies). Eventually they lose color changing properties once they've settled into a role.
Moogles
Moogles can be found anywhere. They hand out runes, liaison with dragons, and answer to Tiamat.
Turtlez
Merchants that were brought along to the Turtlez HQ on the eastern continent and have since replicated their services. They're always happy to buy and sell! Ask them and pay the fee, and they'll give you a lift on their Turtlez Transport.
General NPCs
Though their rates of naturalisation and awareness differ by group, largely, after the World-Eater plot and being fellows of the dislocation, many of the NPCs have been forced to accept and understand their current predicament, if they hadn't before.
Usually thanks to player characters, locations have begun to trade with one another and offer transport. The world out there is different, but many are taking to this well and are making the most of it.
Noteable NPCs that are pro-active include;
Clayr: Though new to the Havens, as a group of seers, it won't take long for them to notice something is amiss and to react accordingly. The Clayr provided vital information in regards to the Water Dragon and it's attacks.
Davenport Homestead: Its residents have long been aware of being connected to another place, thanks to visits from Connor's friends. They are happy to provide their unique services to travelers.
Oina: Native to Kamui, the Oina have taken more of an active interest than most NPCs in the Havens, as they are indebted to the Otherworlders for saving them against the forces of Yami. If you want to traverse the icy wastes of the western continent, they're the ones to seek.
Seahaven: Liberated slaves from Drathia, a setting that has been lost, are amongst its numbers.
If you'd like to ask for an NPC interaction, feel free to request here! | |
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