Ever since the two major religions of Acqua, that of Jove and Ulmania, were created, their clergy have hated each other with a passion that at times has led to violence. Mostly it just means that they do everyrhing differently out of spite.They have different liturgical uses, different hymms and prayers, different baptism,wedding and funeral services. The priests of Jove favour cremation for the dead in nearly all cases, so the priests and priestesses of Ulmania favour burial.
Where there is enough space this is not a problem, but in crowded Banhoesea it became a major issue.The bodies of Ulamanian worshippers were being buried secretly in the floors and foundations of houses or in soon to be dug up land or in crop fields.After a major outbreak of disease the De Madden Company Central Council, of which all but one worshipped Jove, threatened to outlaw the Ulmanian religion, persecute it’s beleavers and confiscate it’s assets.
The great majority of Sea Witches and a few Sea Wizards were Ulmanian beleavers and called a nationwide strike, trapping half the De Madden Company fleet in harbour.Without magic most could not leave harbour safely and even the ten masters would take a long time to get anywhere.
The Central Council got really angry and arrested the strike leaders, threatening to hang them. The strikers threatened to use their magic to cause huge waves within the harbours and wreck the ships within.A compromise was reached.The strike leaders were set free and Ulmania’s Church purchased a large,partly rocky, mile-long island, with a quarter of the Church’s wealth. This was to be their Isle of the Dead.
All burials outside it were banned with the threat of very severe punishment for those who disobeyed.
That was over seven hundered years ago…
The earth is bleached white, and brittle underfoot. Ribs and vertebrae litter the ground like driftwood and in the distance, colossal bones of slain giants rise like hungry fingers clawing at the iron grey sky. The wind rises, howling through the empty eye sockets of hollow skulls. A rain of hail begins, pelting the ground with fingerbones and teeth.
Welcome, ye miserly sinners. Welcome to Hell.
The Road… traverses Time—Time past, Time to come, Time that could have been, and Time that might yet be. Some people have the ability to access the Road and travel it from Time to Time and world to world.
A thousand years ago,the Red and the White mages almost exterminated each other in a magical war so great, that the very mountians were turned into quartz.Centuries passed and the magic died away enougth for humans to visit the area and remain in human form. And a city of quartz was built upon the site, which is the most magical city in the whole world…
A city lost in time. A city in ruins. Knowledge was they key staple in the city until mortals believed they were smarter than the Gods.
"When our barbarian ancestors first arrived on the plains of our homeland, they found them covered in dust inches thick. They named them Muranvan, the Dusty Plains and armed with spades they cleared the dust heaving it off the edge of the world. For they had been chasing the Prey for long aeons up the face of the cliffs at the edge of the world, and in the chase had tired of their nomadic ways. They wanted a stable home. So they founded Takvanak, the City on the Plains. In the long silence after they had cleared the dust from Muranvan, rang out the deep and unforgettable tones of the Iron Heart, Saekeri, and the barbarians knelt and felt resounding reverence."
- The Saekeran, book 1 verse 1.
Cities are dynaimc organisms, alive in their own right. They grow and develope their own natures and their own cultures that are unique to them. Some are eloquent and grand, while others are slightly dirty, and willing to be bought. But anything alive can die…
Blackrose Academy was built as a center for anyone wanting to learn. It houses some of the most intelligent and brilliant minds of its time. People would come from all around to study magic, languages, warfare and tactics, among other things. But that has changed.
The street is wide, and smoothly paved, with trees planted along the sides. The houses are mansions and palaces, each surrounded by stone and ironwork walls that are as much decorative as they are protective. These are the summer homes of the Princesses, and ladies of privelage.
Far to the west of the mountian town of Walkabout Creek lies the Bushlands, a place of rich game, and beyond, the Dragon’s Hills where all manner of rich treasures are said to lie unlooted…
The darkens as travelers draw near, the wind begins to pick up, to howl. Here, the sun does not shine, the stars and moon are forever hidden by the Stormshroud, the eternal storm…
This small centrally located country town appears to be another sleepy hamlet deep in the farm country. The buildings are idyllic. The farmers appear to be more properous than most. Everything appears perfect. There is a secret here that even people in the know would not suspect.
There are places in this world, which hold a weak barrier to the Spirit realm and the real world. One such place is The Spirit Glade.
After the death of Princess Dora Rurik of the powerful city-state of Pier Point, rumors began to leak out about the wonderful treasures buried with her body…
Talahar, the blending of steel and magic to create an unstoppable army and men..
In the forest, there is a small vale where there are no cats, and only the battered ruins of a long dead mage named Gargamel.
Abasil, home of the Wood Elves
Magical energies abound in the land around the Pit of Infren and Last Stand. Magical mining towns would abound in this fertile area, if they could survive.
Well, some of the old timers still work the mines, but the biggest news out in these parts is that the ARC is going to lay a line of rail through the Canyon.
Completely isolated from the rest of the world, the House of the Abbot is possibly the most remote location that can be found.