Best viewed in Firefox, please.
This layout apparently doesn't work perfectly in all versions of IE (though it seems fine for most). If/when we figure out what's going on, we promise to fix it cx.

Welcome

This page is currently undergoing some major editing and construction; thanks for your patience!

Welcome to the map page!
We've included a rough descriptions of the lands and cities you might find in your travels through Azeria. These are by no means strict rules, though; Xohlia is ever-changing, and you never know just what you might stumble across.

The Lands
Major Cities


(Drag to the address bar for the full-sized version).

The Lands

The Forest Wilds

Geography/history: The Forest Wilds are the oldest forestland on Azeria, filled with the slower-growing conifers, such as pines. There are still a fair number of deciduous trees around, but their numbers are eclipsed by the surprisingly large conifers. Almost all the trees here stretch to a hundred and fifty feet tall, at least, nurtured by the nature magic of the faeries; underneath, in the twilight gloom that permeates most of the forest, there are just a few scarce, small plants scattered amidst the pine needles that carpet the ground. Fungi of all types are quite common, especially at the bases of trees. The occasional clearings left by falling trees, on the other hand, are filled with abundant life, all racing towards the sunlight as they compete to survive. The forest is pierced with deep ravines, almost impossible to see unless you are traveling on foot.

Climate: The mountains are in the far north of Azeria, so they receive a good deal of snow during the winters. The treetops take the brunt of it, the thick snow giving them an enchantingly magical appearance; they do a surprisingly good job of keeping snow off the ground, though, so the interior of the forest often only has a light dusting, especially compared to the lands surrounding it. A lot of creatures in the northeast will weather the harsh winter here, or at least drop by a few times, assured of a bit of protection - though there isn't much food to be had besides pine nuts (in abundance) and a few hardy plants. During the summer, the forest is cool and shady, if rather mysterious; a haven for those who don't like the dryer heat of the northern plains.

Denizens: The beings with the greatest influence here are the faeries, whose magic has contributed strongly to the forest's characteristics. The elusive faeries have a few cities in the forest, cunningly hidden; it's said they they live in the very trees themselves, shaping the living wood to their needs with their magic. Other creatures include a multitude of birds (beloved of the fae) squirrels, deer, rabbits, fish (in a few streams and rivers, mostly running through the hidden ravines), foxes, and the mysterious, magical unicorns. During the winter, creatures from the plains are common as well, as they take shelter from the wind-driven, scouring snowstorms that ravage the plains.

Other: Not much is known about this land, so there remains nothing to be said here... for the moment.

^

Frostfang Mountains

Geography/history: The mountains have divided the continent in half for a long time, now. Some claim that they were formed at the same time as the desert, changing the climate dramatically and perhaps even leading to the formation of the desert. None have any idea what sort of catastrophic event could have led to this, though. At any rate, the mountains, flanked by a range of medium-sized foothills, stretch along practically the entire length of the continent, though they aren't very wide. It would be a bad idea to underestimate them, though; snow-capped and icy even in the heat of summer, they are tall almost beyond imagining, stretching up towards the sky like a series of jagged, avenging fangs. Every mountain is slippery and treacherous, scored with crevasses and capped with glaciers; and even one misstep could send you plunging to your death on the hard ground so very far below.

Climate: The mountains are always cold, no matter the season; the peaks seem to be locked into eternal winter. Oftentimes a snowstorm can be glimpsed gusting around the tops of the mountains peaks, even though it's the height of summer below. The foothills become green and lush during the summer, fed by a steady trickle of snowmelt, and they support a fair amount of life. The farther up you go along the mountains, though, the harder it gets; after you pass the stunted trees at the treeline, the trail gets much harder to follow, rocky and unforgiving (though there are still a few alpine meadows here and there, scattered on the steep mountainsides like verdant jewels). After you pass even these, the snow and ice begin to appear on the ground, and nothing lies ahead save permanent winter's chill. During the actual winter, even the foothills become barren and icy, not to mention the top of the mountains.

Denizens: The mountains, much like the desert, have no sentient denizens. However, unlike the desert, almost no beings will venture through the mountains, for any reason at all; they are far too dangerous to risk a crossing. The main life is just the community of nature; a few hardy birds, eagles and crows, mountain goats, mountain pika and hares (only on the foothills), ice slugs, and the snow leopards, top of this food chain. A few trolls live in caves up on the mountain, as well; vicious and barely bright enough to communicate with each other, they are nevertheless a hazard to any travelers who might encounter one.

Other: The mountains are one of the spots where this dimension is overlaid most closely with the others; odd, eldritch sounds (and maybe even their warped creators) can be found occasionally, along with interdimensional travelers... accidental or not. The creatures that live here naturally have a higher resistance to magic then ones elsewhere.

^

Islands of Altherya

Geography/history: The Islands of Altherya, commonly known as the Floating Islands, are a group of three islands clustered off the southeastern coast of Azeria. As their nickname implies, the Islands are unique in that they float several thousand feet above the ocean's surface. Common theories hint that the Islands were violently sundered from the coast of Altherya (the Xohlian continent closest to Azeria) by some cataclysmic event. It's certainly true that the Islands are powerful wellsprings of potent magic -- magic so strong it keeps them suspended in midair -- and host life not found elsewhere on Azeria; and in any case, their name has stuck.
For several decades after their sudden appearance, the Islands could be vaguely glimpsed from the coast of the southwestern Plains on clear days, as formless dots hanging in the sky, about midway twixt Azeria and Altherya; but they were at the extreme edge of flying reach, and the few brave (and perhaps foolhardy) adventurers who set out for those distant shapes never made it back. The recent draining has managed to affect even the distant Islands, though, slowly sapping even their abundant magic. As the magic which kept the Islands in the air began to drain, they've sunk several hundred feet, and drifted closer to Azeria. Now open to any Xohlian with the power of flight (and those who can coerce their winged friends to bear them over), they have become the newest piece of Azerian territory, tantalizingly unplotted.

The Isle of Usilia, the northernmost island, is covered with lush forests. These forests aren't quite what most Xohlian travelers might expect, though: instead of trees, they're composed of enormous mushrooms. The 'shroom forests are {to be continued}

^

Silverdusk Marshes

These marshes cover part of the southwestern tip of Azeria. They're renowned for the fogs and mists always hanging over them, mists which turn a beautiful, glowing silver when hit by the last sunlight of each day.
More coming soon!

^

Silvermoon Forest

Geography/history: The forest of Silvermoon is a relatively young one, full of quick-growing deciduous trees. It stretches over much of the west side of Azeria, which means that the climate can vary quite widely from the north to the south of the forest. The types of trees vary with it, including beech, oak, maple, and elm. The southern end of the forest, just before it merges into the Silverdusk marshes, takes on more of a rainforest or jungle-like feel.

Climate: The climate of Silvermoon is relatively mild, with sunny, hot summers, breezy springs and autumns, and cold winters. In the north, the trees bear a thick coat of deep snow during the winter, but in the south, the temperatures almost never come near freezing.

Denizens: The major denizens of Silvermoon Forest are the humans and elves. They live in small villages and towns scattered throughout the forest, often hardly connected to other groups of beings at all. They live together, without much regard for race, although there tend to be proportionally more elves in the north, and more of the darker-skinned humans in the south. Also, there are rather more towns to the west parts of the forest, especially clustered up along the shoreline.
Non-humanoid denizens of Silvermoon include deer, birds, hawks, mice, squirrels, otters, beavers, and forest hares; just about any type of animal can survive in the forest's mild climate. It's a favorite location for many adventurers, as well; in fact, virtually every being on this side of the mountains (and many who are from the other parts) has visited the forest at least once.

Other: At the northernmost end of the forests, near the east, they connect to a thin section of the Windfire plains; this route, cooled and nourished by the nearby sea, is by far the easiest way to pass the punishing desert and towering mountains, even if it is out of your way.

^

Solaris Desert

Geography/history: The desert is perhaps the largest area on Azeria, rivaled only by Silvermoon; and it is, most certainly, the most punishing and inhospitable one. It has been around for a long, long time, much longer than anyone, except perhaps the Guardians, can remember. It is said that once, eons ago, the area that is now the Solaris desert was partly composed of forest, and partly of plains; however, something changed the climate, and the land slowly became parched, changing into the desert we know today. The only surviving section of what was once green, fertile land is the strip of the plains that extends past the mountains today, just barely kept alive by the cool mist from the northern coast.

Climate: The desert has the most extreme climate of all -- it is, most definitely, not a place you want to be caught unprepared. The temperatures average about ninety degrees Fahrenheit during the daytime, but can go well over a hundred; at night, it can be so cold that beings have been known to die from hypothermia. The edges are a bit more temperate, and it is possible to survive along them, if you are very well equipped; but nothing mortal ventures into the true heart of the desert, not even the heat-loving dragons.

Denizens: Not many creatures choose to live in the desert; a few lizards, birds, and occasionally even a desert fox or hare can be glimpsed at times, but they aren't very common. Even rarer are the chance herd of gazelle on the very fringes of the desert, or perhaps a camel a bit further in. The main sentient denizens are the dragons and greater fire elementals, both of whom can tolerate more heat than other species; even they can't truly live in the desert, though, choosing to spend their lives along the outskirts. The only beings who can be said to truly live here are the elusive phoenix, beings made of pure fire magic; they are rumored to live in the very heart of the desert itself, but there is no proof, as no other beings can even get close.

Other: There is rumored to be a lost city hidden in the desert, abandoned to the heat and the shifting sands. It is said to have been built early in the history of Azeria, when the desert was but gentle plains. This has never been proven either, though, and the truth of the secret lies, most likely, in the wings of the only true desert race: the phoenix. Will they ever choose to share what they know?

^

Windfire Plains

Geography/history: The plains stretch over a good deal of Azeria's western side. Mostly flat, with a few gentle hills scattered about. Major flora in this area include wild grasses, with some patches of shrubby bushes and a few stunted trees here and there.

Climate: The plains are a fairly temperate zone, although they do undergo some large changes over the course of the year. In the winter, snow often covers the ground thickly, especially inland; down near the southern edges, it may change to a dull landscape of dead, dry grasses. In summer, it gets quite hot, but not too humid in the north. Around the coasts, summer cloudbursts are a frequent occurrence. In any season, wind is common, ranging from a constant gentle breeze, to very strong bursts and gusts, to day- or week-long gales; this fact is, of course, what led to the plains' name.

Denizens: The main sentient beings in the desert are the gryphons, masters of the sky, and the centaur, rulers of the lands. Other common animals include rabbits, prairie dogs, hawks, snakes, plains deer, wolves, coyotes, mice, and ground squirrels; the area is very rich in life, even though most of it is small prey.

Other: It's said that the Solaris Desert itself was once a verdant part of the plains, although it seems too late to confirm that now. At any rate, the strip of the plains that still extends past the mountains and desert, and into the forest, is certainly the easiest way to bypass the harsh interior of Azeria.
A small group of islands, the Isles of Altherya, is visible off the south-eastern coast on clear days, hovering far out in the sky over the ocean; they've moved closer in recent days, and it might be possible to fly out there. It is still quite far out; if you misjudge your strength on a trip out there, there will be no hope of rescue. Still, who knows what could lie on those far-off patches of land? (For more info on these islands, read over the new Isles of Altherya section ^^.)

^

Major Cities

Querta

Brief Description: It is a medium-sized elven city-state, about 87 square miles in total area since the majority of the population lives quite close together in the city-state's compact (but comfortably so) center.
Location: Far northwest in the Silvermoon Forest, also northwest of Sunspring Lake, located an equal distance from both the Sunspring River and the Bay of Saltherin.
Population: Roughly 349,000 elves and maybe 20,000 members of other races such as humans that remain in the city for trade and business-related purposes.
Official Language: Elven, but knowledge of Human is becoming increasingly necessary, so it has been introduced into previously Elven-only schools.
Government: This city-state is monarchical, but not in the same way as Riaan. Lord and Lady Fearn'eadha preside over Querta as dual rulers.
Military: Fairly large for a city-state its size, highly skilled, and organized –- this is the response of Querta to the thieves that tend to frequent its streets because of its formidable wealth, and the military has been very successful of making the work of a thief in this city-state exceptionally difficult. Violence in Querta is also very low as a result of its excellent military, and the adoration the people have for their wise rulers.
Economy: Wealthy and quite secure – this city state's main exports include fish and other seafood, paper, agricultural products, arms, and gold.
Religion: The elves of Querta believe in the same Threefold Moon Goddess as those living in Riaan as a result of being so heavily influenced by the elven capital. In addition, Quertians quietly celebrate their own twin Goddesses, who are associated with the waters the city-state is so close to. However, the rulers of Querta have made it clear that all visiting religions should be respected. Thus, a few small temples and shrines to gods of human and other sentient beings alike have sprung up. Those of different religions coexist without difficulty here.

description: Looking at the map of Azeria, it is immediately apparent that the location of Querta greatly improves the trade and wealth of the city, increases it's defensibility, and offers many transportation options to Quertians and prospective visitors. All three of these qualities stem from the waters found on two sides of the city. With the Sunspring River to Querta's South and the Bay of Saltherin to the West, it is relatively easy for tradesmen and incoming wares to make their way to the city. Although it seems as if Querta is still located a fair distance from the river and the bay by viewing the map, this is not so true. Even so, there are many smaller but still traversable rivers that are used by those who wish to travel by water to the city to do so very easily from the Sunspring or the Bay of Saltherin. The several rivers ranging in width and depth that lead to Querta eventually join in one large one that weaves around the city limits elegantly like a natural moat. They then branch off and continue into the Silvermoon Forest as if the ellipse-shaped river they joined up to be was merely a coincidental fluke. This is the fastest mode of transportation for farmers to travel with their crops to and from the city because their farms are obviously beyond the city limits. However, the rivers were fashioned in this way through centuries of exposure to elven spellcasting created for the sole purpose of producing the tens-of-meters-wide "moat". It is sizable and deep enough to fit the grandest battle vessel. (Think of a brain cell with Querta as its nucleus if you have trouble visualizing the rivers. :3 I know it's strange, but it works!) With so much water around and two sides of the city solidly protected by the Sunspring River and the Bay of Saltherin, it is difficult for this city to be caught by surprise by enemies on land. Enemies from the water are another story, so there are many high and sturdy stone sentinel towers along the coast and the main river that are manned by specialized elven soldiers that watch over this somewhat vulnerable part of Querta. When an unfamiliar ship is spotted heading for the coast, the first tower lights a grand torch which is seen by a second, who then light their pyre, and so on. Eventually yet very quickly, the news reaches the city when the sentinel tower at the south-west city limits lights up. If, through highly unlikely, Querta is directly attacked, it does have the protection of thick walls made of white marble streaked through with silver and black that are reminiscent of the ones sported by Riaan. Three enormous wood drawbridges are lowered each morning at sunrise to allow land travelers to exit and enter the city but may be drawn up during the day depending on if a vessel requires passage around the city in the mote. They are drawn up an hour after sundown. Because of the shape of the mote, Querta is also in the shape of a rough ellipse, with a wider rounded end pointing north-west and a somewhat narrower end pointed to where the Sunspring River joins the Bay of Saltherin. The same lighting and water systems are used here, borrowed from the geniuses that conjured up Riaan and brought to the city by the Fearn'eadhas. Streams and ponds are dispersed sporadically within the city limits, with grassy knolls and clumps of trees found most frequently in the mainly residential areas. There are no real nobles within Querta except for Lord and Lady Fearn'eadha, although there are those manors where more prosperous elves, particularly the ones associated with the precious gold mine, make their homes with their families. No matter what pay is received by a family, however, each home and shop and building in Querta is fashioned with fine-quality river-clay shingles that are of a pale gold colour and magically-treated blonde wood from the specific areas of the surrounding Silvermoon Forest. Doors into dwellings and any fences around homes are painted various shades of blue, a homage to how dependent the city is on water for survival. The beautiful palace-manor of the Fearn'eadha family is made from the same glittering marble as the city walls. Golden-gilt decorations adorn many facets of the sprawling building, and a low tower juts out on each end of the rectangle that is the mansion. Magic waterfalls tumble from the windows in these towers, only to gradually fade away into sheer spray meters before they hit the ground. With all of that said, it is clear that the city-state was designed with water in mind!

government: The elven rulers of Querta, Lord Cairoth Fearn'eadha and his wife, Lady Rowena Fearn'eadha, are relatives of the elven King and Queen and therefore received their place of power as a result of this. Lord Cairoth is actually a cousin of King Randall V'dayalar. This practice is much like the workings of today's Britain. However, they have remained Lord and Lady of Querta because they have excelled in their positions. The Fearn'eadhas were originally granted the privilege of reigning over one of the eight sections of Riaan, but the elven King and Queen saw great potential in the trusted noble family and thus gave them Querta to rule over as long as they continued to do well. The location of the family's manor mirrors the location of the royal palace in Riaan not only out of respect for the ultimate rulers of all elves, but because it is the most strategically-sound place in case of a large-scale attack. In this large manor live the Lord and Lady of the city-state and their several children, although the present heir to the Quertian throne – their daughter Shenade – no longer resides there. Rumour has it that she ran away from home because she went mad being penned up all of her life as a result of her parent's fears for her frail nature, but nobody really knows the truth. If you wish to known more, read up on Shenade on Rose's character page :3

economy: As stated above, the biggest exports from Querta are fish caught mainly in the Bay of Saltherin; paper from several small logging businesses which are kept on a tight leash by Querta's rulers so they work with the forest, not against it; certain agricultural products, mostly fruits and vegetables grown in the fertile coastal soil; arms for the militaries of other elven cities and its own; and most importantly, gold. Querta is located very near a treasured, rare gold mine the elves prefer to keep a secret, which is the best explanation for why Querta is located where it is. However, the city-state's wealth does make it a big target for thieves. The city-state's rich coffers also support a large amount of importation of products not immediately available to beings living there. Many a surrounding town and fellow city-state has benefited from the patronage of Quertian buyers. As many residents of the city as well-to-do, humans and other beings including foreign elves have found that setting up shop in the Quertian business district or the marketplace offers many prosperous advantages. This is why thousands of outsiders have taken up residence in the city permanently, occasionally traveling back to their original home-towns to gather what they have become known for selling. The elven culture has not been diluted too much by the influx of non-Quertian beings, but it has become more of a patchwork quilt comprised of many races and peoples as time has progressed. This cooperation in coexistence has also helped the increase of the city-state's wealth.

religion: Please see the description of Riaan for a detailed explanation of the Threefold Moon Goddess that is also commonly worshiped in Querta. The twin water Goddesses that Quertian elves pay their respects to in addition to the Threefold Moon Goddess are known separately as Ethiriel (meaning: river) and Earenniel (meaning: daughter of the ocean) or together as the Melda Twins (meaning: beloved). Ethiriel represents the Sunspring River and Earenniel represent the Bay of Saltherin, which locals sometimes call the daughter of the great ocean beyond – hence Earenniel's name. Ethiriel is always depicted as a brunette elf who watches over farmers and land animals while Earenniel is always depicted as a blond elf who cares for fishermen, craftspeople and sea life in artistic renderings of the twins. Depending on which Goddess is responsible for most things in an elf's life or simply which one they prefer dictates which one they prefer to pray to for help or guidance. During the rainy season of spring, this is seen as the rejuvenation and rebirth of the Twins after their winter slumber. A day of grand festivity and no work is planned for the first day of this season annually. You could call this the "Christmas" of the Quertian elves.

^

Riaan

Brief description: A large elven city-state, about 200 square miles in total area.
Location: Northwestern Silvermoon, northeast of Sunspring Lake, in between the two branches of the Jesilikkar River.
Population: Roughly 530,000; primarily elves.
Official Language: Elven.
Government: Monarchial – ruled by King Randall V'dayalar and Queen Roisin.
Military: Large, extremely well-trained and disciplined.
Economy: Stable – chief exports include arms, precious gems and jewelry, and agricultural (wheat, corn, potatoes, certain fruits, etc.)
Religion: Riaan's people believe solely in the Threefold Moon Goddess, as they call her.

description: The Jesilikkar flows northeast from Sunspring Lake as one river for several miles, until it branches into two, the North and South Jesilikkar Rivers. Set in between the natural defense of these two rivers is the sprawling elven city-state of Riaan. It is often regarded as one of the largest architectural marvels of the world, home to hundreds of thousands of elves, and the north and south ends of the city are within sight of each of the rivers, which are about forty miles apart. The city is vaguely oval in shape, entirely surrounded by a glittering white wall of impenetrable stone that rises fifty feet into the air. Even the humblest of dwellings in the city are made of gray-white marble and rich forest wood that comes from the surrounding Silvermoon forest. The nobles' manors are splendid constructions that display great wealth, but even they cannot compare to the royal palace of Riaan. It is the grandest structure of all, set in the center of the city like a great, sparkling dome that is home to a massive wealth of resources and splendor. Interspersed throughout the city are many gardens, lakes, and streams, and nature seems an integral part of Riaan. In the north, south, east, and west divisions of the city rise four gigantic trees, the Cardinal trees, which dwarf all other trees in Silvermoon, and these trees have been magically cultivated since Riaan's founding. They act as protection and magic enhancers for the city (see religion for more information), enabling a citywide arcane lighting and heating system to exist with no energy taxation. Riaan also has an efficient water system that runs underneath the city and is powered by magic but also simple technology. The source of the water is both the North and South Jesilikkar Rivers. The water system also extends outside of the city proper and becomes an irrigation system for the many farms that surround Riaan. These farms mean that there are communities outside the city limits, and in times of trouble these communities can retreat to the safety of the city.

government: Riaan's government is an absolute monarchy, meaning the king and/or queen holds ultimate authority. The current royal family of Riaan is King Randall V'dayalar, his Queen Roisin, and a single son and heir apparent, Declan V'dayalar. There are also eight noble families who govern under the king and rule a different section of the city, according to direction: north division, northeast division, east, southeast, south, southwest, west, and northwest. The royal palace is directly in the center of Riaan and is a division by itself, though the royal family holds supreme dominance over the entire city. The nobles make up the king's council and act as advisors to him.

economy: There are low hills very near Riaan which contain a wealth of minerals, including iron and precious gems. Because of this, Riaan has grown wealthy for its coveted exports, chief of which are weapons and jewelry. Riaan's metalsmiths are highly renowned in general for their skilled work, crafting works of art in the forms of weaponry and jewelry. Because of the number of farms that have sprung up in recent years, Riaan also exports food from some of its chief crops, to places where such food is scarce or cannot be found or grown.

religion: The elves of Riaan see the Moon Goddess as having three forms: Maiden (waxing moon), Mother (full moon), and Crone (waning moon). The Maiden aspect represents new beginnings, birth, and youth; the Mother aspect represents caring, fulfillment, stability, power, and life; the Crone aspect represents wisdom, death, and endings. With each stage of Kelach's cycle, the elves set aside a day of rest and prayer in honor of the Goddess. The elves of Riaan also honor the Cardinal trees (see description for more information). Boreas is the north tree, dominant in winter. Notus is the south tree, dominant in summer. Zephyrus is the west tree, dominant in autumn. Eurus is the east tree, dominant in spring. Each tree provides power and protection for Riaan, having been planted hundreds of years before and grown through the magic of the city's most powerful magic-users. On each solstice and equinox, there is a celebration of one tree that corresponds to the season in reigns over.
other: There is rumored to be a network of tunnels underneath Riaan, below its water system, that stretch several miles outside the city limits in all directions, connecting to its mines. It is said that they were set in place as a means of escape should disaster fall upon the city, and that the royal family alone carries the knowledge of its true existence and entrances. Of course, no proof of this has ever been uncovered, as it is also said that the royal family keeps it a closely guarded secret.

^

Ruathinia

An elven city-state in the north of Silvermoon.
More coming soon!

^

Tenebris

Brief description: A sprawling elven and human city; not the largest in Azeria based on total area, but one of the largest based on population.
Location: Built along the cliffs that border the Bay of Saltherin, Tenebris is ideally located for trade.
Population: Roughly 700,000 inhabitants, with another 150,000 or so visitors, merchants, and other temporary residents usually found in the throng. Humans and elves comprise the majority of Tenebris' citizens; but representatives of just about every other sentient race on Azeria can be found as well.
Official language: Human and Elven serve as the official written and spoken language, and are commonly used as tradetongues. However, thanks to the many other races who live and trade here, it's not hard to find a translator who can speak whatever tongue you desire.
Government: Traditionally ruled by the human royal family, the House of Dragonfire.
Military: The army is medium-sized and diverse, with good training and specialists in almost every weapon known. However, most of the soldiers based at Tenebris are trained to guard, fight bandits, or deal with civil disputes, with only nominal training or experience for large-scale battles. The Tenebris army might be most famous for its Wyrm Corps, an entire aerial division known for their skilled wyrm riders and fast couriers.
The navy, on the other hand, is very powerful, routinely patrolling large sections of the surrounding coast and defending trade ships from bandits.
Economy: One of the most powerful on Azeria. Tenebris is the largest trade hub in the east of Azeria. Just about anything can be found and purchased here, if you know where to look. A great deal of crafting is done in the city as well; the easy access to raw materials and rich buyers attracts master craftsmen, and Tenebris thus boasts some of the best crafts guilds. Production of raw goods is a rather minor part of the city's economy, especially since Tenebris is not a city-state and doesn't own much land. Its primary trade is fishing, thanks to its coastal location.
Religion: Tenebris, being a trade city, is packed with beings of all kinds. They bring their beliefs with them, and temples of all kinds can be found to different Aspects of the Goddess. There is no official religious policy, and the only position the government takes on worship is tolerance - no being is allowed to interfere with the worship of another.

Details coming soon!

^

Xzthen

A dark elf city located within the Silverdusk marshes, right on the coastline. Xzthen is actually built on several hundred islands, half of which are set on the ocean's edge and half of which are solid patches of ground in the uncertain marshland; the entire city is kept together by hundreds of bridges of every imaginable design and style.
Official description coming soon!

^

Ystaeriel

Brief description: A large faerie city, set deep in the Forest Wilds. Though its population isn't large compared to human or elven standards, it's much more spread out. Ystariel also covers more ground vertically, from ground level to nearly 200 feet high, since most of the fae prefer to live and work directly in the branches of their massive trees.
Location: Just southwest of the center of the Wilds. Population: About 300,000 inhabitants, almost exclusively fae.
Official language: Thanks to both its secluded location and the legendary reclusiveness of the fae, just about the only tongues you'll find spoken in Ystaeriel are the faerie dialects. The nobles do make a point of teaching their children human and elven, though, just in case; and proprietors of important shops may know a smattering of both tongues.
Government: {To be completed.}
Military: {To be completed.}
Economy: Ystariel's economy is almost completely self-contained, since the fae can fulfill nearly all of their own needs: they grow their own food, weave their own plant-cloth (and, most definitely, make all of their own leather), grow their buildings through magic. What little trade there is mostly focuses on metal items and jewelery, the two items the faeries can't get easily. In return, they export some of their plants and herbs -- it's easily the widest variety and the best quality to be found anywhere in Azeria, whether you're looking for rare healing plants or simply spices for cooking.
Religion: As might be expected with a race so closely associated with plants and growing things, the fae see the Moon Goddess expressed in the life of the forest, especially the night-blooming flowers. They decorate their temples with lunarmist: a small, star-shaped white flower (native to the Wilds) the fae believe is sacred to the Goddess, which grows and blooms according to the phases of Kelach. A stylized version of the delicate five-petaled shape of lunarmist bloom serves as the Goddess' symbol. {To be continued.}

^

Credit

Coding and graphics made by Mist. Querta writeup done by Rose; Riaan done by Val.
Everything on this page is property of Xohlia and its members, so don't steal. Or you'll have a lovely spot on the Wall of Shame.



NEOPETS, characters, logos, names and all related indicia
are trademarks of Neopets, Inc., © 1999-2012.
® denotes Reg. US Pat. & TM Office. All rights reserved.

PRIVACY POLICY | Safety Tips | Contact Us | About Us | Press Kit
Use of this site signifies your acceptance of the Terms and Conditions