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The World:
There are three continents in
the world of Ar'klain:
Gadelah,
Fulikha,
Meta
The fourth pseudo-continent is
the Wastelands
Cities and towns:
- Arlan - Dwellings of the
Everglades Clan
- Dorsa - Coastal Clan city
- Dumnor - Old site of Dumnor
- Ghruki - Snow Clan capital
- Ghrusukhi - Ice Clan capital
- Imae - Water Clan capital
- Josse - Josse City of humans
- Ketran - Capital of Clan
Ketran
- Mor - An isle famed for
scientific research
- Ninukha - The largest human
city in Arklain
- Temple - The Temple
District, hosts the most advanced technology and the Temple,
where the Council resides.
- Ti - Fortress Ti
- World Isle - The supposed
portal of worlds, shut off for its legendary powers and
dangers
- Yamen - The city of slavers
- Yenrui - Fire Clan's home
- Yiimakunui - The city of the
Holy
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Places of note:
- Delahama Ranges: The
extensive range of mountains running from Ti down to Dumnor.
- Eake Cove: Small cove.
- Eileen's Cove: A Cove of
mysterious reefs.
- Ibte Snowfields: The
perpetual Snowfields near Ghruki.
- Krakias Forest: The Forest
where the Krakias War was fought.
- Meza's Moutiains: Named
after the Human that climbed it.
- Morete Bay: A Bay famous for
fishing and crabbing.
- Sea of Solitude: The waters
where hallucinations may occur.
- Warman's Tides: Strategic
point for battleships.
- Woemai Peninsula: A fertile
land said to be blessed by the Gods.
- Yellow Sea: Named for its
incredible colour.
- Yenmaiha Desert: The desert
that cuts the Yenrui off from other Clans, the largest in
Ar'klain.
NOTE: This map may seem
strange for a planet, for one thing, it's rectangular and does
not show the revolution of the world. This is due to the fact
that Arklain's mapmakers all sought to forget the tragedy of the
last War and hence have left out the lay out of the Wastelands
beyond the borders of the cities listed.
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Temple District
Channel: #Arklain
Below lists the places within the
Temple District. RP in this area is carried in the main channel.
Questions go to Ops.
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SkyRail:
The SkyRail Station for the Temple District. The SkyRail
is basically a flying Cable Car. You can find more info
on it on the Technology
section.
Upper City: The
taller buildings represent the Upper City, the higher
levels can only be reached if you have a passage stamp
on your ID.
Lower City: Where
the Common people live. This is the part of the city
that is a free for all. The BlackMarket can be found
here. It is the place to get all of your illegal
fulfilled. (PM an Op or DM and they will set up the
trades for you)
Temple Gate: The
Gate of the Gods, it is an ornate structure to appease
the Gods.
Temple Admin: For
those wishing to seek audience with an Immortal.
Halfling Trees:
Trade centre and Casino Tree House (Find all the items
you want here, common or exotic)
Lady Elershia's:
Pleasure House
Stilgar's Inn: The
local Inn and Tavern |
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| Halfling
Trees |
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| Arlan |
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Arlan
is a Clan of the everglades, their houses are built on
platforms that reach out of the water. The paths in the clan
are also raised, but during high tide they will often be
flooded. The people of Arlan worship Isra, and Her Temple is
built near the communal hearth. It is a walk into a raining
establishment that branches off to the left and right. The
right is a walkway that goes to the Ketheria's house, and it
is a very large platform that is at water level and weighted
down with chains. The Clan itself is actually situated on a
small raised island that is underwater. Surrounded by the
everglades that give the Clan its name. |
| Dorsa |
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In
all respects, Dorsa is a lot like Arlan, the only difference
being the fact it is based on the coast rather than the
Everglades. The people of Dorsa train creatures of the coast
to help them hunt, gather and perform other interesting
duties.
Sometimes the Dorsians
will go out to sea and hunt for schools of fish, and rarely
they'll do some whaling for fatty foods are hard to come by
where this Clan is situated.
The city is not very
advanced in comparison to Temple and Mor, but it is
self-sustained and the people are friendly. |
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| Dumnor |
| Dumnor
is a city of the past, it was destroyed when its Kether was
found to be in league with the rebels, now all that remains is
the watch towers that were used to warn the Temple against
attacks from the Wastelands.
The Dumnorians were
believed to be a people that consorted with shadows in the
intense rays of the Arklainian suns, but that could just be a
rumor.
Treasure hunters go to
Dumnor these days to see if they would have any luck with the
ruins there. It is believed there is vast wealth buried
beneath the shifting sands. |
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| Ghruki |
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The
land of the snow maidens, it is believed to be haunted by the
ghosts of those persecuted by the Council. The freedom of the
Clans seem to be like the melting snowflakes in this barren
landscape.
Buildings in this area
are largely squat and rather streamline to protect inhabitants
against the elements. Temperatures approach -20C on a regular
basis. |
| Ghrusukhi |
| Ghrusukhi
is the Clan of ice, and true to its nature, the clan and
surrounding area is about as icy as they come.
Temperatures here are even
far below that of the Ghruki areas, and travels here depends
on sleds and teams of dogs. Even this mode of transportation
is dangerous and small pockets of weak ice platform are the
downfall of many.
The buildings here are
usually chiselled into the natural landscape, via ice or
stone. This is a barren place and the people tend to travel
very little beyond the towns. |
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| Imae |
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Iukhmai
is the capital of Imae, and its grandeur perhaps extends from
the fact the entire city is framed and buffeted by water.
Indeed, at night it is called the 'shinning jewels of the
sea'.
The lights of Imae are part
of the attraction there and the energy for it comes from the
mass volume of water that supports the city.
The city itself is made
largely of a smooth material that is like glass, but more
durable, and this gives the city its second and more memorable
name.
Crystal Realm. |
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most amazing feature of the city however would have to be the
fact that most of it is actually built underwater. The people
of Imae are incredibly adept with the concept of water control
and a main 'stem' runs through the entire city, the surface of
the water that is contained within the city network can be
walked on, and below it is the sublevels of the city.
The effect is like looking
through a shimmering glass pane a few metres thick and those
walking under the city can see little but the light that
shines through the facets of rippling water overhead.
The Temple of Imae is
entirely immersed in this manner and some portions of the city
can only be reached by swimming. This is a security measure
against those from other clans. |
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| Josse |
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Josse is the slave
city and thus has ports of its own, it is riddled with small
alcoves and hidden docks to help smuggle people and goods in and
out of its murky depths. The city itself is built on the ruins
of an ancient civilization known as the Phylidathos and although
not much is known about them, a lot of the humans are said to
have their blood and are often used as priests or priestesses in
Arklain's Temples. |
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| Ketran |
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Although
situated in the colder regions of the world, Ketran is not
covered in snow as the other perpetually snow-range clans.
Instead it is largely a rocky area with buildings melding with
the landscape.
The people of Ketran are
mostly loyal and their facilities are mostly devoted to the
development of religious and other lawful areas.
The rock of this place are
often wind-swept and smooth, some are covered with frozen
slime. |
| Mor |
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much is known about Mor, except that it is a facility on an
island off the Yellow Sea, it is said experiments are
conducted there and frequently bodies would be found on the
shores near it in various states of decay, mutilation and
modification.
It is a mysterious place that
gives its secrets out at the price of a life, or the soul. The
weather here is always controlled and the buildings are made
of a concrete material. It is also shielded against magic. |
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| Ninukha |
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Ninukha
is the largest human city in Arklain, it houses much of the
growing number of humans. The city itself is very regulated in
its access. Those that enter and leave are monitored closely
for signs of rebellion.
The city is a port city and
as such is influential in its trade abilities and largely free
outlook.
The Temple has been trying to
control the growth of this city in fear of the troubles it
will bring with regards to the humans that lack access to
schools and thus the indoctrination process. |
| Ti |
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Clan of Ti is based in the Delahama Ranges, and as such is
built directly into the framework of stone. It is a very rigid
society like the materials it is made of and it is a loyal
clan.
The stones that give it
structure is also used as protection against invasion, and it
is a natural break in wars from the Wastelands being waged on
the Temple.
The Ti are known as the
fortress people for obvious reasons and in each successive
count of Kethership the fortress is expanded further into the
mountain ranges. This habit has become almost ritualistic. |
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| World
Isle |
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The
World Isle was created by a man to host the Elementals in a
safe environment where they would not be caught and used
against their will by those seeking power.
It is not known too clearly
how to get into this Isle although the Immortals seem to have
access to it.
The Isle is also reputed to
have all the most powerful summons and much treasure, and its
location and path is coveted by treasure hunters around the
world.
It is a mythical island of
myth and magic. |
| Yamen |
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slaver city of Yamen is a bustling metropolis that mixes
modern technology with ancient architecture, its lay out is
similar to the Temple and its people varied. Yamen itself is a
free state due to its incredible commercial and economical
influence, the Council is unwilling to interfere with its main
source of revenue and so this has left Yamen largely free to
persue its own business.
Yamen are not fully loyal but
they do not consort with rebels since to the Yamen profit is
everything. They also keep tight tabs on other races flowing
into the city, especially those not of a slave/Master
relationship. Kidnappings
are rampant in Yamen and many will purchase protection for
themselves or their family if it seems they have some value.
The buildings in Yamen are ostentatious
and opulent, another sign of its wealth. |
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| Yenrui |
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Yenrui live on a desert landscape dotted at times by salt lakes
that used to be inland seas. The area is barren, and the
weather is unpredictable.
Water is scarce in Yenrui,
and this is a very hostile environment, most major cities are
situated within domes that regulate the nature of the
environment within, thus providing some relief for the people
that choose to reside here.
Being the fire clan, the
Yenrui have developed methods to deal with this heat and
surprisingly pale skin. |
| Yiimakunui |
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The city of the
Holy, it is often plagued by fairylights and ghost glimmers, it
is a city that is both alive and dead at the same time. Not many
outsiders are allowed inside its walls. |
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