top of page

2.0 The Planet of Kertali

 

- Kertali was conceived through the collision of two smaller planets. It took a long time for the world to form and heal as one single entity imbued with the mystical presence of both planets. Hundreds of years later, it has become relatively stable and populated.

Two distinct realms have been discovered. The first is known as Rakaidia, the heart of Kertali. The second is Arcelia. It formed to the west of Rakaidia, though its lands are only newly discovered and populated.

2.1 Rakaidia

:::::::::::::::::::: ::The North:: ::::::::::::::::::::

In the north, enclimate weather rages often. Despite the danger of blizzards, fog and freezing temperatures, there is refuge beyond the glass mountains in the form a manor that hides behind the volcano and a few villages hidden within it's misty boarders. More than that, hot springs hide along the manor side of the iceland volcano, heated by the hiding magma beneath the lands surface.

 

---The Hidden Forest---

-This forest is lush and green though a mist lingers through the trees, getting thicker the closer you are to the marsh. Exotic flowers and plants are scrawled through the timber, hiding creatures that have adapted to the landscape. Despite the eerie look, the mist holds many great things. It presents itself as energizing with the sweet scent that calls to all who come near it.

- Remnants of the effects of the misty marsh touch here. The plants release chemicals that cause hallucinations while other creatures lie in wait for you to succumb to the poisons dripping from other plants. The marsh feeds all of the wild life and greenery, tainting it with it's tendency to absorb the many creatures who find themselves lost here. Some adapt and learn to harness the lifestyle, while others become the prey to the predators who have adapted. Do not trust anything you see here. Be careful of the mist. Though intoxicating and energizing, it will literally start to feed off your energy and drain you before you even touch the marshes.

 

---Misty Marsh---

- Something is wrong with the marsh surrounding the ruins. An eerie mist surrounds it leaking into the forest nearby. For those who can see through the thick haze, you will find this water hole spotted with foot sized pockets of grass within the abyss of the marsh. Few trees grow through the muck, though there is an onslaught of tall green plants with red, glossy flowers. These tropical plants have roots that will leech on to the flesh of any and all once the pollen of their flowers reaches you through the mist. They will then begin to feed off of your entire body.

The misty marsh replicates and manipulates memories and turns them into illusions thanks to the pollen that is carried through the vapors surrounding the area. It uses the victims own energy as fuel to continue to harvest it's victim. The more spirit or magical abilities a being possess, the stronger the memories and illusions become. At a certain level of the feeding process, illusions can even become real if supplied enough nutrients, the marsh manipulating the resources within it to create a copy of your memory and bring it to life. Though it may not look like your actual memory outside of the illusion, the danger of the memory killing you grows. Even if you escape the marsh and the forest, the effects will last hours, if not days depending on how long you were contact with one of the Marsh Flowers.

 

---The Lost Ruins---

- Beyond the Misty Marsh, past the grip it's lovely The Lost Ruins will be found. All around it grows purple leafed bushes that spill black berries all over the ground. These plants can be used to make strong antidotes that will heal any poison or venom that can be imagined within Rakaidia's confines. Here in the center of the marsh they thrive, though if they are grown outside of the marshes confines, the plant will not grow more than several inches tall and will only produce six berries a year. Eating these barriers will allow you to safely get through the marsh, though their effects will only last five minutes each and to get from the ruins to the outside of the Hidden forest would take an hour, sprinting.

- The ruins themselves consist of grey stone and are designed to sit in a large circle like Stonehenge. In the center rests a temple made of the same rough stone. Within the temple lies a scroll of death and an entrance to underground tunnels and caves. What you will find as you try and follow the maze just might kill you. However if you manage to find a giant door adorned with hieroglyphs showing the death of two planets and the rebirth of the one which hosts Rakaidia, you will have found the entrance to a very interesting cavern. Though to pass through the door you will need more than just the scroll of death within the Lost ruins. It will take a jewel from the gate of life, and the finished incantation on the scroll of creation.

::::::::::::::::::: ::The West:: ::::::::::::::::::::

In General, these lands are highly populated by dark creatures, most of which are Orc. They mine the precious materials hidden in this very mineral rich piece of Rakaidia. As well, all lands around the volcano, from the deserts to the Ashen sea, are in constant darkness thanks to the brewing Volcano

---Black Mountains---

- These mountains are primarily composed from magma rock, their surface a scorched shade of black. Sediment from the active volcano is often blown over it's tempered peaks and caked on in thick layers. These mountains host half of the Orc population in Rakaidia.

Despite its dirty appearance, these peaks hide within them a relic of great magnitude. A sword forged from the hottest volcano on the planet of Kertali. However, it's origin and secrets lay dormant until awaken via a ritual that only the scroll that names it can dictate.

 

---Melkor Mountain---

- These mountains are a lot less docile in comparison to the Black Mountains. Many magma flows can be seen setting fire to any forests that try to impede on the land. Made from the same magma rock that composites the Black mountains, the very proximity it has to the active volcano at it's epicenter makes the surrounding area that much more dangerous. Often the streams that exist all lead to the lava pit of Pyro Lake, where it is said a mighty monster resides in the untamable land.

---Dark Forest of Melkor---

-This forest is where the other half of the Orc reside. Half way through the forest, the trees will start to whither and scorch, as the only Lake that exists feeds most of it's water supply to the southern most edge.

---The Dark Plains---

-These plains are in darkness, and as such only nocturnal plants grow. It creates for an interesting and dangerous environment. Much like the dark depths of the sea, the monsters here use light to their advantage, as do the plants. You'll find many, despite their subsequent dangers, hold amazing healing properties thanks to the rich nutrients provided from the ash that coats most of the plains.

 

---Northern Desert---

- Northern Desert. A mix of Ash and Sand. These lands are dangerous, for you never know when youll find a sinking pit of mud. Subsequently, if you can avoid getting devoured by the dark land creatures, or by the sand-ash pits themselves, one may find these are great places to harvest mineral rich mud. If not for the dry nature of the desert and it's inhabitable heat, these mud pits would be highly populated in plant life.

---Southern Desert---

-Basic desert. Hot, insufferable and predominantly water free save for the waxy plant life. However, care should be taken not to eat anything with a red or yellow flower. One is a deadly toxin that will liquidy a creature from the inside out, the other a debilitating paralytic. Typically with water so scarce, the plants would use the carcuses as liquid salvation or much needed nutrients.

:::::::::::::::::::: ::The South:: ::::::::::::::::::::

---Rural Plains---

-Hospitable plains, great for farming large cattle and what have you. Save for the gate that rests in it's northern most point, the plains hold only one other point of origin, The Manor which exists in four places within Rakaidia. These plains hold various weeds and plants, some useless and others edible. It is a pretty mundane piece of land save for the marshlands at the southwestern edge where many amphibious creatures find their homes. It is no different than the mundane marshes of earth, otherwise.

---Evergreen Forest---

A lush forest of evergreen trees. The thick timberlands are absolutely stunning. Great architecture can be found within these boarders. Stonework is carved into the canyon riddled lands to create breathtaking masterpieces of nature and its many wonders.

---Forest of Light---

This forest is not named because of its many diversely colored trees, but because of the heart of it's forest, a collection of trees that reach up into the skies and disappear within the clouds, as if to reach for the sun itself. The root system of these trees feed into the ground and supply the rest of the forest with it's "sprouts". There is a great diversity of wild life and forestry here, many fertile in edible fruit. However, it's greatest prize is not only the relics that are literally grown into the trees sporadically, but the relic which makes this possible. It is known as the Gauntlet of Hope.

Unfortunately, claiming this gauntlet will be an extremely hard and unfavorable desire. To spawn such amazing feats, the gauntlet requires an almost limitless amount of power, like that which feeds Rakaidia. However, the relics grown within it's trees can be harvested, if not replaced thanks to their lower tier. All grow within the roots of the forest's trees.

---Paradise Falls/Island.---

Tropical shoreline that is predominantly made from magnificent waterfalls and caverns that lead deep into the stone mountain. The area is filled with fertile growth of both in-land and tropical trees. This does mean that the insect population and it's exotic dangers will be twice as potent.

These lands surround an Island, one said to have been touched by death. subsequently, it is ill advised by any and all to visit, as everything seeks your life. Necromancers will find that despite it's beautiful location sight, many spirits and entities from the spirit realm will be found scurrying through the land. Most of which will spill from the vacant temple hidden within the thickets of tropical brush and forest.

---Stone Mountain---

Stone mountain is a cluster of rocky terrain, boulders and inclines. It is also host to many underground caves which lead beneath the root systems of the Forest of Light and exit into Paradise Falls, though the creatures that live within aren't too helpful to those who journey through. Despite this, you'll find many odd creatures that flourish in the moist cave environment, as well as an array of natural stones.

---Evergreen Mountain---

Adjacent to the rocky terrain of Stone Mountain, Evergreen mountain thrives in the higher climate. This mountain is completed jam packed in large trees and shrub. It is a beautiful and fruitful terrain that exists just off the shore of the Rakaidian Gulf.

---Mystic Forest---

A forest covered in a thick blanket of fog. It is given it's name for the interesting phenomenon that occur. For some, they say it's like having out of body experiences, for others it's like reliving childhood. The effects of the fog, which is simply vaporized tree sap from it's timbers, is often used as a personal journey tool, and those who emerge from it's clutches will have a better understanding of themselves and who they want to be.

---Spotted Hills---

These hills get their name for the many patches of plant life. These mostly revolve around flowers and shrubs of every shade. Most are simply beautiful to look at, but there are a few with unique properties that can be stewed, crushed, or ground up for various uses.

 

---Spotted Forest---

Must like the Hills, The spotted forest has patches of floral life, though it is much more populated with large trees that bare fruit and flowers. Often they grow in patches to cohabit with each other, pollinating one another.

:::::::::::::::::: ::The East:: :::::::::::::::::

---Sunny Forest---

- This forest is constantly generating light. The darkness cannot touch you here. It actually feeds on dark energy and and converts it into light. This is the second most peaceful area of Rakaidia. Even the creatures that linger in the forest are of peaceful intent. Some may be dangerous or fierce warrior like creatures, but the radiance of joy will calm even these intimidating guardians of the forest.

 

- Hidden within this forest is a gate. Unlike the one in Laagnu, this one simply converts energy into a healing, peaceful radiance. That's right.It is tucked away beneath the the forest, in a cavern that will prove hard to reach since the only entrance is through Sunny Cove. Within the forest you will find that your wounds or ailments harm you less and less. The closer you find yourself to the gate, the greater the healing energy you will receive. Distrupt the gate, or take from it the Light Stone, and you will find not only does this forest lose the light energy, but the guardians within it will seek to destroy any who have participated in the loss of their precious gem.

 

---North/South Plains---

These plains are located at the north end of lush valley. Trees scatter the plains as well as rivers and a few small lakes. There is one large body of water known as the Nothern lake which rests between the Rain forest and Laagnu forest. The area is high up and starts to get rocky being so close to the mountains and higher elevations.

- Hidden within the central part of the northern plains are the ruins of civilization. Nothing particularly spectacular, just a few tavernous buildings. Possibly remnants of a very small town or village.

-Southern end of the plains and also located within the valley. It rests above the Spotted hills and contains many hills the farther south it extends. There are random patches of growth, though as plains go it is mostly occurs near the surrounding forests.

---Rain Forest---

- This forest is much like that of Earths. The lush tropics of this forest give birth to many interesting creatures. They range from those of Earths rain forest including bugs as well as mammals and birds but they also host as a home to much more magical creatures. They come in many shapes and colors, blending in even more than those of the original rain forest. The beauty of the forest can only be tainted by the dangers it may bring. Many plants can be helpful, as well as many bug life can help heal and feed a lost traveler, but just as many can leave you paralyzed, poisoned or even dead. Much like the forests of Avatar when the night falls, plant life may glow and many more creatures venture out for those plants that bloom in the darkness.

- At the southern edge of the rain forest there are four large crescent structure that jut out from the ground. They encircle an area of about 1/4 mile . This place is a relic zone that strips magic from the creatures who venture within, using it to feed the nocturnal plant life. It isn't damaging, though if a fight were to break out then magical creatures would be limited to only their physical strengths.

 

---Laagnu Forest---

-This forest sit's between the White Sea and the Northern Plains. At the edge or this forest, just along the coast, you can make out Kril Mountain and the island around it. This forest is full of many different creatures and is probably one of the safest you can cross into. Of course we all know no place is safe from predators. Though you can find this thick canopy peaceful and many of it's inhabitants cuddly, beware of the predators that lurk within the depths. Night time is probably the worst time of day to be caught in the woodland area.

- In the very center of the forest is a Gate. It consists of a green orb of light that is large enough to swallow a person whole. Surrounding it's spherical shape is debris of ruins and ancient stone material. The cost of the portal is the surrounding magic in the area. A mile around the the gate is drained of magical energy to keep the portal alive. Physical attributes are kept in tact despite the drain of magical energies.

 

---White Cliffs---

These are shore line cliffs that collect salt. They also are home to many winged creatures, as the jutted cliffs make for great nesting areas.

 

2.2 Arcelia

 

:::::::::::::: ::North:: ::::::::::::::

These lands are almost identical to Earth's Alaskan climate. There are some places of refuge and prosperity, however the temperatures are low and can be very dangerous.

---Brekkur, Kjorseyrr Borgarholt---

- Tundras with hostile weather. Those who live in these parts will often be accustome to the weather and its bipolar temperaments. Brekkur, more than either of it's counterparts, recieves snow and sleet among the forests in it's area. Kjorseyrr is the mildest of the three, having an actual season for snow while the rest of the year it gets lots of rain. Borgarholt meets between the two with it's highlands being blizzard hazards and it's middle is a clash of cold rain and hail, and the lower land receives monsoons in the winter. Fortunately, their location makes them docking zones and thus, trading arenas for travelers.

---- Drangavik, Kal'fa---

- These are mostly hills and mountains, though it isn't uncommon to find small valleys at their centers. With the high climate, snow is a constant in these parts, leading to many temperature related deaths.

---Oddi Sea---

This sea can be treacherous as snow and sleet ice it over in the winter months. It is known for it's large swells and violent waters during the approaching winter months. despite this, the sea can be fruitful during the spring when things are thawing out.

::::::::::::: ::West:: ::::::::::::::

---MannaFalls, Kroppr---

These territories are mostly highland and as such diverse in mountains, hills and caves. It's not uncommon to find mile wide valleys lost beyond their rocky terrain. The temperature stays cool, as the climate dictates. They can get snow at times, mostly at the peaks, though these fluctuate mostly between sunny months and rainy months.

---Hofoaland,Jafr,---

These territories are on fertile ground. Easy to grow crop and live comfortably. There is an even spread of flat lands, hills and forestry. Temperatures are moderate, though the season often balance between rain and sun. Between the summer and winter months, monsoons and even tornadoes can be spotted from time to time.

---Mjola,Rykinsvik---

Costal regions. These have a mix of sandy plains and rural flat lands. Food growth is scarce so many rely on rice fields and sea food or any game that wonders out from the highlands. These areas have rainy seasons, monsoon seasons, and summer months. It is highly unlikely to find any snow. On occasion water spouts can be seen on the water but it is much more likely to be hit with hurricanes. Fortunately, their location makes them docking zones and thus, trading arenas for travelers.

---Heynes Sea---

This sea is more tropical, in a sense. The waters tend to stay on the warmer side and thus are host to a variety of sea creatures. however, during the summer months, the clash in temperature between the oddi sea and Heynes sea can result in peculiar, and at times violent, weather.

::::::::::::: ::East:: :::::::::::::

---Oss, Rauoa---

These territories are a combination of seashores and mountain lands. This leaves little room for fertile ground to grow crop. These people live either on rice and seafood, or they will trade with surrounding territories due to their docking locations. They have a tendency to get hit with random rain showers, monsoons and hurricain weather during winter months. All others it's hit or miss on showers, but the weather is moderately warm.

---Afla'Joll, Bidsla, Trevik,Hauksgrafir,Holt---

These territories consist of mountain areas and fertile plains and forests. The closer to the mountains, the more hilly the area will get, however the closer to the gulf you find yourself, the sandier the area. This makes the mid way point the best for growing various crop. However, the higher you go the more game there is to hunt.

Per usual, the mountain areas remain relatively cool in comparison to the low ground, but as most of the west is a valley, all four seasons will hit. It's highly unlikely any snow will ever touch anywhere bellow the mountain regions.

---Olfstaoir, Eyrar, Selvagr---

These border between rich valley lands and mountainous regions that stretch out to cliffs that border Langanes Sea. Here, snow is a seasonal thing as the lands are a little higher than the rest of the continent. Fortunately, it's only during the middle of winter that the lower lands will get hit with bellow freezing temperatures. The rest of the year it remains cool and sunny with showers only in the spring and fall. Occasionally temperatures will

---Norora---

This territory is all mountain region. It's composed of thick forest and rocky terrain that stretches back to form cliffs that boarder the Barren Sea and Western Ocean of Rakaidia. Temperatures split between the cold rainy seasons and the sunny summer seasons. It's not uncommon to find snow on the caps of these mountains during the winter months, though the majority of the landscape will never see much snow.

---Langanes Sea---

This sea connects to the edge of the Oddi Sea and between the Barren Sea and Western ocean of Rakaidia. It is quite the active body of water as it's seasonally hit with weather. The only safe time to travel would be the middle of the summer months. It is host to a plethora of under water life. It is also said that there is a cluster of lost isles somewhere to the northern edge of Langanes Sea, but it is close to impossible to spot without the proper escort.

bottom of page