REALM

The Realms

The World of Eizper is full of mysteries and surprises! It consists of several areas, ruled under one supreme authority, The Kingdom of Eizper. They are: Windenfel, Quarombi, Ad-Serida, Pirate Graveyard, Northen Mining Ground, Lakeside Field, Deepwood, Ashen Plateu, Cinder Crater.

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Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Pirate Graveyard

Many pirates seek their fortune on the sea, but not these pirates. With a sprinkle of magic and the vast secrets they collected, they flew on the wings of the wind.

Long, long ago, the pirates were one of the strongest clans on Eizper. They never stayed in one place. Instead, they journeyed to the unknown crooks and nooks on their flying Volant ship. They managed to gather much hidden knowledge and collected Volant tree trunks with which they built their special ship. With the magic vested in the tree trunks, their ship was very light and thus, it could fly through the sky.

The Pirates managed to put together quite the crew. From their ferocious captain, the strongest knights Eizper had  ever seen, talented wizards, to curious young men and women. The news of these prestigious pirates  attracted people to their ship like bees to honey. Joining the pirates were a great pride for people back then.

The seafarers had crazy parties almost every night, but they also buckled down on their work during the day. They gathered a large amount of riches from the places they traveled to, in addition to hordes of ancient knowledge. Some of their bucks go to the parties, of course. The rest of it was used for the day-to-day needs. But little did they know that the captain secretly use the ancient knowledge to improve the Pirates’ magic, hand in hand with their in-cabin wizards and mages. Nobody ever know his real plan. Rumors said that the captain wanted to use black magic to attack a certain land and conquer it as his own. Some other people said that the captain nursed an ambition to be the strongest clan Eizper had ever seen.

Alas, his plans did not bear fruit. One night, they were partying hard. The musicians were giving their all, and the captain himself got drunk. The ship was overcome by an unexpectedly strong wind. The crewmates were too gone - no one was fast enough to react. The ship turned and crashed into a huge boulder near a cliff. It was ruined to pieces! The captain was dead and some people were thrown off the cliff. But fortunately, one archmage survived. His desire to live rose past his pains and wounds. He had just started to rise to power within the group, and so he didn't want to lose his hardwork to death. With his last strength, he conjured a dark ancient magic of immortality. His body, along with the other pirates’ bodies were devoured by the demons as a part of the black magic. Their corpses were conjoined with the remains of the ship and thus they gained the ability to live forever.

Slowly but surely the new pirates built their hideout from the remains. It is dark and empty, like their lost souls. So far, the pirates have stayed near their hideouts, lurking in the dark. When unfortunate travellers wander too near the hideout, they will be rampaged by the skyfarer’s undead souls.

So beware, vagabond, if you go too near the deserted mountains, they might be waiting for you in the dark…

Colosseum

Colosseum

Colosseum

Colosseum

Colosseum

Colosseum

Colosseum

Colosseum

Colosseum

Colosseum

Colosseum

Colosseum

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Northen Mining Ground

A long time ago, there was a giant living crystal called Adamas. He had a colossal body, as big as a mountain. His skin was made of quartz, and his joints, of obsidian. Lava flowed through his veins. A pair of boulder ruby stones were his eyes. Earthquakes followed where ever he went.

Adamas believed that he was the strongest and the wealthiest creature on Eizperland. No one could defeat him in a fight. No one could acquire wealth more than the precious stones and minerals in his body. He thought himself such a majestic creature, so much that he deserved to be considered a god.

The Earth Deities noticed the arrogance of Adamas. Instead of being offended, the Deities offered a chance for Adamas to atone for his sin of arrogance by donating one of his arms to humans.

Hearing the offer from the Deities, Adamas became furious. He thought that the Deities had mocked him, envied him and perhaps were even afraid that he would take their place. With a foiled mouth and dirty words, Adamas challenged the Deities into a duel to the death.

At the agreed place and time, Adamas and the Deities fought their epic duel. Adamas was ready to plummet every god into his palm. He dared the Deities to send the strongest god to fight him. But instead, the Deities sent their weakest, the God of Pebble.

Adamas felt insulted for having to fight with a mere pebble. With furious emotion, every lava vein in his body boiled to the highest degree. He clenched his punch of spiked crystal and struck the God of Pebble with a deadly move.

But the God of Pebble was a master at evading, and he kept evading, and evading. The God of Pebble didn't give a direct counterattack, but rather rained Adamas with pebbles that landed on his pores.

Adamas became even more enraged. The temperature on his body rose to its limit. The pressure inside his stones could no longer be held back. With perfect timing, the God of Pebble threw a tiny pebble on to Adamas' weakest spot. In a second, the almighty Adamas' body blasted and exploded to pieces.

Adamas' body remains spread in the battle area, changing the geography of that land. A million years later, those scattered body parts became the mine of rare minerals and gems for humans. This place is now called the Northern Mining Ground.

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Lakeside

Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see. To Lakeside’s residents, it is a vital hub that strengthens the community’s way of life. On the surface are the normal flock of fishermen’s ships sailing away to collect food sources for the town residents, but when one looks closer there are countless hot air balloons that are flying amongst the clouds, and come down to the lake’s surface for maintenance. Lakeside’s Airgeneers are always ready to fix every nook and cranny of hot air balloons that float down to the surface for their services.

And thus is the main source of Lakeside’s hustle and bustle: fishermen and their ships, sky adventurers and their hot air balloons, and Airgeneers floating on the surface at the ready, all working in harmony alongside each other. One might ask what lies beneath the surface, but are you ready to discover beyond what the eye can see?

Long ago, Lakeside was an underwater city of merpeople, who were the greatest and advanced species of their time. The city floated in at the lake’s mid-sea-level, hovering off the lake’s earthy floor. Of those merpeople, the nobles had branded themselves as Lake Guardians and took an oath to protect their community by any means necessary. They were a prosperous underwater community, until danger struck the heart of Annessee.Fuelled by jealousy and rage after a quarrel with his fellow noble Lakeside Guardians, a furious Lake Guardian went rogue. The Rogue Lake Guardian swam deep down to the seabed of Annessee, reaching for the earth that would armor and rebirth him into a terrible monster: the giant Qualius. Wherever this creature goes, destruction in the form of tsunamis and earthquakes follows it. The giant Qualius also has the ability to control other monstrous creatures including the Mossy Gholmin, Indigo Stinger, Mossypine, and Hydromancer.

To avoid danger and save the remaining population of Lakeside, the Lake Guardians helped their people to swim above the surface and form a new life as common human folk. After the birth of each new generation, their underwater abilities began to halt, and thus the Lakeside’s citizens were no longer merpeople. However, some believe that the original Lake Guardians nobles have preserved their mer-abilities, and continue to live among us, hiding in plain sight.

The Lakeside’s Lake Guardians can be said as all-knowing when it comes to knowledge of their home land and sea, for they behold extensive information on Lakeside’s histories, field materials, creatures, and its residents. Various pieces of knowledge are known to have been inscribed by the Lake Guardians in secret tomes, with only the few privileged ones to have held on to such powerful scripts.

Is it now your duty to learn the way of Eizper’s great lake, and steadily ride the waves of victory!

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Cinder Crater

Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era, no civilization ventured near because well, many current Eizper historians suspected those civilizations were rather more intelligent than the current civilization, thus they avoided building communities near naturally hazardous locations. However, several historians also make the case that the Utopic Era was a time of harmony and peace. With everything in balance, societies were not pressed to find new resources or expand beyond the limits of safety zones.

Of course, the appearance of the First Chimera which set off the Shattering of Lands dramatically changed geopolitical

boundaries. With chimeras breeding at high speed (yes, higher than humans), havoc was the daily routine, uprooting villages, towns, cities, and communities. Thus humans, animals magical and nonmagical, and all kinds of creatures that inhabit Eizper were forced to scatter and venture into previously unknown and dangerous areas.

This included a small clan of fire engineers, led by the engineer Luan Egli. He was said to have modified his body to such extent that it could withstand extreme heat and gaseous poisons. Their small clan built a settlement on Cinder Crater, and survived in its harsh environment for several decades. The clan invented various brilliant contraptions which they injected into the litosphere of Cinder Crater in order to manage the vulcanic eruptions of the area.

Then one year, for no apparent reason, Luan Egli had the whole clan pack up and leave. Some said he had gone mad, some say it was old age. Others said the toxic fumes finally got to him. Perhaps all of them were right. One way or another, they left in a hurry, for they left behind much of their invaluable inventions.

Since the disappearance of Luan Egli’s clan, Cinder Crater has been taken over by chimeras large and small. Fire Bats, Smodering Djinns, Galee Worms, and even Pyromancers. Young fauns of the neighboring Ad Serida are often told that Pyromancers were ghosts of the engineers that died prior to the clan’s enigmatic exodus out of the area.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

Ashen Plateu

Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top. With steep slopes and near vertical cliffs, the plateau was magnificent to behold. So lovely was the landscape to the eye, that many Ad Serida historians believed it to be one of the places where Kora, their goddess of vegetation and spring blessings, comes to pass time. As such, it was known back then as the Goddess Fields.

Indeed the Goddess Fields was rich not only in it’s plant diversity, but also as a mineral storehouse. Oral history from sources older than those which faun historians could trace often said that the Ancient Turtle’s Eggs were crystallized and then layered with minerals taken from those very fields.

The fertility of the land attracted nomadic tribes of all races, and it was not often that they got into violent skirmishes with each other.

One of the travelers that became seduced by the Goddess Fields were of course the siblings Ennia and Kato, who would eventually claim the area and build their dream city in the heart of the Goddess Fields.

When the Ashenfrost happened, frozen ash was cast not only on the city of Ad Serida, but also the fields surrounding it. Thus the beauty and abundance of the land was suppressed, buried under layers of toxic sleets of ash-ice. Due to the nature of the spell, it did not obliterate life, but rather interrupted the process so that death could not take its course. Everything was suspended: fauns, cattle, down to each shrub and root. All was and will be on forever cessation until the Prophesied Faun comes to lift the spell. With the land in its comatose state, the previously glorious Goddess Fields became a place of doom, gloom, and bitter tombs.

The few survivors of the Ashenfrost attempted to rebuild their city upon the frozen ruins, but it proved too difficult a task for the haggard fauns. A group of the survivors eventually relocated to the western side of the plateau. Due to patriotic love of their beautiful city, they also named their new establishment Ad Serida.

ACT 2

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ACT 2

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

Deep Woods

Before the Human Era, the Deep Woods was no more than a grove grown from the legendary First Tree. This one tree is continuously expanding its roots, growing countless more trees and vegetation at an astonishing rate, forming a new forest called Deep Woods. This remarkable forest could easily charm many animals, insects, and other critters to set their nests, making this place grow with vibrant life.

But at a certain point, Deep Woods expanded too much. The First Tree had difficulty controlling nature's balance and handling myriads of problems. After all, what can a mere tree possibly do to solve a complex forest issue? Because of this, the First Tree materialized its consciousness and soul into a legion of humanoid trees. We call these creature the dryads. With these origins, it is no wonder the dryad race is often called the guardian of the forest and part of the Deep Woods.

Later, the dryads grew their own identity as an independent race, and many of them forgot their origins. Interaction with other races also planted a seed of greed in dryads' heart, causing them to become envious of each other. This unquenchable greed led the dryads into the most disastrous event of their history: the Dryad Civil War.

The Civil War crippled the Deep Woods and changed it into a completely different biome. Malicious weapons from both magic and machines used in the Civil War left concentrated toxic residue and corrupted energy. Mist and fog began to cover the whole forest like a falling night. Floras and faunas infected and mutated into gruesome creatures. Misspelled magic and traps casted dangerous illusions and nausea. Since then, Deep Woods became a dangerous and unwelcome place.

The dryads have tried countless attempts to make amend for their mistake, but nothing could lift the heavy atmosphere that now surrounded the Deep Woods. The dryads began to accept the new face of Deep Woods, and stopped trying to change the irreversible. They weren't able to turn back time, so all they could do now is protect  the Deep Woods so it would not degrade further.

It was a stalemate until a Dryad Ranger named Kekoui brought change with his "Deep Woods Restoration Project''. His mysterious ability allowed him to read the environment and devise a restoration procedure that can effectively be executed. This breakthrough inspired many dryads to lend a branch to this long-term project. Even though the result of this program will not be seen in one generation, as long as the dryads devote themselves to the task and remember who they are, then surely one day, the Deep Woods will return to its days of glory.

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Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Ad Serida

In knowledge, there is strength. In strength, there is glory. In the Glorious City of the Fauns, you will find knowledge and strength.

Thus the anthem of Ad Serida, sung by fauns old and young, until word of this city reached even the Southern Continents. At the pearl of her grandeur, Ad Serida reminded all of the Utopic Era of the past. Visitors came from all corners of the world to learn from the vast knowledge of the faun scribes, witness the breathtaking inventions of the faun engineers, and enjoy the prolific art of the faun artists.

Every place has a story, every city has a beginning. The fauns are one of the races in Eizper which can be found in every corner of the Continents. They are many, they breed quickly, and they love to travel far and wide. They are usually skilled with their limbs, and wherever they settle, they are usually able to make a good life. The fauns carried their religion with them, the pantheon gods and goddesses which decorated each shrine they built.

Although most of the fauns were able to assimilate with their surroundings, there was one faun family in a settlement down south which had a very difficult time.

Their surroundings did not take kindly to the fauns appearance. Their polytheistic beliefs came under heavy scrutiny and ridicule. The situation grew from bad to worse, and the humans eventually burned the adult fauns and the youngest kid out of hatred and fear. Before they could burn the other two, Ennia, the eldest, managed to escape with her younger brother, Kato.

Ennia and Kato became convinced that fauns must have their own city. It would be welcoming to other races, all except the humans from the settlement who had killed their family. So Ennia and Kato traveled together, finding faun families and talking them into the idea of a faun city.

“If we combined all our resources, we would be able to do it,” Ennia said passionately to her fellow fauns. Ennia had charisma, and with their tragic story, not a few faun families began to believe in that possibility. But they were really convinced when they saw Kato’s ability to design ingenious solutions to everyday matters.

Two decades passed. Ennia and Kato were now fully grown mature fauns, and they had gathered enough support and resources to finally lay down the first stone for the first building of the very first faun city in Eizper: Ad Serida. Under their leadership, the city grew. By the time of Ennia and Kato’s death, Ad Serida was well on its way to becoming the famed city.

After the siblings’ passing, Ad Serida was governed by a council of faun mages, each skilled in different fields. It is this council that discovered the dryads of Quarombi. According to the faun scribes, Ad Serida sent aid and equipment to the dryads to grow their village. However, this was misused by one of their founders, to the extent that Ad Serida could no longer justify the cost of being involved in The Clash of Wood and Steam. The fauns pulled out, and for generations, stopped attempting contact with the dryads.

When Chief Eldress Temaroa the Astute initiated a renewal of the neighboring relationship by sending her daughter Yerema, the fauns agreed to reattempt a friendly alliance.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Windenfel

Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.

Alas, had not the world tried them enough? Even after their long and wearisome journey, these miner vagabonds found their new future home to be infested with chimeras, misshapen beasts of ruin who were every bit as starved and desperate as they were. They could not turn back, however, and everyone knew this was their last stand.

Their children were hidden behind crumbling pagan walls, while their parents, men and women both, braved the chimeras. Let them see who was more desperate, who was more starved, who was more powerful than the beasts.

In the end, the companions remained, though vastly reduced in numbers. Large were the pyres built on the pagan altar, and though they burned the bodies of the brave, they did not burn the chimeras.

No, the founders of Windenfel made the most use of the chimera bodies. They skinned them for pelts and coats, dried the muscles for winter storage, and carved the bones into arrowheads and daily tools.

They were desperate indeed, those who founded Windenfel. But in the end, they remained.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Quarombi Village

Quarombi Village, sometimes called Dryad Village, or simply, Quarombi, is the only organized dryad settlement in the Deep Woods. In fact, it is the only known dryad settlement in all of the Northern Continent, and most likely the Southern Continent as well.

The establishment of Quarombi signifies an important point of time in dryadic history, even though the Deep Woods of the Northern Continent has always been home to dryads since even before the Shattering of Lands. Before the dryads gathered together to form a village, they led individualistic, independent lives. However, with the appearance of dangerous apex level chimeras, the dryads quickly realized they would have to combine their magic, skill, knowledge, and power to increase their chances of survival.

The formation of this first dryad settlement was attributed to three legendary dryads: Hetiare the Resilient, Kalia the Beloved, and Malosi the Strong. The current Chief Eldress, Temaroa the Astute, is from the lineage of Hetiare the Resilient. There was a sfourth legendary dryad, whose name has been erased from the history of Quarombi, for this fourth dryad incited a civil war that nearly doomed the dryad population. Many believed this fourth dryad received equipment,  ammunition, and support from Ad Serida, the Glorious City of the Fauns. Hetiare, Kalia, and Malosi unanimously agreed to conceal Quarombi under heavy enchantments to ensure future dryad generations.

In the time of Temaroa, the younger dryads convinced the Eldress to again open up Quarombi to the outside world.

Upon the few dryads sent on a peace mission to Ad Serida was Yerema, second daughter of the Chief Eldress herself. Having met the fauns and their historians, Yerema realized Ad Serida had a different version of the dryad civil war, which they called The Clash of Wood and Steam.

Diplomatic relations began to grow between the two races until the disastrous Ashenfrost claimed Ad Serida. The Ashenfrost threatened to spill into the Deep Woods and annihilate Quarombi, so Atoari the Brave, the first daughter of Temaroa, sacrificed herself. She transformed into a magical being called the Ashen Guardian to block the passage between the Deep Woods and what is now known as the Ashen Plateau.

  • Dryads have always lived in the Deep Woods since before the Shattering of Lands, but they were not very communal, more individualistic
  • Because of severe chimera attacks, they realized it was easier to defend their young and themselves if they formed a community
  • The formation of this community is what is celebrated as the founding of Quarombi (a couple of generations before Temaroa)
  • In the founding of Quarombi, Ad Serida (already a quite mature faun city) sent some help (technology, etc). However, this caused a split among the Dryads. They got into a mini civil war which almost wiped out their population. Because of this, the founder of Quarombi (maybe Temaroa great-grandmother) decided it’s best for Quarombi to be more secretive and secluded.
  • In the time of Temaroa, several of the younger generation Dryads began to propose for Quarombi to slowly open itself up again, especially after Fhiraz left (his leaving triggered the others to suggest this). The leaving of Fhiraz and the tragic kidnapping of Andawor also leaves a weaker defense in the formation of the Dryad Wardens, so Temaroa accepted and began by sending out her second daughter Yerema as an ambassador to Ad Serida, along with some other dryads. She originally hopes that by working together with Ad Serida, they are able to become stronger in their defenses.
  • This relationship was slowly explored for a couple years, but then came along Rolf. He triggered the first (smaller) volcanic explosion, indirectly causing the Ashenfrost and destruction of Ad Serida.
  • During Ad Serida’s time of need, the Ashenfrost spell got out of control and threatened to also freeze the Deep Woods. Atoari (Temaroa’s first daughter)

sacrificed herself to become the Ashen Guardian, blocking the entrance between Ashen Plateau and Deep Woods. In this way the Ashenfrost did not reach Quarombi.

  • Temaroa sees this as her mistake to have opened up relations in the first place, and takes a more conservative stand to conceal Quarombi.
  • Without anyone knowing, Cael Regenfall and Rolf (who are both secretly members of the Sovereign cult) approached Temaroa
  • it is still mysterious what they want from her. For another reason yet unknown to anyone, she lets Rolf into Quarombi. (this is slowly revealed in the main story)
  • Rolf causes a lot of problems (steals Temaroa’s staff, brings the dark fungal corruption into Quarombi…). It is revealed that it was also Rolf who kidnapped Andawor decades ago.

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Legends

Ages ago, Eizper was in its Utopic Era where everything was in harmony. There was balance. Each force moved in an invisible dance with each other. Ages before that, in the Foregone Era, humans were the weakest of species. During that time, a pair of majestic turtles roamed the world. The last of their kind, the female laid three precious eggs. Through treachery and ancient spells, fragile life in the eggs was crystallized.

The powers of the crystals were immeasurable. With that source of strength, humans began to rise, build, and multiply. They became a force that could reckon with other powers of the Eizper world. The planet burst forth and retaliated so that a balance was achieved. Millenia passed, until that fateful hour when the First Chimera appeared.

The First Chimera was an aberration of unknown origin, a horror to all species. Its very existence is an insult to the balance. Humans could not defeat it, even when they rallied with other races. Little did they know, this was just the beginning of their nightmares.

The First Chimera impregnated itself, giving birth to the Second, Third, and Fourth Chimera. From there, Chimeras invaded all corners of the known world. Their numbers grew. They ran amok and shattered the land. Gone were all traces of balance, peace, and harmony.

No one was safe. Civilizations broke apart into scattered groups, struggling to survive. This period of time became known as the Shattering of Lands.

A very lucky few, led by brave heroic souls, managed to survive and rebuild. Windenfel, Quarombi, and Ad Serida were a few of the villages that appeared on the Northern Continent of Eizper.

In that harsh and dangerous environment, the humans of Windenfel lived, fought, and loved. They came together to celebrate festivals and births, but more often they gathered to mourn their losses. One day, their revered Jula River, whose sparkling waters had always been a source of livelihood and joy for Windenfel, turned a dark, toxic purple. It looked lethal.

Something had to be done. A hero, or heroine, needed to step forward. In the face of Windenfel’s adversity, who will be courageous enough to leave the town’s walls and find the truth, hidden behind layers of betrayal and arcane cults? Who dares adventure into savage grounds and chimera lairs so their friends could see another day? To journey into pirate cadavers, aquatic tombs, mystical tribes, and dark forests to save their village?

The time has come….

Show the world who you are.

The future depends on it…..

Description

Description

Windenfel
Several years after the Shattering of Lands, a company of desperate, starved, poverty-ridden miners came upon their dream: a prolific mine. Their previous source had been overmined and they traveled far and wide to seek out a new source. Upon finding the Fang Mounts, the company knew this was where they would make their new home.
01
Lakeside
Have you ever seen a lake so vast it appears as though it is an ocean? Such is the Annessee lake which stretches as far as the eye can see.
01
Ashen Plateu
Before the Ashenfrost, the Ashen Plateau was a glorious expanse of elevated landform with flat, vegetation dense area on top.
01
Cinder Crater
Hundreds of kilometers underneath the Cinder Crater area lies active tectonic plates that grate against each other, causing volcanic activity on the surface. During the Utopic Era.
01
EXPLORE

THE REALMS

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LOCALES
AMPHITHEATRE

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UNLOCK

LEVEL 2

MASS

1200 t

HIGHLIGHT

WHAT

MASS

1200 t

VELOCITY

350 m/s

POWER

800 dps

LOCALES
PIRATE ISLAND

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UNLOCK

Level 1

MASS

200 t

VELOCITY

1000 m/s

POWER

400 dps

LOCALES
QUAROMBI VILLAGE

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LOCATION

LEVEL 1

MASS

800 t

HIGHLIGHT

WHY IT MATTERS

MASS

800 t

VELOCITY

600 m/s

POWER

1300 dps

HILL
LOCALES

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LOCATION

LEVEL 3

MASS

1500 t

VELOCITY

250 m/s

POWER

600 dps

Characters

Select your Hero and embark on the exhilarating adventure. Check out also the new upcoming playable characters.

CHARACTERS

Armour & Weaponry

Check out the vast collection of armoury & weaponry (regular/NFT) that will enhance the gaming experience.

WEAPONRY
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Eizper Chain