Geography of the Former Dzanator
 The Doors
Location: Scattered throughout the Psychic Isles.
Description: These are just average white doors with round brass doorknobs. Although they are not fancy, the paint on them always looks new, as if applied recently. They are often found in the oddest of places, embedded into the side of a mountain or floating in midair, for example. When one opens one of these oddly placed doors, they find themselves looking into the doorway and seeing an entirely different places than the one that they are in. They may find themselves looking at a dark forest or an open plain, when they found the door deep underground. They could step through the door and close it and be thousands of miles away from where they were three seconds ago.
History: One of the greatest psychic magic users in the world, Franklin Marron, was a traveling man. He traveled all over the psychic isles with no real purpose. As he got older, it got harder and harder for him to travel so far. So, in order to allow himself to keep his traveling ways, he devised a plan. Using his strong psychic magic to create doorways across the isles, he now could get anywhere he wanted with almost no physical effort. He used this trick for years, and whenever he was done with a door it would just vanish out of existence. When he died suddenly of a stroke however, he could not have predicted what happened. The magical energies that had created the doors left a residue wherever he created them, even after they vanished. After he died, the magical energies surged back, bringing a small amount of the doors back into existence.
 Dzanator Gorge
Location: An island, a ways west of Ercus.
Description: The island with the Gorge is 20 miles long and 3 miles wide. The Gorge runs right through the island for 18 miles, being 2 miles wide itself and about 15 miles deep. It is unremarkable, except for the fact that it's a valley basically in the middle of the ocean, though the inhabitants of the island have begun to build into the sides of the cliffs. Some claim that deep within the Gorge are lost artifacts of Dzanator, or perhaps an opening to a Tersid city. None know for those who journey down into it never return, nor can the bottom of the Gorge be seen.
History: This used to be a prominent valley on Dzanator until the Shattering. It reappeared with two halves of villages, on opposite sides of the Gorge, which banded together to created means of traversing it and eventually building homesteads in the cliff face. The reason that Tersids are suspected to live far down in the Gorge is that three happen to live in the surrounding town, the highest known population density of Tersids on the surface of Fou Lu.
 The Desolate Plains
Location: A medium-sized island off the northern coast of Deisach.
Description: A completely flattened island, devoid of all plant life and geographical structures, save for thick grass. No trees, no hills, nothing at all. This makes it so easy to see from one end of the island to the other on a clear day. No matter where you stand on this island, if you look toward Deisach you can see the waves lapping at the beaches directly opposing the island.
History: One day, several dozen years ago, an Archmage of the Psychic Element harboring considerable power, was plagued with a mind-bending headache. In an effort to rid himself of this throbbing pain, he forced his power to rush outward, hoping to purge the headache along with this explosion of force. Although it seemed like a good idea at the time, this proved disastrous, causing the terrain surrounding to twist, becoming misshapen and eventually, flatten entirely. Coincidentally, the Archmage himself suffered the same consequence, completely eradicating himself in the process.
 Delazouch
Location: A three day boatride off the eastern coast Fah'Dell island.
Description: An idyllic and peaceful island, with soft sandy beaches and calm blue waters that gently lap at the strand. Covered in an abundance of flowers, palms and trees, with thickets and hedges dotted around the hills and mountain paths, Delazouch is an extremely beautiful place, an aesthetically-pleasing paradise in the centre of a wide oceanic setting. Utterly scenic, Delazouch attracts a lot of wildlife, including rare varieties of birdlife. The plantlife on Delazouch is also of a rare and valuable class. There are some caves in which human inhabitation would be possible, and a well which was built many years previous to the present day. Delazouch is incredibly small. One would be able to walk the circumference of the island is about half an hour. It is basically a mountain of a desert island!
History: Delazouch is practically untouched by any humans, or indeed, any Elves. It is extremely quiet and peaceful, and has no buildings on it. Apart from the well - which was built many years ago by a tourist company that had planned to make Delazouch a rich tourist hideway, but failed - the island is unblemished.
Delazouch is used as a stopover before Fah'Dell, but this is extremely rare. There is speculation that the well on the island was created by Aidon the Goddess of Water, however this is just human legend and lore; the true origins are entirely unknown.

Dragina Ruins
Location: The Psychic Island of Peldane.
History: The fortress-city Verooth was the greatest symbol of the might of the Dragina Empire for nearly a hundred and fifty years. Tergata's mighty walls, Citadel's shifting passages, Boldragoth's sorcerous defenses all paled before Rein's lair. It was constructed of Dian stone and Dzanatori sorcery, a single massive edifice infused with the strength and will of its lord. When Dragina spies heard of the fall of Tergata, they smiled to themselves, knowing that now Verooth had a time to beat.
And then both Rein and his Voice disappeared.
For five years, Verooth still stood as a symbol that the Dragina Empire would outlive its founder.
And then came the War of Stone and Flame.
Verooth was torn apart from within during one of the first major engagements of the two Knights Templar, Keldris destroying entire wings of Rein's palace to delay Kristoff's reinforcements while his troops gathered as many of the secrets of the Weapon Project and the Mind Breakers as possible. The city that was meant to be the momument to the everlasting Dragon Emperor was torn apart even as his empire was. For weeks, Emerald and Crimson forces clashed in the shattered halls, until finally the last of the masterworks of the Dragina Empire had been either saved or destroyed, and Peldane was abandoned.
Since the Battle of the Emerald Spire, Verooth has lain in ruins. This is no doubt partially due to the will of both Keldremad and Dilosia that the island remain unclaimed; both the Order of Enlightenment and the remnants of the Emerald Knights have come down hard on any attempts to resettle the Ruins. In one case, a small detachment of mageships blasted one of the still-intact wings of the fortress into dust after rumors spread that elements of the New Siber underworld were using it as a storage depot.
The Dragina Ruins have been plundered of magical and technological artifacts. Keldrian and New Dilosian forces periodically check to be sure that none have attempted to reclaim the isle.
Despite these claims, every once in a while some group of adventurers decides to investigate the ruins, be it for either treasure or simple exploration. Most return empty-handed, and some never do, fueling the stories once more and continuing the cycle.
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