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Metioth: The World & More

It's time to get you acquainted with the world of Metioth, the planet that Glyphith is located on, the planet that all Kwillian inhabit. Once a fully biodiverse planet of orange deserts, green forests, barren taigas, and rolling fields of lush green grass, Metioth has been reduced to a rotten shell of its former beauty by the apocalyptic event known as the Great Collapse. What remains of civilization have split into factions, fighting tooth and claw, sword and arrow, over the remnants of a broken world.

The Map

Though there's rumors of glowing images that show the entire world of Metioth, hidden deep in the forbidden ruins of old from before the collapse, much of Metioth is unknown and unexplored. This is due to a lack of strong ships for sailing, and the deep caverns that expand under the rolling seas being too hot and dangerous for any normal Kwillian to traverse.

This is the map of the known world, what's been seen and charted by those lived to tell the tale, or looted off the bodies found of the unfortunate souls that didn't.


These are the maps of Altuar, including the two factions that war for what remains. The map is split between the two factions, each having their own capital city housing the royal family of that factions. Let's take a look at the two factions and all of the notable towns, cities, and villages.

The East Empire

Prevelin

Dragonsperch

Glyphith

Windoor

Wayside

West Halbor

Tarvia

Ironwood Keep

Glades Edge

Shorebreeze

Mossrow

Though these are the most known of communities, there are plenty of outlying villages and mountain keeps that dot the land either simply unnamed or, unowned by either faction and striving to survive without the interference of a higher power...

The Factions & The Territories

The two main factions of the continent of Altuar are The East Empire of Altuar and their rival, the West Halbor. The Empire dominates much of Altuar's surface territory, easily distinguishable the bigger faction when looking at the area from a birds-eye view. However when it comes to the tunnels, caverns, and carved out cities of the expansive underground of Altuar, the factions have managed to split the territories evenly.

However, these territory boundaries are vague and faded as it's not uncommon to see Imperial soldiers or merchants on the West Halbor's side of the known world, nor is it unusual to see small groups of West Halbor soldiers or hunters strolling through the Imperial Lands.

The East Empire of Altuar

The leader of The Empire, Emperor Elliot, though he is beloved by many in his empire isn't a universally adored figure- not even by his own citizens. Though those with wealth or in the middle class tend to adore him and fawn over his tactical prowess, expansive feasts, and lax taxes; those sentenced to work in the Deep Mines have a differing opinion on the so-called Beloved Emperor.

It isn't exactly a secret that city criminals in the Empire face harsh punishment, the most common one? Condemnation to the Deep Mines, which are long winding mining tunnels accessed through mine entrances located in the subterranean portion of The East Empire. The Deep Mines are unstable and dangerous, with the prisoners sentenced there ordered to mine out as much Ilitherium, a rare and volatile gem, as they can. It is not uncommon for unstable veins to explode, resulting in mass casualties.

Thankfully, criminals in small towns or petty criminals are sentenced to much less harsh punishment. Instead of the Deep Mine where death is common, sometimes even expected, they're sentenced to a limited time of working in The Surface Quarries, searching for a much less volatile and much more commonly useful material: Purithiul. Able to be grown into massive spires by Crystal Kwillians, or simply carried in jewelry, this material is highly receptive to the purifying abilities of a Purity Kwillian. This same mineral coupled with purity magic is what forms the bubbles over surface towns and cities, keeping such things as The Twisted or Hounds of the Night at bay.

Unlike West Halbor, many denizens of The Empire believe in the Great Collapse, holding it true to their heart that the event was caused by their ancestor's hubris and greed. It's often seen as blasphemy to speak as if the Collapse is a myth, especially if spoke about in one of The Empire's two Major Cities. Such words can get an unexpecting Kwillian tossed into a cell for a night, or sent to a Quarry to work, depending on the constable's mood…

West Halbor

It's true when they say that a good king can never last, and nobody reflects that better than the former rule over West Halbor; King Sten. Regarded as a benevolent and kind ruler, King Sten had only the best intentions for his kingdom and its citizens at heart. Low taxes, sending a military platoon for any threat- even to dispatch small groups of bandits threatening barely established villages.

Perhaps his lack of greed for wealth is what spurred the assassination of this kind-hearted and loving king, perhaps it was that he saw no issue in letting corruption Kwillians live in the Capital City, welcoming them as he did any other of the denizens of West Halbor. The motives are unknown, all that's certain is that someone killed the king, and nobody knows who.

Now the nobles of West Halbor fight over who deserves the throne that King Sten once sat upon with the late King's son and son's guard in training gone from the Kingdom. Nobles argue that one of them should take the throne as they're of noble blood, many argue that the King's advisor who must hold the same views as their beloved King Sten must take over the throne, and many still weep for the loss of their King and demand a search for the lost prince begin.

West Halbor is often seen as a rural, barely controlled wilderness. The Twisted and Hounds of the Night are plentiful in the surface area of the territory, their numbers only thinned by lone Hunters looking for Game and dispatching the corrupted creatures in the process. However, what many outside the Kingdom don't know is that the real beauty of West Halbor lies under their very feet; the caverns. Much safer than the tunnels of The Empire, it's a known fact that the very Capital of West Halbor, Tarvia, lies as a city of crystal and stone, walls veined with gold and silver, a city threaded with marble roads that wind between beautiful buildings.

The only well-known above-ground settlement that West Halbor holds? Ironwood Keep, walls of stone keep out any unwanted intruders, with Purithiul gems placed strategically within the walls to repel the would-be threats of The Twisted that roam the area.

Notable Cities, Towns, and Villages

Want to learn more about the named Cities, Towns, and Villages? Check out their individual pages- oh... hm. It looks like only Glyphith is available at the moment... I'm sure there'll be more here later.


Wayside

Seated in the East Empire close to the Twist Woods, town specializes in producing lumber and truffles from the nearby Twister Woods and their own orchards. For a town with plenty of Quillboars to root through the trees and a populace unafraid of what lurks in the dark, it's surprising how standoffish and hostile the population is. Usually though, once the population has been assured and given confirmation that you're not a monster, they're usually quite friendly and ready to share their truffle dishes!

Mossrow

A small farming town in West Halbor, most would consider it too small to even bother putting on the map. However, Mossrow has a remarkable wonder of nature, the Elder Tree. The Elder Tree is a tree that's been standing for all time, its roots reach far and the plant pulses a radiating purifying magic, nulifying the need for a protective dome to prevent monsters. The population is friendly, if not a little odd, living in houses built around and under the roots.

Shorebreeze

Underground in West Halbor, Shorebreeze has one export and one export only; fish, and lots of it. The town is made up of almost entirely Ice and Water Kwillian who have grown used to the chill of the air near the the Underwater Caverns where they live. The two alignments work in tandem to first freeze the tops of the water so that they can be stood on to walk further out, before breaking the ice in areas and using water magic to surge great amounts of fish from the deep. The populace is often well furred or scaled, with extra padding to protect against the cold air. Despite the chilly temperature and cold looks, Shorebreeze residents are welcoming to outsiders, always interested in hearing about what's going on above ground.

Windoor

Settled closer to the coast in the East Empire, Windoor is more seabound than most towns and with rivers running all around it, Windoor's main exports are fish and glass as they sit near a plenty of deposits of sand. The town of fishermen and sailors is one of if not the friendliest there is, and they just love to tell stories to travelers who come through. One urban legend tells of the Great Twisting Eel, a massive Eel so long that it could wrap itself around a mountain, and still have enough body left for its tail to reach the sea. There's also whispers of having seen odd creatures in the water, with some fishermen reporting seeing eyes staring back at them...

Gladesedge

Seated underground in West Halbor on the brink of the Lush Caverns, Gladesedge's residents are suspicious of newcomers and don't make a habit of warming up to strangers. Working in the Lush Caverns to gather Veneberra Eggs for the pet trade and mining the tunnels around their home, Gladesedge has been the topic of many rumors. Mainly entailing secret blackmarket trades going on in the town, such as adult Veneberra being captured and sold, Spindle Hounds being taxidermied and sold for exorbitant price, and, a rumor coming from the town itself. One that entails an odd scuttling sound in the tunnels.

Ironwood Keep

Ironwood is seated in West Halbor, but all walks of life, and members of all factions, often meet up in the town once a year for the annual meeting of The Hunters Guilds. Ironwood's main exports are unsurprisingly the cured meats and cleaned pelts of the creatures that the hunter population slay. Whether it be a monsterous creature coming from the dark to feast upon their flesh, or simply wildlife hunted for food, nothing goes to waste in Ironwood. The towns exterior walls lined with spikes just screams stay away, but the population itself thought frosty at first, has plenty of stories to tell. And if there's one thing a Keeper likes to do, it's tell stories.

Dragonsperch

Dragonsperch is the only Non-Major City there is, seated in the East Empire, the City has unique infrustructure to accomodate the location of choice. An entire mountain, ranging from the base to the mountains peak where the City's Keep sits. Tunnels wind through the mountains, scaffolding clings to its rocky face, and buildings have been erected on top one of one another to make the most of the vertical space the mountain has granted. Each ring of the city is separated by an elevator, with the city growing more lavish and beautiful the further up you go. Not to say that the base of the mountains not quite stunning itself, as there's nothing the city prides itself with more than the beautiful aesthetics of their mountain home.

The Wildes

The Wilde's, the undiscovered or dangerous world that lies outside the patrolled borders of either city. Whether these be uncharted caverns, twisted woods that whisper of rot and sorrow, or the forbidden ruins of olden times, they all have one thing in common; danger lurks everywhere.

Whether it be Bandit, Outlaw, or Hound of the Night, these Wilde's are riddled with struggle and terror. There are only four well-known areas of the Wilde's. The Twisting Woods, Underwater Caverns, The Lush Caverns, and The Spirit's Glade. You can just click on the name of the area you wish to read about below!

The Twisting Woods, well known to many adventurers and hunters alike. They act as the border between The East Empire and West Halbor. Though there are a few paths cut through the swath of trees, paved to act as roads between the kingdoms, most of the forest lies as undiscoverable, and those roads have rules to them. Rules that much be followed lest a Kwillian disappear into the woods forever.

When passing between Kingdoms, it is important a Kwillian stays on the road, unless possessing a Moppet to guide them back out of the woods. The forest itself acts as if it's alive, shifting and rearranging itself, with only the roads themselves staying a constant. Were you to set one foot off that path, you would have to rely on a wild Moppet finding you and guiding you out of the woods if you were to make it out alive. Either that or pray a Kwillian with the Nature Affinity comes to your rescue.

More to be Discovered...


The Underwater Caverns, full of bioluminescent plants, these caverns are as they sound- completely underwater. Though this would normally be no challenge for any gilled Kwillian possessing the Water Affinity, there is one thing that blocks exploration of this cavern in any sizable group; Seekers. Semi-blind aquatic predators that can sense large movements in the water, these serpents will seek out any intruders in their sacred waters; and see to it that they never leave. Even lone Kwillians aren't safe, as being alone puts you at the mercy of any large water serpent or beast that may lurk in the waters.

Best to bring a nice glowing crystal if you plan on attempting a dive. Better yet, maybe it's best not to enter those caverns at all. Though many still brave it, simply to acquire a Gramble, or to test their zeal.

More to be Discovered...

The Lush Caverns, well known as the home to the Veneberra and one of the most dangerous places in the wild. Whether it's the Spindle Hounds that roam in packs or a venomous serpent that disguises itself like a vine, the Lush Caverns are full of threats ready to sink their teeth into any Kwillian who enters.

Though dangerous, it is arguably one of the most beautiful places you could ever see, full of mossy grass that's actually green, brown trees, vines, wildflowers, streams of pure groundwater. It's said that the Lush Caverns are the closest thing to what the Old World was like, back before the Collapse, before Kwillian. There have been many attempts to establish villages in the Lush Caverns, however each attempt has ended terribly. Whether the inhabitants were forced to leave by the threats or ripped to shreds by them, no village has managed to stand the test of time in the Lush Caverns.

More to be Discovered...

The Spirit Glade is a place of sorrow and unease. The Glade holds no outright threats, no dangerous creatures lurk in the thick mists that blanket the area. However, the mist itself acts as a danger. Its source is unknown, though what is known is that the mist begins to drive all who enter to the brink of insanity. Many it drives well over that brink, and into the crazed depths of their own mind.

Any who enter the Glade begin to immediately feel a creeping sense of unease as if they're being watched. This unease will grow over time, driving even the most hard-hearted of Kwillians to glance over their shoulder as nerves begin to fray and the mind begins to believe there is a threat. The shadowy figures and soft sobbing sounds made by Weepers don't help these fears.

Though they're harmless, Kwillians under the influence of the hallucinogenic effect of the mist will perceive many harmless things as threats. Slowly companions, beloved family, pets, and their very own reflections will become threats in their minds as their mind is warped, filled with fear and a growing feeling of something there. Many Kwillians begin to hallucinate their dead loved ones, their own flesh rotting or flaying off, and some have even been driven to remove their own eyes in terror. Safe to say it's not safe to enter the glade, there is no such thing as resisting the mist, all fall prey to the terror of The Spirit Glade.

More to be Discovered...