A Plethora of Worlds
Worldbuilding and setting design is our bread and butter here at Daylight Publications, with all of our projects focusing heavily on narrative story and most of our content designed around being able to work easily into someone's world. We have a special philosophy when it comes to designing worlds, as explained with our acronym GUNK:
- Genre-mash the crap out of everything. Building a setting that is strictly one kind of fantasy or one kind of sci-fi can make for totally evocative worlds, but what we like to do is take two or three genres and slam them together into wild and exciting combinations. This provides both opportunity for Alders to build exciting arcs, and for Wanderers to take a look at how their character could fit.
- Unlearn tired tropes. In the world of tabletop gaming and fantasy and science fiction writing, there are many different tropes and themes and storylines - many often rooted in colonialism or bioessentialism or racism - that have been the norm for a long time, but we always try to find ways to spin these things on their heads.
- New voices lead to new ideas. Creating with your core group of creative friends is always a blast, but we at Daylight work hard to ensure that especially in worldbuilding explorations to include people from numerous different walks of life. Not only is this how the creative world thrives and prospers, it also helps our teams grow and learn themselves.
- Know when to say "Yes". This piece we like to think about as if you are doing an improv game: always say "Yes, and" rather than "No, but." Many of our settings began out of simple ideas that would not have blossomed into something bigger if not through collaborative challenge and pushing to make something new, saying "Yes" to new concepts or ideas.
Modan is a modern fantasy setting inspired by media like Elemental, Zootopia, Onward, Hellboy, film noir, Dinotopia, and Big Hero 6. The island of Modan is mobile, moving throughout the seas of its world with giant turbines underwater that help power the island, and is split into three districts that grow up the island from west to east. First is Westborough, full of artisan farms and studios, covered in lush green cloudforests and jungles with shimmering beaches; second is Centerborough, also known as Shine City, the technological and suburban city hub of Modan where neon lights and great sights thrive; and finally Eastborough, the high alpine forests and rugged mountains providing homes to many scientific labs and sites as well as numerous hiking trails. Modan is a DayLITE world that can be perfect for any kind of game you want to run, and is set up to work for any age group!
Other Titles in the World of Modan |
New Ry'laeh City is an eldritch noir setting inspired by media like The Maltese Falcon, Casablanca, cryptozoology and eldritch horror pulp stories. This island chain sits not far off the coast of the Aardic state of Miskant, founded and built by a missionary of the Church of Sasquatch as a place away from the overbearing government of the Aardic States. It was here that PolypPower appeared, technology powered by eldritch beasts, but the Ministerium Cryptizolas pushes back, wary of what might happen. East Ry'laeh is the seat of industry where PolypPower hold sway, while in West Ry'laeh the more rural communities of Ministerium faithful try to hold to their ancient culture. Built especially to be played using our Noir mod for DayLITE: Fantasy, New Ry'laeh City is a dark and gritty setting for those Wanderers and Alders wanting a change of pace that thrusts them into a world slowly eating itself.
Other Titles in the World of New Ry'laeh City |
Aesyr is a post-apocalyptic trollpunk setting inspired by media like WildStar, Bionicle, Indiana Jones, The Librarian, Oblivion (the movie), and pulp adventure stories. Aesyr - or Khthatai as it was once called - was once ruled over by trolls who crafted biotechnological marvels that allowed them to Ascend to near-godhood, until mortal slaves were able to find ways to use the Ascension protocols themselves and drive the trolls back out of the lands of their new home. Themes of survival and reclamation are central to campaigns played in Aesyr, with many frontiersfolk and farmers having to find ways to make something out of the dangerous landscape that they have inherited. Ancient troll technology is scattered here and there, jutting from the landscape or having been grown over, and often it is the boom of an explosion or the crack of a spellslinger's rifle that sets worry into the hearts of many who dread when the trolls would return. Aesyr is perfect for those Wanderers and Alders looking for a rough-and-tumble world where survival of the fittest might not always mean victory, and where traversing wide open spaces is just as dangerous as exploring ancient troll vaults.
Other Titles in the World of Aesyr |
Ramia is a dark fantasy world inspired by media such as Dishonored, Conan the Barbarian, Southeast Asian mythology, gnostic and chthonic folklore, and ancient history. It is a relatively young world compared to many of our other settings, with only one thousand years having passed since creation ended. It is a world of constant political turmoil, where the elder guardians of the world - spirits, giants, trolls, marsh whales, and dragons - have since departed from the world or gone deep into hiding, leaving it to mortals to try and remedy. Numerous kingdoms have formed and fragmented, and now the threat of imperialism empowered by burgeoning magitech looms. Ramia is perfect for Alders and Wanderers who want to make a mark on the face of a new world and be movers and shakers - whether it is through political means or spiritual ones.
Other Titles in the World of Ramia |
Abysara is a setting inspired by media like Stardew Valley, Bionicle, Atlantis: The Lost Empire, and Aquaman comics. It presents an idyllic sea-cliffside city of coral towers and waving kelp forests, where art and creativity and adventure thrives. The origins of Abysara are shadowed and truly known only to the Priests of Maethky, who have recorded that the city was formed when the great celestial robot Maethky plummeted from the cosmos and released the contents of their bodily labs into the oceans of the world of Benthys. However, while from the ruins of their corpse civilization flourished, ancient evils existed on Benthys long before the building of Abysara, and in dark corners, the words of the Abyssal Kings is beginning to grow once more. Abysara is built in a way that each level of the city could provide Wanderers and Alders a wide variety of arcs and shenanigans, and while it is warm and cozy and bright, there is a darker undertone perfect for seeding plots.
Other Titles in the World of Abysara |
Daejora is a whimsical fantasy setting inspired by the arts and romanticism, a world where gods dance beneath an ancient semi-sentient chandelier called the Galamorn and represent the primordial elements. The City of the Dance Eternal is an homage to painting and song and dance and sculpture and writing and poetry and love, all wrapped up in a bright package. But don't let that fool you, for even though Daejora is wonderful and fun, there are darker forces at play beyond its borders and beneath the mists of the great cliff it rises up. The God of Sound - once a talented musician who was spurned by the gods of their time - attacks with great soundstorms, their sound elementals battering the city every few generations and leaving it in shambles. Daejora is a perfect setting for those Wanderers and Alders who wish to focus on truly character-driven storytelling, where the only battle is competitive street dancing and the highest stakes is who will win the fashion show. But don't let your guard down, for the factions of Daejora have their eyes on many.
Other Titles in the World of Daejora |
Haldskyr is a cosmic fantasy world inspired by media like Bionicle, Norse mythology, the Zodiac, Tarot, and Rom: Space Knight. Having just recovered from the Great War - one of many ancient conflicts between the Heroes of the Watching Stars and the devouring Void - Haldskyr is in search of new Heroes who will help not in combat, but in rebuilding and pushing the world towards a new and better outcome, while also uncovering its own lost history from previous Wars and conflicts. Depending on which of the twelve Watching Stars Wanderers are born under, they will receive a special boon, and that Star shall always be observing them. Haldskyr is built especially for those Wanderers and Alders who want to feel like their characters are truly epsilons of what someone could become, and who are working to help make a true difference in the future of the three domains of Solanor, Kuinos, and Astra. But the Void still hungers, and still waits.
Other Titles in the World of Haldskyr |
Espamena is a swashbuckling romance setting inspired by media like The Count of Monte Cristo, Captain Blood, Pirates of the Caribbean, Master & Commander, Horatio Hornblower, and Assassin's Creed. Hundreds of years ago, refugees from a dying continent set sail into powerful storms guided by the waemren. These elemental masters helped the ships drive through the storms, unknowingly sailing through a rift in space-time and arriving on an entirely different world unknown to them that had once been inhabited by an ancient people called the Espamenat. The colossal archipelago was named after these vanished peoples, and as the trade houses and ports boomed, archeologists dug deeper. Espamena is a world perfect for those Alders and Wanderers who wish to duel and become legends in the streets of the ports of the world, but also engage in political and mercantile espionage. Join one of the nine houses or go to dueling college or delve deeper into why the Espamenat truly disappeared.
Other Titles in the World of Espamena |
Solas is a hopeful solarpunk world inspired by conservation, the arts, and that ONE Chobani commerical that pops up every so often. A world that came about after a horrific war against shadows from Beyond, the people of Solas and their gods built powerful mecha - Titans - to help protect them. Today, the Titans have become cores of the seven cities that rise from beautiful landscape of the world, and while some slumber, others have long since faded. Agriculture and art is the center of Solasi society, and is meant to be a cozy warm place to relax and thrive. Solas is a DayLITE setting where Wanderers and Alders can build meaningful stories with low stakes, living out solar and hydropunk lives on bustling farms and worrying more about if the next crop will come in. But, it can also seed dark rumors as threats of the shadow and their agents spread.
Other Titles in the World of Solas |
Gwydion is a dark low fantasy world inspired by Celtic mythology, Conan the Barbarian, zombie movies, and the Prydane Chronicles. A gritty and war torn world that was once a battlefield between gods and mortals and ancient spirits, the gods eventually decided to leave Gwydion and their bloodshed behind, not realizing that in this they had left the people of the land victim to an ancient enemy that would rise again. The Righaradach - once an ancient enemy of the gods and now an undead tyrant swarming the land with their mummified soldiers - has set out to reclaim the lands of Gwydion as their own, and all the kingdoms (often kingless) are fighting back. It is unknown if they can resurrect the long-dead magics of the land that the gods left behind to help save them, or if the realms will need to put old animosities aside to work together. Gwydion is a setting built for those Alders and Wanderers who want a gritty survival-filled world, where powerful bog mummy soldiers hide in the dark, and where the kingdoms are needing heroes in their darkest hour.
Other Titles in the World of Gwydion |
Paddock is a cozycore pastoral world inspired by media like Stardew Valley, Redwall, Animal Crossing, Mouse Guard, Brambly Hedge, and the Bone graphic novel series. Here, neighbors look after one another, and the biggest danger in town is that someone beat someone else at the pie making competition. Paddock is a big island full of tiny folk, with huge swathes of wilderness completely unexplored and untouched, and many ancient ruins and remnants of something long ago that almost no one has any interest in learning about. Paddock was specially designed with younger Wanderers in mind, allowing Alders to build simple arcs with basic characters that can expand and explore as they want! However, that doesn't mean that it's just for youngins - older groups could very easily enjoy the good natured cottagecore lives of townsfolk where big problems are often little things.
Other Titles in the World of Paddock |
Drakon is a draconic fantasy world inspired by media like Eragon, Lord of the Rings, and classic fantasy adventure stories. Here dragons are truly the core of life, split into three "nations" adhering to either the crystal, beast, or forge dragons. However, it is also a world that is struggling to handle the brutal conquest of a long-dead warlord known as Vrela Ironclaw, who decimated the ancient cultural landmarks of the original peoples of Drakon. Today, the dragons and mortals work together to ensure that another Vrela does not rise, even though in the darkness of old war halls, there are those who speak of her power with envy. Drakon is a DayLITE setting perfect for those Wanderers who love dragons, want to be around dragons, and want to make a core piece of their story exploration helping rebuild and rediscover. Drakon is a world about faith in the future and faith in your fellow person, but trust can be bought by other means.
Other Titles in the World of Drakon |
Almsford is an mist-shrouded valley inspired by Appalachian folk tales and eldritch horror, where a curse shouted in reckless abandon doomed the denizens of a once beautiful and pastoral country. Almsford is contained to a wide sweeping valley, surrounded by dense fogs and mists on all sides that when one wanders into them they either are consumed by creatures within or the fogs themselves. Occasionally someone might appear from them, cast from another world into the deadly woods and mountains and wetlands of Almsford. The Almsford Knights do what they can to keep the commonfolk safe, and in the wilderness, something else seems to help keep things at bay, like the Mossy Wight. Almsford is the perfect world for giving your Wanderers a chance to delve into psychological horror with eldritch themes, to see where nature and the environment becomes just as much a character as them.
Other Titles in the World of Almsford |
Gwaeth is a post apocalyptic setting inspired by media like WildStar, Mad Max, the Shanara series, Pacific Rim, Seven Deadly Sins, and Warhammer 40k. An old and long-scarred world, Gwaeth has seen eldritch titans drown and devour entire continents, watched as empires crushed those they deemed less worthy, and now new magitechnology beginning to be used for both good and ill purposes. Gwaeth presents Alders and Wanderers with a look into a world that has been ravaged and long destroyed but now being rebuilt, and offers them a chance to step into a landscape that is in need of architects. Old hostilities run deep, and the pains of colonialism and oppression by greater powers are still felt, if not actively trying to be reestablished. Push back and fight hard!
Other Titles in the World of Gwaeth |
Agartha comes from two-fold origins: one within ancient Judeo-Christian legends, and second from a long-failed Kickstarter a few years back. For eons, the great cosmic dragon Agartha swam through the stars, helping bring life to young worlds, coaxing their awakening into true homeworlds with its impressive control of the Zurn, the lifeforce of the universe. There were some in the galaxy who longed for this power, and as Agartha began to reach the end of its life, these four struck. Their names were Vehtrun, Goruf, Gogmagog, and Dagon; four greedy Great Beings who had struggled for eons to gain followings and draw power as Agartha had. With their combined force, they pushed the weakened cosmic dragon into a corner of the galaxy where few dwelt, and pushed it into a deep comatic sleep, so near death that any waking of it would spell doom for the creature. Its power did not disappear, but seemed to begin to grow and rebuild as it slumbered. Around it, the four beings erected a great crystalline pillar, a generator of immense galactic might, and they thus began their experiment. Agartha is a world perfect for Wanderers and Alders that want to feel as if they are trying to break the simulation, or to have them start off as blissfully unaware.
Other Titles in the World of Agartha |
Hexgrove Academy explores and expands on the discussion of magic within the DayLITE multiverse, while also creating and designing our own take on the magic school archetype. While Hexanth operates as a demiplane within the greater DayLITE cosmos, it can also easily be plopped into other settings without much need for tweaking. However, the biggest part of this book is solid mechanics on how magic works. There are four core concepts when using magic within the DayLITE multiverse. Magic has a cost: there are four tiers of magic that pull from mana and from Heart Points. The stronger the magic, the more energy it requires. This is something that some people often forget when weaving spells, that you could deplete your entire life force just by attempting to conjure. Magic is of the imagination: rather than building and designing umpteen million spell lists, we have simply provided examples of what a spell might look like or do at the according tiers. From there, it is up to the wanderer to decide how their spells look and feel within the confines of the game that they and the Alder have agreed to. Magic is not monotone: just because someone might focus in iffas magic doesn’t mean that that is the only magic they can cast. Often you might see mages using three of the Charter magics, maybe even four. Variety is the spice of life, or so the saying goes. Mix up your stuff. Magic leaves a mark: you are not going to go unscathed if you have been using magic for years. For example, if someone has devoted their lives to using shoggri magic, shadowy tentacles might slowly ink themselves around your forearms, or perhaps as an arkaenad mage, your eyes might always sparkle with lighting. Hexgrove offers not only a setting, but a whole plethora of new mechanics.
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It is believed that almost eight thousand years have passed since the first eight riders and their dragons arrived in the valley, and since then the valley has changed, containing wild environments to train in and explore, the eight colleges of the Wing Campus, and even several towns and outposts that have sprung up over the millennia. While you can stumble across Draighold Valley, it sometimes needs a little pushing, a little coaxing. This job often is handed off to advisors, meteorite dragons disguised as common storytellers or peddlers or wanderers will explore the world, keeping their eyes and ears peeled for the telltale signs of a rider, and, when needed, offer a teensy itsy bitsy nudge. And from there, their road will bring them onward. Draighold Valley is pretty self explanatory: it is for all those of us who grew up wishing that we might find a dragon egg in the forest, that a dragon might fly over and bond with us, or that somewhere, there might be a place where dragons are real. Unlike our other draconic themed settings - where they are in set locked worlds - Draighold Valley is a location where it could pop up anywhere in your various homebrew worlds, or one of our published ones you picked up. Draighold is designed at its core to leave it open to Alders and Wanderers as to how it appears in the world you are all playing in, but also so that your entire arc could take place within the valley itself! Each region of the valley is designed to support different kinds of play, so you could have survival horror up in Frostpillar Tundra, or cozycore slice-of-life in Goldenwheat. Rather than building clunky mechanics for how dragon riding would work, we leave that open to you all and how your tables prefer to play. So, grab your school bag, hop on your winged friend, and head to class!
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Gohtykka is a setting for DayLITE: Fantasy that bases itself in the themes and theories of Gothic horror. Gothic horror as a literature subgenre is believed to have its origins with the publication of The Castle of Otranto by Horace Walpole in 1764, but most know it from books like Mary Shelley’s Frankenstein (1818) or Bram Stoker’s Dracula (1887). The genre focuses on the idea of humanity versus fear - with the fear often being either man-made or supernatural in some aspect. With Frankenstein, Shelley shares fears of modern science as Europe finished its Enlightenment three years prior to its publication. Another popular example is Robert Louis Stevenson's The Strange Case of Dr. Jekyll and Mr. Hyde (1886). It explores the dark side of humanity; whether or not it is the serum formulated by Jekyll that creates Hyde, or if Hyde was there all along. With this in mind, we have worked to craft Gohtykka in a way that allows for a variety of subsets of Gothic horror to grow and flourish across the different realms, while being candid about the themes and content within each area. In the opening of the four realms, writers have shared content warnings to alert you to what might appear in those, so that you can make a choice about if it's for you or not. Alternatively, you could easily take chunks of Gohtykka and include them in various DayLITE settings or even your homebrewed ones. Horror isn't everyone's jam - it certainly isn't mine - but we know there are folks out there who deeply enjoy the genre, so we wanted to explore its roots!
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Adelphos is an homage to old pulpy adventure stories and grungy gritty scrapper sci-fi, taking your average space-faring gang and setting them down on a world that is ancient and still very much active. But it is also a chance for us to revisit an old setting and breath new life into it through a new system. We might have lived here, but its been millions of years. All life within the DayLITE: Sci-Fi universe originated on this planet - all sentient life, that is. Adelphos was lost due to the hubris of another people, and because of that, was forgotten for eons. The Adelphos today is a deadlier, more primeval, more wild place than it was, and while many communities call it home now, it hasn’t been for a while. The landscape is alive and massive. Adelphos is huge, 39 billion square kilometers, while the territory of Haven is only roughly 17 million square kilometers. The various homesteads and burgeoning cities of Haven are ants amongst the wild rugged landscape under which ancient ruins sit in standby mode or colossal kaijin slumber. Adventure is out there...and so is death. 99% of the planet wants to kill you in some way or another: whether planned or accidental. Powerful storms, massive creatures, ancient constructs, the works. It takes a good group of junkers and a lot of smarts to keep it together and stay safe, but all it takes is one idiot and everything goes to shit. This is a planet where hours and hours of campaigns could be played, all without ever leaving the atmosphere.
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Yndurvaetra came out of two key design choices: remove the mythology that has been co-opted by fascist and white supremacist groups WHILE bringing to life new multicultural takes on Norse mythology. With an incredibly diverse team, we set to building this - say it with me - cosmic cyber space fantasy setting inspired by Nordic tales and sagas. It is a lot, BUT, we think it came together pretty well. Ragnarok came, happened, destroyed, and now the universe is healing. The Ragnarok Virus decimated the Program, the name given to all living things: some learned to cope with its affects, while others have had to keep fighting to keep it at bay. Many gods were killed in this conflict, along with many worlds, and the galaxy feels a little emptier, but it is slowly on the mend. Gods are more than gods: deities in this universe are more than Great Beings, they are programs from either the Vanian or Aesin Protocols, created by the Ymyryn Directive in order to establish balance and organization to the universe. Some gods have had to step in and take on more roles due to the depths of others, while others are slowly succumbing to old corruption thought wiped. Alliances are frayed and trust sparse: once completely unified together, many of the gods and goddesses of creation now rarely work together, or completely ignore the others. Some have been entirely reborn due to dying in Ragnarok and gaining new bodies, or others must work to rebuild what is lost. Most simply look out for themselves. This is a setting for those Wanderers and Alders who love genre-mash fun, and want to explore the post apocalypse genre in space with a Nordic cyberpunk twist.
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Thaldar has several origin points with inspiration, with some of the major ones being Mass Effect, Planet Hulk, WildStar, and Borderlands. Thaldar drops wanderers into a forgotten system that was once the laboratory of Ptkaldi'san'odra, a famed and now reviled Ahdan scientist who came to the system to attempt to save his world during the Cataclysm Wars, only to discover something far worse. The Thaldar System is often referred to in hushed tones as Ptkaldi's Station, pointing at its somewhat dark history. The system is home to only a set of three small moons and a large central planet, but very little was known about the world or its moons as a whole, until ten years ago when exploration began. A preliminary excavation site was made on one of the three moons, a relatively temperate one designated Thald-2, and a shocking discovery was made: the moon wasn't a moon, but a dormant space station. Its core was not magma or stone, but smooth alien metal, seeming to give off a pulse, like a heartbeat. The Thaldar system was originally composed of Thald Prime and two moons, currently designated Thald-3 and Thald-4. Many centuries prior, a far-off asteroid collision sent a field of interstellar debris barrelling towards the Thaldar system. Over time, the velocity of the debris field reduced, and as it approached Thaldaran space, the scattered pieces found a home in the orbit of Thald Prime. The largest piece of debris would later form the foundation for Thald-2’s construction, the Ahdian space station built hastily around it...but there is more to this story. This is a system of planets for Wanderers and Alders who want biohorror and darkness, where suspense and urvival is most important.
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Big Iron came about because of two things: a mutual love for Westerns and a mutual appreciation for the oft-ignored movie Treasure Planet. Now, when analyzing the Western genre, there are obviously many problematic elements within Westerns. With a diverse team, we hope to offer a different take on the genre, as well as explore and rewrite some of the tropes that often appear within the media. In order to grasp the core of Big Iron, there are three facets of the setting as a whole. The original residents of the system are pissed and not fans of the colonizers who have shown up. Across the Bygryn System are numerous efforts to either coexist, drive out, or create a mutual understanding with outsiders. From the saurian-like Kazanak of Tumbleweed to the faeries of Mustang, voices are being made to be heard. Big Iron is part of a long forgotten experiment. Like much of the universe, some planets were giant laboratories for the various powers that once were. The planets might have habitable lands that look just like places back home, but delve deeper and things are not what they seem. Lawlessness is the law. It is more apt to say that the lawless organize and run the Bygryn System than anyone else, even moreso than the corporations working their way in. Think quick and think fast to avoid conflict with the gangs at be.
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Dagda City takes two things that many people know: Celtic and Gaelic mythology and cyberpunk, and smashes them together into one massive genre mess. The ancient British Isles are now reimagined as the dark lands of Erydn, the five Burghs of Dagda City beholden to Queen Cerridwen’s rule. Some places still hold out in the hopes that they will be able to drive her terrifying HEX energies out of this world and back to where they came from, but that hope is fading. When playing in Dagda City, there are three facets to understand. Resistance is rare, but not gone. While most powerful beings have succumbed to the HEX and now serve Cerridwen, there are others who are starting to use that malignant energy to their advantage to sew chaos in every way they can. Even from those that Cerridwen would have assumed closest to her - such as Morrigan, her former lover and now head of security. Magick remains, held strong by old followers. While technology is now the name of the game, magick still lingers on in many places around the Burghs of Dagda City, often weilded by those who would wish for Cerridwen’s rule to fall. Tech and magick do not mix, and the witch-queen has yet to find a way to end it. Lugh and Cernunnos and their network of rebels works to keep magick humming, and remind the people of its old presence. Cerridwen is dying. She has lived for thousands of years, but is now more machine than goddess, and after her terrifying fight with Cernnunos that almost left her dead, Cerridwen must find a solution: that solution being the child that grows within her, fathered by Cu Chuliann and infused with her own HEX signature. When she dies, she will be reborn from her old body, and her reign will continue.
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An upcoming setting from Daylight Publications, Ixla Tanis is a reimagination of the Atlantis myth that removes much of the Nazi and Aryan elements of the stories to create something entirely new focusing on rebuilding, conservation, hope, and art. Below is a little excerpt from the book:
If one were to look towards the island from beyond the great obsidian reef, it would appear as almost a tiered city, the great volcano of Kho rising up, a thin pall of smoke puffing from its top, high mountains rising behind it and an even higher glacier towering above. Around the caldera of the volcano and down to about the middle of its height is the city of Ohtla, built from the remnants of the old laboratory that used to be here. Beautiful glass towers rise amongst thick groves of ancient trees, and greenery is everywhere to be seen. The city gives way to expansive terrace farms which make up the majority of the homestead of Farmfarrow, one of the five sections of the island. Bisected by two large lava channels that allow Kho to vent and relieve pressure, the island is split into three other regions: the sandstone deserts and canyons of Dustdwemml, the deep jungles of Greenmoss, and the wide steppes of Windyroad. These homesteads all originated as contained biospheres back before the Ice Age, but beneath the glacier as time went on, the biospheres collapses, and the environments expanded, creating new life and ecosystems. Surrounded by two moats - one of expansive lava fields and a high obsidian reef made over millions of years of lava flows, the second deep icy glacial water - the ice then rises back up to surround and protect the island. But, as more and more of it slowly melts, old remnants of the past world begin to be revealed. |