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You've slipped through the ephemeral veil of gossamer that separates your own world from ours. It is a train which mysteriously brought you here. These trains also serve as our lifeblood by interconnecting our six dimensions.

Hialao is the nucleus, a modern, sunny and hospitable seaside realm; Wildewall is steeped in tradition, good for those with archaic roots and a taste for wilderness; Elestis is the fantasy land of ever-tumbling magic and whimsical imagination; Parse whirs like the massive digital machine that it is, advanced and technological.

Barrows is the breeding ground of chaos, with refrains of grunge and anachronistic crime; Tethya is the small but glorious underwater world reminiscent of Victorian times; and those who don't feel at home in any of these places, or simply like to wander, are known as Drifters.

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not wanting any citizen of wildewall to be without some sort of protection, military outposts were built in order to further keep their dimension safe. these outposts are often very well hidden, which is what they desire, but they are obvious once they are in view. they remain far enough away from each settlement to prevent future problems, but that is not their only role. the soldiers in these outposts are the first line of defense against attackers coming toward the town. they can easily send back a messenger to give the town time to prepare. although these outposts are not the most comfortable places to reside, at least they do the job they are meant to - protect.
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there was a time when there were citizens of wildewall who grew tired of the upbeat lifestyle of the large town. they wished for a quiet, simple life, which was what they created for themselves. throughout the forests of wildewall, there are many smaller settlements that simply want a life of peace and serenity without the loud atmosphere the town held. they grow their own food, often shipping some of it to the bazaar to show they mean no harm to anyone. of course, with only the outposts that are farther away from them, these people are often defenseless against any outside force. many of them know how to fight on their own, others are simply to weak to defend themselves.
Misunderstood Meetings
Apr 22 2017, 08:14 PM
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as well as those that chose to leave for peace, there are those that chose to leave to live a life suited to themselves. just like the settlements, bandit camps reside within the forests of wildewall. these camps can hold anywhere from one bandit to twenty or more of them. their homes and fires are often a dead giveaway, and it is best to simply walk away from them. the bandits of wildewall are smart - they have to be to survive. they often steal from the settlements or fishermen, often choosing to resell those stolen goods for a profit at the bazaar. these men and women are dangerous - it is advised to simply avoid them. unless, of course, you are one of them.
fight or flight
Apr 28 2017, 07:34 AM
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the citizens of wildewall are free to choose a religion they closely believe in, which has lead the construction of various shrines and temples. many of these places are simply abandoned ruins, but there are rumours to be treasure in a few of them. these buildings range from small to large, each with the same purpose in mind. there are always new shrines popping up to a new idol. it’s hard to imagine how many there are in the forests of wildewall. one thing is certain, there will always be a new one right around the corner.
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