world of midria directed by terraraptor
Viewing sample resized to 55% of original (view original) Loading...
Description

Hajen, Castin Coast

The Far Tribes: Braving it out alone on the Castin Coast, it was only very recently that the empire even learned anyone was actually still alive way out there. The Castin Coast is the westernmost edge of the Myn continent, but between here and there lies an impassable toxic hellscape spanning thousands of miles - The Ghostlands. It is only thanks to the Hajen Mountain Range that the coast itself is protected from this toxic veil, though according to reports, the people of the coast are constantly at war with the threats that lumber their way out of the Ghostlands - a reality Ineo is all too familiar with, as it deals with the same problem here on the other side.

Even more intriguing, some races thought extinct after the Old World's collapse can still be found on the coast, such as the armadillo-like Lorican, as well as a few others. Occasionally, the elites of the empire debate among themselves, scheming ways to reach the coast, but that is easier said than done...

Lore dump: The Difficulty of Travel

The world is a big place, yet the people of Northern Myn find themselves confined to just this one corner of the planet, even after the empire has been rolling for hundreds of years. To reach the Castin Coast, there are four options:

One, trek through the Ghostlands on foot. Those who enter this region must bring their own oxygen and wear gas masks to filter out hiven gas - a fungal byproduct that spread out of control following the collapse of the Old World. Simply burning back its advance is a relentless, year-round struggle for Ineo, even before accounting for the unchecked calmite monstrosities wandering the waste.

Two, sail around the north. In atypically warm years, the Glacial Sea may thaw just enough to open a northern passage for a couple of summer months. However, there is not enough time to make a round trip within this narrow window. Furthermore, the bleak northern shores host only small villages, hardly equipped with the shipyards required to craft a vessel capable of surviving the trek.

Three, sail around from the south. However, there is a reason no one has reached the other continents in the Fifth Age, and why all ocean vessels are steel-plated along their bottoms. While terrestrial dragons eventually became peacefully aligned with humans, the same cannot be said for sea dragons. Even during the boom of the Old World, sea travel was rare — this is the domain of sea dragons, and they do not tolerate visitors. People relied on issure airships instead.

Finally, travel by issure airship. Ineo, however, does not possess one. There are supposedly only five left in existence: Our Lady Constant loiters above Myn, another hangs over Transaltia, and the remaining three have gone unseen for centuries. The "sky people" are an isolationist state and not aligned with Ineo, though they were cordial enough to pass along reports regarding the Far Tribes. Beyond that, do not expect any aid; they are fiercely paranoid, protective of their Old World relic, and almost never make contact with ground dwellers. Ineans treat the airspace surrounding the airship as a strict no-fly zone, the ship not hesitating to shoot down any approaching dragon or wyvern. Only chirling commissaries are permitted to visit, and only when expected.

Complete lore archive: The Midrian Notebook

---

Happy Halloween. I didn't really have anything special planned to post for it, but I've been sitting on this pict for awhile now and... well it's about the Ghostlands and features a spooky night setting, so that's like a half-point maybe!

Blacklisted

    There are no visible comments.