They say Yonohara was made by a sword. They say the Order dipped a cold blade into the ocean, and when they pulled it out two perfect drops fell back into the sea, and those drops became the islands of Yonohara. Legends and tales say Yonohara was made by a handful of brave men. Warriors, willing to give their lives for what seems to have become a forgotten word: honour.

Murkwood Keys

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    Situated 500 meters below sea level and well below the rest of Kwandrivia are the Murkwood Keys. The Murkwood Keys are completely surrounded by a waterfall that cascades from the ocean around it. The waters fall down into the Murkwood Keys to create an endless mist that covers all of the canyon making it very damp and humid. Despite being so deep and having so much water pour into it, the canyon does not seem to fill up with water. It is however a very damp place perfect for the many swamps and jungles it hold to thrive and grow. Directly south of the Murkwood Keys is the Geirtex Vortexes a pair of twin whirlpools that keep the Murkwood Keys drained. Where all this water goes after being drained is still a mystery.
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    Across the Murkwood Marshes stands a single solitary piece of land, one of few truely solid area of ground. Upon this peaking above the treeline, a gray stone pyramid of immense proportions. Here the Shrews have come to make their home in partial isolation from the rest of Kwandrivia while turmoil slowly festers at the newly forged allience, threatening to bring Chaos once more...

    White Shrew: Ezekiel
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    Aspects: Studies of a Shrew
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    The vast dank marshes that surround the Pyramid of Keiz are home to a unfathomable about of plant and animal life. It is here, though unclaimed, that the Shrews have made habit of coming to protect and cultivate, both as an area of recreation and training. Few others have come to traverse the murky and dangerous terrain...and even fewer have made it through...
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    Near the Southern tip of the Murkwood Keys, in the Brine mixed by the ocean tides and stagnant swamp waters, stands a spire of rock, large enough to contain a small network of caverns, yet small enough to blend with the natural treeline. It is on this Isle that the Anneptii have come to make their home. Having forged a truce between their brothern in the northern marshes, the Baron of the Anneptii has claimed a spot not too far from them, which as rumor has it, has become untamed...

    Baron: Azriel
    City Style:
    Aspects: Anneptii
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    Ever since the Anneptii settled down, nature within a mile of their spire has become unsettled. Plant and animal life alike have taken on twisted, unnatural characteristics, making the area all the more dangerous. The area has become a danger zone for any of the natives and if the wildlife wasn't enough, the Anneptii themselves have become curious enough to venture out into the area, raising the risk to any passerbyer to become, if nothing else...a meal...
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