Ethers Continents
- Levi Stafford
- Jan 21, 2021
- 13 min read
Updated: Apr 20, 2021
Restaway Continent:

This is first and foremost a place of peace and serenity, upheld for many many years by the MONKS of the old order. Secondly it is a profitable business as an expensive luxury Resort continent where people come to have their dreams come true, and others come to simply get away...from everything. No matter your troubles, you can always stay...if you can afford to pay that is!
The monks call it paying your "Respect" to the land and its people,
These monks are the peace keepers of “the old order” In this realm, there is no diety they serve…just the order. So if you are a monk class….you do not serve a deity in this game….you serve others.
This is so they can have the focus of their ki come from inside themselves…proving that through the power of mind…one can do all things, but fighting (as they are so disciplined) is the last thing they will do. Wehn they do decide to take up arms, they mean to do lethal damage with minimal effort.
They will defend themselves, and have no problems administering justice.
These are good/lawful good and or extreme neutral!! people who believe in man-to man combat….no such need for weapons as their bodies are just that, however those who excel in combat training are also trained in warfare and melee weapon combat
Traditionally, these are a kind, soft spoken, and gentle folk that offer diplomatic immunity, but only if an extensive background check succeeds.
You must pass several tests to be a part of the community, and then you are given a job for life.
You may leave but you must do so on very strict rules. Everyone may take 1 sabbatical in a calander year. You must (over all else) commit to 1 year of service before you may leave or take your first sabbatical.
These folk don’t take sides, they don’t believe in war or fighting, and they will only help anyone by offering diplomacy in peace-talks.
If a warring community resides in the realm, they will offer help to reduce tension in a safe place free from war….diplomats have used restaway island as a place to relax and calmy state their cases.
Most diplomats resolve their issues in a timely manner after coming to restaway island. This is also an island of retreat, a resort with many activities and positive metal attitude training, an island of rest, relaxation and magical blissfull dream vacations. So many have come here and paid GOOD good money to be free from their daily woes in a very magical and safe way. The island is under magical surveillance, and is guarded by magic… no one may enter unless travel plans are coordinated ahead of time. There strict regimented procedures in play followed by all.
Farloathian/Diretown kingdomes –

Diretown is a place shut off (on purpose) from the rest of the world. The merchants are the only people allowed to purchase diretown goods. There are no outsiders allowed in town.
It is a humble, hardworking city of family fisherman. Here the whole family goes with you (and works) when you go out to sea. The boats become part of where you live and eat and stay. Some folks don’t even have homes and prefer sleeping out at sea. This is a place Where Men are men, no matter what the cost….the Religion here is…”be faithful to your own.”
The Men and Woman are ALL equal partners when they make their own boats, or when they all fish, fight, or drink, but they always come home to their families.
It is said that the original “Dire town Village” people came from the north west. Those that left the village were the curious adventure type…wanting something more for their life than to stay in a settled fisherman-town.
The Adventurer Exodus:
a large group of Young diretonian Adventurers left their land to adventure against the advice of their families. This was taken as an insult to the strict moral code of diretown and the families disown their children. The adventuruers never came back, but settled their own territory
…shortly after the adventurer exodus, the earth broke apart and the volcanoes shattered the land…almost splitting it in 2…making it impassable. This great volcanic fissure…(The great divide) segregated the two communities indefinitely. This natural phenomenon settled any unrest within the group of adventurers….knowing that even if they wanted too….they could not go back home. They had to settle and make their won way until they could get the resources to make the travel around continent and back to their home, but by that time...they forged bonds by noturally adapting, and learning to become resourceful, strong, and land-savy….they were forced to learn the land, fight monsters and battle things that they normally would never have come across.
Over time this barbaric land turned them into physical weapons of brute strength. Soon they would turn the physical strength into mental strength….weapons making and Fighting, foraging and dungeon crawling….became their forte. These self made fighters became weapon masters, battle tacticians, and would build a great nation Called FARLAOTHIA!
Diretonians continued their way of life….in fact…years later the grand farlothian City would recognize their kin as part of their kingdome, but the diretown village would resent the farlothians as "stuck-up and incredibly patronizing" ….if anything….Diretonians (They believed) were first, so the kingdome through bloddlines, should be theirs...the entire name should belong to Diretown. So ultimately the Farloathian Kingdome tried, but this one-sided bitterness COMPLETELY ended in a segregation of kinship and community.
Farloathia is a continent to the south of diretown...This castle's creed was of blood, sweat, tears, hardwork, exercise, perfection, concentration, focus, love, and Beer!…..these hardworking folks teach farming, blacksmithing and weapons training to their children as early as they can comprehend. These CHILDREN work their asses off on the farm, and when they’re done, (as a treat) they forge steel to play with knives and short swords until they are strong enough to lift an axe and long sword gradually building their minds on how to best metal on metal…they are taught king and country, life and death, battle strategy, and valor in the home and classroom. Battle trained since birth…these are the best in the known plane of existence at combat.
Those with the aptitude are trained in Wizardry from both the offensive and defensive training course by "Grey" a former adventurer and wizard often whom only tales are told about.
The Fighting and wizardry schools here are TOP secret, and by invitation only. Farloathia is known as the "Shrouded" city as it is covered in mist that misleads your direction. It is a fact...so many people come wanting to learn and train, but peopel have died just trying to get there unsuccesfully.
Kuldishul

Kuldishul.
The strongest Diretonian adventurers came from Farloathia after a king had been named. This was not the way these rough and ready folks wanted to live, (under the rule of a King they didnt select) so they left for their own new journey on the northern bays of Kuldishul and formed what is now known as the crest.
–The Crest of Khuldishul is the valley that stretches almost entirely across the northern coast. This valley below the mountains protects the humans from the Coldest parts of the Continent, and the gravest of monsters lurking in the Windy plains, Ice Dunes, Tundras, and moving seas.
North of the Crest, the towns all have names for what they are known for doing.
Bloodfist – Survival/War/combat training.
Milltown – They make finished lumber to build structures.
Fishington- another fisher city.
Fairsville – it is a small and quaint city where everyone knows everyone..
Three River city – a fisher town.
Nun-good - This is one of the fews citoies in ether where the ancient elemtnals are deified, whoshipped by the ancient ethereal sisterhood.
Hideaway Falls – It is legit hard to find…the original druids wanted to keep their town a secret, and they do a fine job.
Oak Barrel – this is a booze manuyfacturing city.
Silver Horn - The silver Horned fish is known as a delicacy with fisher town.
Snow Troll Cove – This is the closest to the crest…much colder living, and much more dangerous, only the strong and crazy live their.
-The King of the Crest and master grappler (King Michael “The Masher” Farloathe) has died of old age leaving the Newly Crowned heir to the throne of the Crest his Eldest Son Carl “The Crusher.” Carl has taken over every part of the Kingdome, and has done so with ease. Just as big as his father with a few extra muscles and height…he rules with an iron grip and is also a master grappler.
-There is a strange magic in a new dungeon they found up past the crest….there is apparently many things of great value in that dungeon, but no one leaves out alive. There is a great power in there…something He has never seen before, but no one can go alone. Venturing to the dungeon has proven difficult enough. It is said that there are Ice Giants, Yeti's and monsters that are strong enough to rip a man in half. Then of course are the magic users, and some blood thirsty treacherous monsters of the ice cold depthsthat people only tell stories about…no one really knows what life is like to the south of the crest because no one ever comes back if they venture too far and or too long. This is a simple truth. Some peopel are just either not prepared, or not strong enough to journey. There are p[eopel who live out in the cold, but if they are sane...you can call me sally.

Merchant isle/Bay:
– This is a mecha of legit commerce….and also….bullshit, lies, deceit, thievery and scams.
– SIZE: You can think of the medevil version of Tokyo, new york and California put together…very metro…..the newest hottest fashion and tech available.
– The need of defense against crime has given birth to the “The BADGE BRIDGADE” First off you have the Badge brigade 2 party system: You are either a lawyer (the law) or a peace assistant (enforcement), and you cannot (by law) be both a peace assistant and a lawyer.
Each badge brigade member is assigned a magical badge number according to their level of knowledge, skill, and time spent as either a lawyer or peace assistant. This badge system is like the central bureaucracy in futurama: The lower grade numbers get paid the most, have the office jobs and actually do lawyer work, The higher badge numbers are the lowly lawyer associates acting as meter maids…going around the city, actually policing the city with a Peace Assistant. These peace assistants are the muscle , they act as (first and foremost) protective agents for their lawyer counterparts and must protect them with their lives. It is uncommon to see a lawyer and peace assistant couples……as this is frowned upon, and could be considered inappropriate.
How the BB system works: The badge brigade peace assistant apprehends the accused, and the lawyer administers a citation of what laws you broke, assigning any such crime(s) to the criminal in question.
Before your verbal citation you will be summoned by magical Scipher-gram: it take the form of something you love, then turns into a letter. This is a magical note, stating that you are actively being apprehended non-violently by a highly trained badge brigade 2 party sytem, and that are definitely being accused of a crime, and that this is the first and final warning. Any attempt to run will be documented as a seperate legal criminal offense, and will not help your trial.
After apprehension by the peace assistant…the lawyer will give the verbal citation: During your verbal citation “Citizen No.x.x.x., you have been assigned x, y, z, crimes, and you will now be detained for your insta trial, would you like a lawyer present?...if not, then how do you plead?” you may be apprehended in a verbal or physically peaceful way, or if that doesn’t work, you will be detained by non-violent magic, and you must comply. The verbal citiation includes the standard punishments for said crimes as deemed by the legal system. The criminal in question is then put on trial: a secure and magic connection is made through the magical network of communication called (ether-cast.) you get a jury of your peers, a lawyer on your side to defend you, and Badge brigade numbers 1-20 Court Master assigned to your case the highest court official…he will decided the case…and may overturn the jury if he/she wishes.
– There are people literally everywhere, but also there are magic orbs of watching…so crime does not go unnoticed or unpunished, because somewhere, some place…someone is watching you.
– You can find everything, and anything for a price.
Red Rock Volcano:

Just as it sounds...its a fucking volcano. All sorts of (elemental) fire-type monsters live around the red rock islands... every year there are new lands being formed around this active Volcanoe. It is warm due to the vacenity of the heat.
Rockonia:

the rock people, hill giants, other type of hill folk, They don’t take kindly to other people who aren’t rock people. The only people who they like are the muther fuckin rock people….errbody else can get the fuck out, and also…stay the fuck out. They prefer clothing brands like “FRBR- for rock by rock” They like drinks on the rocks that contains very earthy elements, and rock salt…they like rock candy..….they prefer to be rock hard at all times. Their favorite music….its rock….and sometimes classical. They are never not ready to rock. These mutherfuckers don’t swim, because they would sink to the bottom and live in a hellish world of water where they slowly degrade overtime…..water can suck a rock! If you aint Rock, you aint nothin! Suck my rock you nasty ass rock bitch….now play with those rocks! The rock people worship the great RED ROCK Volcano....maker of Rock!
Shireton:

All sort of land dwellers love it here. Lots of thick lush tropical, lively forrest, green green grass, cool mountain towns, sunshine days, and a lot of adventuring, animals…. Its a great place to live: not a lot going on. Problems: There are a series of mines filled with gold, diamonds, silver, platiums, enough money and treasure to fill up the world three times over, however there are three different peoples claiming they own the property rights. The dwarfs have claimed they were working the mines for nearly 30 years when they sttled on the plains.….the humans claimed that may be true, but the mines are so big, the humans starting working another side fo the mines for nearly 20 years before the dwarfs even said anything, and neither side is willing to give up their claim. Even worse…the aarokocra of the sky claim that all the mining of the mountains has deteriorated there nesting places….the place in the sky they called home for all their time on ether…nearly 300 years. They still have a home, but will not if the mining continues. This whole problem is pissing everyone off, and there are talks of aarockra clans taking off with humans and dwarfs…there are talks of dwarf clans raiding aarokocra nests, and setting fire to human homes, but no one can say for sure that this has been happning….everyone is upset and doesn’t know what to do.
Pirate Islands:
small island to the east of Red rock volvanoe and west of Fralothia/Direton
A bunch of pirates….what do you expect…illicit materials/services/weapons/crazy things only you see on the sea, you see?….this is where you find the wratched, the crazy, the nuts on boats, the hardworking, the liars, swindlers, scallywags, hard living, pirateers…no one is not a criminal here in this land of Boats and theives…a lot of people from here seek fame and fortune, but never live long enough to get there. You got a lot of bad mother fuckers, but they all live by a code….they do have law….they do take oaths, and even in the pirate islands….you NEVER….Break….an oath!
Suhagin Encampment:
(HUGE underwater world where the suahagin live and plot there attacks)
No one dares boat or tread water near, or above, especially not below the underwater kingdome of the suahagin. Suahgins area nasty breed of fish, water-folk. Most are of evil alignment. At this point in time there are specualtions of war against baybridge and all who get in their way, because something it seems has gone missing.
Magi City:

The City of Magic, the city of freedome and happiness. Only students are allowed on campus when they are training, or in session. This is a 8 year school; one year for each school of magic. At each year you are required to pass a set of skills and assessments to achieve advancement.
The half elves left the elven realm because they were tired of being mistreated, looked down upon and made to be second class citizens within their own families. Rather than living in shame and mockery, they decided to build a new place called Magi City. It is a smaller version of their homes they grew up in, each main house is huge and contains the entire family from a specific school of magic. The houses stem from the original 8 schools of magic and the decendents of those considered masters of their school of magic from the eleven realm, but now all who wish can obtain knowledge in magi city.
Note: The ancient Eleven Realm has closed its doors to ether due to the insolence of the half-elves. No one has heard or seen from the Elven realm in centuries!
This 8 year school teaches basic magic. You must be studious, of a certain age, have a discipline for the structure of the program, have referalls, and you must pay to even be seen as a prospective student. Most cannot attend this costly institution.
House Name School of Magic
· Cahl-shool-ale House of Conjuration.
· Nay-crew-shoue House of Necromancy.
· Evue-duh-rail House of Evocation.
· Ajuhrail House of Abjuration.
· To-rew-shay-el House of Transmutation.
· Dee-vee-yu-roar House of Divination.
· On-Chu-ray-lune House of Enchantment.
· Eee-lew-shay-ell House of Illusion.
These half elven houses continue the traditions of their fore-fathers outside of the eleven realm. While they cannot be a part of the original community….magic is what they know best. The masters of these houses rival the great elven realm houses.
Elven Realm:
After the half elves left the elven realm, the high elves commanded that every Elf is to stay on their land and it will effectively be locked down for everyone for all time, or until deemed appropriate.It has been 300 years. For some reason the elven kind have been seen through out the continents, but no one really knows why..
Faraway isle
–(minor continent) It is an island mainly used as a port….you can get what you need, replenish for your journey…and go. People don’t stay there, because its so far away.
Adventurers guild Island:
This WAS the guild of adventure.
This island is currently ( unconfirmed ) being taken over by the brackish.
The last thing you knew...somethign weird was happening...a Nasty storm was on its way...The alarm bell had sounded and the entire guild had to flee. There were three Large battlships that took off. Only one ship (The ship you were on "The Red Rose") actually survived. Later you picked up a few of the former Guild memebers, but they coudl not speak with you about what happened. It is assumed that the Guild is no more.
Prior to this, while on the island, there was a black mist rising out of those who you were fighting with...others not in your group did not see what you saw, but it is STILL unexplained...and you have not questioned what you saw. Although, it is still fresh in your mind as to what happened during your fights....and what happened just prior to leaving ether, you do not know what happened exactly to the island itself.

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