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The Twilight Lands
  Illandria, Andria, Irongate and Nahmpria are collectively known as the Twilight Lands. Gapping holes appear in the network of Fyres in this part of the world, leaving portions completely devoid of their influence, in other sections Fyre lines crisscross one another haphazardly, at times creating fantastical or hazardous areas.
Golden light warms the lands of a world called Rosha, reflecting from the tops of cloud masses and shimming in banks of mist and fog, illuminating the dark richness of soil, the varicolored outcropping of stone, and the lush growths of vegetation. Creatures of the day flourish busily, conducting the businesses and habits that fill the long hours of daylight and give the lives they live purpose. Hidden in the shadows of cave, house, den and innumerable other manners of dwelling, the creatures of the night lay in wait, whiling away the hours of uncomfortable brilliance in sleep or other pursuits. And as the great golden orb travels from east to west across the sky, those myriad plants, animals or other manner of creature who love the hours of darkness stir, awaken, and prepare to begin the tasks that fill the darkling hours.
Far to the east, the first harbinger of night stretches magical fingers across the land, resulting in the shimmering, mysterious hours of twilight, where anything may be seen or imagined... where day feels the loving caress of night and flees in the endless pursuit of coy elusion, to return with dawn and begin the game anew. The mystical touch of twilight falls first upon the far eastern lands of Irongate, Andria, Namphria, and the great continent of Illandria.
Were the strands of Fyre visible to the naked eye, they would be revealed in the last faint glimmers of golden light as the neglected threads of a great spider web; silken strands that are woven with exacting precision, yet in some areas are tattered with great raw rents as though slashed and torn by some careless touch, leaving snarls and tangles of recoiled webbing.
Twilight steals whisper-soft across the forests of Irongate, veiling the blood-fed leaves in gray and brown, stretching the shadows of the mountains to create deep pools of early night within the valleys and foothills. Next overtaken are the great pines and oaks of Andria, the jagged harshness of the land softened and soothed, the dimness lending its own misty illusion of enchantment to a land virtually devoid of the Fyres that fuel the powers of magecraft and wizardry elsewhere in the world.
Shadows creep in fits and starts across the broad continent of Illandria, setting a backdrop of emphasis for the ruddy glow of lava seeping from the symmetrical cones of tall volcanoes and plunging the low valleys between them into wells of darkness; in many places, the glow of the volcanoes lends the deep valleys below a bloody shade that creates the illusion of violence in even the most peaceful of hamlets. Having conquered the first three, the vestiges of night descend upon the lands of Namphria, racing with quicksilver haste from the Shire of Therin toward the distant Shire of Shalin, consuming the lands between in leaps and gulps from the Lands of Dragons to the Greale Mountains.
Finally, night descends across the Twilight Lands, and the creatures of night slip from the depths of cavern, house and den to begin the work and play that fill the hours of darkness. It is the turn of those who rejoice in daylight to huddle in the safety of hiding, awaiting the teasing kiss of dawn to chase away the shreds of night, that they may rejoice in the return of the sun.   |
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