Rhudaen

**A rich country** of sandstone, oases,and luxuries, **Rhudaen is the sister Kingdom to Umhir.** Once together and now apart, the two Kingdoms originally started out under the name of Saruhir, a Kingdom formed shortly after the Great War. The original Kingdom had been widely known for its civil unrest and split in convictions if not beliefs. Resulting in bitter history of violence and injustice on both sides. Those of Rhudaen split and migrated to where the Kingdom lays present day in the northern sands of Valkaia. But the troubles of the Kingdom did not end there. Upon separation, the newly formed Rhudaen struggled to make ends meet and feed their own. Learning hardship through fruitless labour and barely enough yield each and every year. Rhudaen’s people suffered as Umhir turned a blind eye to their sister Kingdom’s supposed ill fate. As a result without any aid whatsoever, their population dwindled and continued to regress as many had turned their backs on what they had left Saruhir for, heading back to their sister country before this one would fall into ruin.

But it didn’t.

Call it opposing one’s fate, call it a stroke of luck. The lands they had built their kingdom on were in perfect environmental position for the cultivation of **Mana Cores**. Cores that when infused into Crystelei, expands, amplifies, and upgrades its capabilities. A rare and precious resource that comes at an incredibly high price due to its resource-heavy method of refinement. Application of Mana Cores in Crystelei allowed various form of terraforming. It brought oases and greens to the lands, snow, rain, clear skies, so on and so forth. Rhudaen thrives from rags to riches in under a few centuries. All Kingdoms began to seek ties and trade with Rhudaen, enough to compete with the likes of Plutonia and Malhya in terms of trade and commerce.

Umhir sought to reunite as one once more, as the sister-kingdom began to regress into the same civil divide, issues, and monetary debts, and naturally, Rhudaen refused. Even going as far as to bar any from Umhir seeking refuge.

***In Summary:** Rhudaen and Umhir used to be one Kingdom called Saruhir, but them they split and became two Kingdoms in the North and South. Rhudaen struggled on their own at first and Umhir didn’t care; serves them right! But then Rhudaen learned how to make something very, very valuable that everyone wants. Now they’re rich, popular, and doing better than ever and they’ve blocked Umhir, do not interact.*

**\*\*Note: There are many towns and cities around Rhudaen, the map is not a to-scale reference!**

## Central Rhudaen

Located in the heart of Rhudaen, this is the main hub of Rhudaen’s achievements and advancements for the past few centuries. A place where structures are built high and higher, levitating railways and methods of transport curl around the city’s structure in almost a futuristic take of the magic-run world. Large sheets of glass fixed to any buildings here are double coated with crystelei-enchanted material which allows for windows to have an automatic tint during the day when the sun is at its most unforgiving. These rays are absorbed and converted into energy, multiplied by and also aiding the production of Mana Cores underground. Rhudaen prides itself as a self-sustaining Utopia. Golems are commanded in droves to serve; used as means for many many things.

**There are no branch guilds of Phericio and Centheria built here.** Guild personnel and status does not bear the same weight in Rhudaen. Self defense systems are set in place for barriers and magic-based charges to be activated if ever required. Local security forces from Second Wind & the Sandstone District are often sent to Central Rhudaen on dispatch.

## [Central Rhudaen] Neo-Magia Tower

Erected by Rhudaen’s past reigning Ailluin Matriach, Balruen, she had brought her people from lands of Sandstone and sea-based trade inward towards the discovery of Mana Cores. The Tower had been built as an experimental building in its early days of development, far from where the people lived due to erratic if not explosive Mana Core research. The unstable resource at the time resonated with that of Crystelei, improving the overall effects and intensifying the rate of growth, production, and energy. In such barren lands, the goal had been to implement an infinite resource pool from solar and environmental energies during bleak years after leaving the former kingdom of Saruhir. Rather than to harm the lands with pollution and waste, the people of Rhudaen looked to change and terraform.

Today, a prestigious tower of about 20 high floors stand in place of arduous research. Each floor takes up heights twenty-times an average person. It's staircases’ steps levitate and allow a spiral-like structure for those with wings to blitz up to different floors.

The Neo-Magia tower tends to be seen as a ‘flaunt’ to many others, but in reality a landmark of history, trials, errors, and pride. It now serves the purpose of trade and development on its lower floors, entertainment on its higher floors. It stole the center of the city, framing the rest of Central Rhudaen around it, obnoxiously inviting many to visit its pristine and well-maintained environment. Entering the tower itself brings a person into a city within a city. Large magic holo-screens and golems work alongside many, large spaces are built for crowds to easily filter in and out of, greenery dresses the place in colour on top of the white and steels, the Neo-Magia Tower is certainly a spectacle for many outsiders to behold.

**Warp Points & Golem-operated Elevators** around the multiple floors are readily available for employees or those who pay an attunement fee. Through a magic insignia placed in the palm of an individual’s hand. Like the CC Express’ warp points, the enchantment pulls up a selection screen to warp to the central hub of the other floors.

**The lower floors,** consist of development center and stores for many to visit and test. A large area for inventors and innovators to put their best prototypes out for evaluation and assessment from outsiders. Rhudaen-exclusive products, machinery, potions, and craft are readily available. Frequently found around these floors are dangling terrariums, used as lamps with its bioluminescent flowers contained within.

A wide array of clothing, appliance and furniture stores, repair, enchantment, and enhancement centers can be found here within lattice-like designs where greens would drape from and divide. This is where items, clothes, machinery, and so on are often taken in to be modified and improved upon with holo-screen lists of alchemy and enchantment-related materials out on display. Repair services are swift and moderated by experienced Rhudaen craftsmen. Golems are ever present for many to seek aid from, oftentimes taking up minor security and grunt roles.

**Bicgus Hedus’ Dollhouses,** owned by a renowned innovator himself and known for its loud interior design, allow for many to visit and build their own prototypes on a lesser scale. It is known to be a place famous for piquing the interest of those who fancy miniature builds and items.

**The higher floors,** are where entertainment and food-related amenities are located. Taverns and self-established businesses are regularly hosted here for tourists and locals alike. During the day, a protective tint darkens the glass windows, leaving it warm to the touch. The windows this high up provide a wonderful view of Rhudaen as a whole, spanning as far as the eye can see past the ring around Central Rhudaen; Second Wind. Security begins to grow tighter the higher one ascends, with the use of golems thinning out above.

Intricate textiles and fabric-craft native to Rhudaen and previous Saruhiran culture are draped and hung row-to-row above each storefront, often attuned with locally enhanced thread and fabric which gives it an almost neon-like glow as the sun sets.

**Gambler’s Galore is located at the very top of Neo-Magia Tower,** spanning for three floors in total. It’s a casino with high ceilings and fountains which fall to a moat-like ring at its bottom floor. The casino is an attraction for many looking for a wild night. Equipped with bars and a dance floor at its lower floors, carnival-like games above alongside slot machines, lotteries, and any random chance games. The top most floor is completely exposed with rings of glass panes and bright cascading crystelei.

## [Central Rhudaen] Neo-Magia Tower

A concrete jungle in the day, a neon-lit ring around the outskirts of Central Rhudaen during the night. The Neon-lit Ring is known for being tight-knit and busy. The city-scape itself allows for many to take roof tiled-paths with relative ease. Cryo-jade cooled streets keep the outskirts of glitz and glamour in an almost icy cool atmosphere. Enchanted gemstones locally mined from Valkaian deserts allow for a cooling effect even during the hottest of seasons. The western curve of the Neon-lit Ring is deemed to be a popular area for those seeking the last lapping waves of the ocean’s breeze.

While not as flashy as the way Central Rhudaen is and a little more compact, the housing and amenities are built high alongside the towering desert greens. Areas are left empty for these towering plants to emerge every night, glowing in bright neons to match with the signs and lights littered around the ring of houses, stalls, and so on. These plants have earned its nickname ‘Kraken’s Tentacles’, alike the appendages of beasts of mythology. Where a creature from the depths of the ocean rests. Its tall sprouts are quickly compared to tentacles with overgrown leaves and glowing rings around its stem and the rim of its desert flowers. Various species tend to grow in clusters, alike barnacles and anemone. Sailors from the seaside of Rhudaen often draw parallels to what they may or may not have seen.

**A large overhead ring shades the kingdom, ‘the Halo of Neo-Magia Tower’** operates as a station for newly built Airships from Dolfectu, and skybound trains with various docking/arrival points connected full circle. Its lights twinkle harmlessly alongside what little stars are left in the sky, bringing plenty of locals and tourists alike to take the elevators upwards in order to simply enjoy the view through its clear glass rings and lush green open-field areas akin to gardens and parks high in the air. The Halo keeps afloat by a base Crystelei anchored to the tower itself, stable and structured with its balance kept symmetrical by command centers on four points of its shape. These command centers dual as the control towers for any vehicles and method of transport utilized as commute and entry to Rhudaen.

## [Central Rhudaen] Underground Harvester & Refineries

Underground entrances open up for workers and golems to enter around the clock. Entrance into the facility is often restricted by regular security checks performed a number of times per day. Special suits and visors are typically worn by any who work on-site due to the Mana Core’s intense blinding glow and magical pressure. A multitude of descending platforms brings many beneath the entirety of Central Rhudaen towards the underground Harvester and Refinery. Platforms slowly descend for teams of workers to arrive safely on time. Transparent golem-manned elevator tubes are put to use by authorities to quickly reach where they need to without hassle.

Entering this facility reveals a hollow underground with the entirety of Central Rhudaen above supported by pillars of light and detailed runic wiring and piping systems. An intense pressure may be felt by many past the safety barrier at its tightly monitored and secured entrance. Many may still see parts of stone eroded from the core’s instability, looking very much alike the ocean’s waves. It is so powerful, that unmodified magic gear is said to go haywire, defunct, out of control, and possibly obliterated if not brought in carefully within a proper containment unit and seal. Below, a good quantity of enchanted glass coats and tints over the core of pure energy in layers. Absorbing its energy from overflowing and snuffing is potential in releasing overwhelming electromagnetic pulses across Valkaia. There is no known way for such a thing to happen, even if researchers of Rhudaen have expressed concern over the fact that there may be one, one day.

**The ‘Mana Cores’ are harvested from the ‘Hollow’s Core’**, trained expeditioners take on the zero-g fields behind the reinforced glass case in order to claim small snippets of the main core. These Mana Cores must be contained in hollow attributed Crystelei as its outer shell and containment unit, then placed in compact and sealed boxes where it’s made off with towards the refineries.

**The Refineries** are stationed around the core, wired into various buildings, establishments, and amenities. An endless production of Rhudaen’s special steels and glass is exported from here after initial enchantment and tempering.

## Second Wind

Second Wind, *‘a new strength or energy to continue something that is an effort.’* It partly serves as a transitional inbetween for people looking to integrate into a different way of life past Sandstone. As well as its own community where many opt to have a more relaxed but modern lifestyle. Apart from having sky-trams and land-bound transport into the more densely populated areas, people tend to travel on foot, golems, or on mounts. It had originally been barren without a hint of greens or coloured leaves until reformed a few centuries past.

Second Wind is divided into two key areas. Its upper area where planetary ring-like structures and domes overtake the skyline, and the ground-level green surrounding oases where a more rural life thrives.

**Landing and shade strips** are built above all structures, collecting solar energy and keeping the land beneath slightly cooler through the usage of magic cryo-jade technology. These strips curve over the domes and rotate alike planetary rings able to dictate the temperature and weather of Second Wind. The process is slow but functional, working as both a clock (somewhat sundial like, yet not) through its rings’ positions and shadows changing throughout the day, and a solar powered weather machine.

**The Rhudaen Security Force** is stationed here in various branches across Second Wind. Unlike Dolfectu’s elite force, there is no main headquarters established for all officers to convene at. Precincts for each individual groups of the security forces are moderated to watch over different parts of Rhudaen. Security personnel are frequently transferred between Second Wind and Central Rhudaen. Golems are usually apart of these forces, utilized the same way patrol canines. They are both loyal and obedient without much need to sustain.

## [Second Wind] Sprouting Domes

Originally built as greenhouses above the sands for produce not normally found within the desert, now turned society where many choose to browse through or even live in these large domes. The sprouting domes present day are mushroom-like glass domes, raised high above the natural desert undergrowth, and oases. Shorter and wider domes are used as a place for controlled farming, botany, and wildlife reserves, while the higher and smaller domes are often layered on top of one another or diagonally in a zig-zag pattern with multiple ‘orbs’ utilized as space for many to live much like an apartment complex would.

These domes are often clad in white with regulated sunlight, filtration, cooling, and watering systems. Each dome is connected to others with a glass tube-walk alike those found in aquariums. It’s ‘stems’ are used as stairs if not elevators for quick ascension. And for such a large workforce needed to maintain the place, golems and people alike are known to be apart of quality control and inspection. Parties of engineers, cleaners, and repairmen would roam around in flight with their mount and golems above these crowd-sized glass terrariums. The top of these domes may at times provide stable platforms and high windows for winged Valthos and sky units to be able to make quick passes or visits without the need of entering through the dome’s stems.

During the night, the glass of these buildings would emanate soft glows in different colours due to the bioluminescent compound used for its exterior construction. This would reflect the many diverse types of plant life imported from various kingdoms below within the Terraformed Undergrowth.

**Rhudaen’s Botanical Gardens,** are chock full of imported and natively grown flowers. Divided into different domes and directly connected to one another, a large sum of these flowers, herbs, and overall plant life are hybrid flowers engineered or discovered through terraforming and breeding. The Gardens are often split between its top halves and lower halves, the top halves crissed-crossed with bridges, stairs, and platforms, whilst the bottom halves have wider areas for artificially constructed terrain.

Yes, there is a poisonous ‘do not touch’ section. Yes, there is an overworked team of paramedics.

## [Second Wind] Terraformed Undergrowth

Barren canyons and deserts threatening a collection of sand dunes had once stood in place of the lush undergrowth today. The Terraformed Undergrowth of Second Wind consists of an abundance of oases and greenery beneath the Sprouting Domes. Patches of land are used for mass farming purposes alongside animal preservation, while others are preserved for locals and tourists alike to make use of lush resources normally unavailable within deserts. A rural townscape of sandstone and green lives vicariously under all the fancy and high-tech lifestyle. Deep tropical thickets, underbrush, and vine-draped trees abruptly surround various Oases and waterfalls. Yet said high-tech utilities from Central Rhudarn are readily available to those who live here. The undergrowth beneath these domes are for those who wish not to commit to a life in the countryside or a life in the busy city. The best of both worlds, with a rustic spin.

Even so, the architectural and geographical development around these parts are on par with the more average regions of Asendalith’s warmer regions, Ardil. From a clear mix of culture between the Ailluin, Flordoans on a lesser scale,and Valthos population.

**Rotzoi Oases,** can be found all around. Pools of water which seemed to be self-purifying through the presence of mana core enhanced crystelei sitting underground. These are naturally formed and enchanted in contrast to everything else. The water gives off a soft glow which dissipates once taken. All which dips into the oases are stripped of any impurities, including magic and hexes which have a corrupting attribute.These Oases are hailed as the beginnings of Rhudaen’s advancement in the right direction. Today, the oases are primarily passed off as water sources, springs, and attractions while some of the larger ones are still kept as historical landmarks and wonders of Rhudaen.

## Sandstone District

The Sandstone District, also known to many others as the ‘traditional’ area of Rhudaen by the seaside. This is where it had all began, the first people who split from the Kingdom of Saruhir built something from nothing. Buildings of sandstone stacked close with streets not nearly enough for large crowds. Culture from Saruhir may linger and bleed into the ways of life here with more man-made crafts and occupations open for the people rather than the great amount of golems. While rural in some ways with warm bricks and dusty streets, it is incredibly comfortable for the people who live there. Packed neighbourhoods where everybody knows everyone else, family run businesses, festivals held since the beginnings of Rhudaen, and the seaside breeze; the people who live here, live here by choice. There are ones who move from the busy city-kingdom and ones who choose to move closer to. Accessibility to modern technology may not be as efficient as Central Rhudaen or Second Wind, but magic never fails.

Often times, scholars from all over would seek shamans and wizards from Rhudaen’s Sandstone District. Many would prefer to seek traditional magic studies within this area, and advancement within Central Rhudaen.

**Khnon Temple,** in particular, being both a place for worship and a place for many sorcerers to hone their skills. It’s halls are draped in highly detailed tapistry, with maze-like branching rooms past the initial hall of worship where a status of the Goddess stands upfront. Various other idols are plastered around the Goddess as though holding onto the belief that Gods apart from Evacrest had been real, and had been a result of her slumber. A large clock and astral calendar takes up the entirety of the ground below, a sheet of glass coating over it to resemble marble. Looking down, tells one the time and date.

Rhudaen as a whole provides for its people, funding any registered citizen of its own regardless of status. Many may stay, but permanent residency in Rhudaen is not easily achievable to outsiders. While idealistic in concept, the Kingdom has the means to function as such as the elite of Rhudaen would prefer to save their Kingdom through funding programs and paying dues, rather than watch it burn.

**The Frontline Guard** of Rhudaen is stationed here. **Large walls rising high and cloaked invisible** serves as gates to the Kingdom, cutting across the sea to bar any sea-bound troubles. Watchtowers encrypted with runes are curled high with direct contact with all of Rhudaen. The Frontline Guard are trained and made to patrol around the Sandstone District as Umhiran refugees have been found trying to seek better lives within Rhudaen. This, of course, is not allowed. **The vanguard are ordered to cast any Umhirans out of Rhudaen or eliminate on sight.**

## [Sandstone District] Sandstone Beaches

Sandstone Beaches stand out for their brilliantly soft sands. A gradient of yellows to teal sands which peek just under the billowing waves. The discolouration in sand is said to be from a type of harmless magic-based contamination from the depths’ type MON creatures. The beaches are divided and named under different categories based upon what they are used for.

**Hope’s Cape,** is actually an *array* of capes counted and categorized under a singular name. Filled with seaside orchards, training grounds, and residential areas where a good amount of the Sandstone District’s population stay. The seas around these parts are extremely clean for many to dive into. An abundance of coral reefs are found up north whilst down south is where ships dock. The other beaches are mainly for tourism and local businesses, easily divided and distinguished from its jagged geography. One outsider’s paradise, is a local’s every day. Nightly shows on the beaches are performed by local tavern owners and their employees in rotation.

**Fae-kissed Orchards,** are titles given to orchards currently in full bloom and ‘season’. Some are placed a little past the beaches, while some are directly connected to sand. As of recent as the past two centuries, glow-stone butterflies have began to flock to these orchards, feeding and pollinating the flowers to flourish a burst of colour amid colours of the sea. These butterflies sport transparent wings during the day, but colourful glowing wings during the night. Touching these butterflies coats one in ‘faedust’. It’s pollen, but it glows.

**Pearlside Cove,** is a small cove popular among locals and tourists alike. An area where many friends and lovers tend to meet during nights where the seashells littered all over the stone and sand glow. An overhead curve in stone provides shade during the day, often with miniature pearl-like crystelei deposits small enough to be taken as souvenirs due to its rapid spawn rate. Starry skies are best observed from here. Quiet, quaint, and almost haunting.

## [Sandstone District] Sandworms’ Domain

The far East and Southeast of Rhudaen are anything but safe. The sands here are soft and easily displaced, not at all suitable for the likes of building and expanding upon without an immense amount of resource put into stabilizing the grounds first. Canyons and caves are drilled into by sandworms the length of a party of six. While not at all at threat of causing tremors due to its small size, the creatures are a hazard to many - and obstacles for some. With speeds nearing that of trains, seeing these beasts in motion and in abundance alongside possible sandstorms puts anyone in an anxious place.

And yet, **Sand Surfers** frequently pull along their special board-sails to ride along the chaotic waves. Goggles and gear for the sake of an adrenaline high during storm season. These activities are currently illegal due to the high fatality and ‘missing person’s rate that this sport induces. The desert past the Sandworms’ Domains are large and unforgiving. Not an oasis in sight. Nothing. Those who cross recklessly may be subjected to a strange-miasma like shroud from unsettled/shaken environmental hazards, unrefined and erratic Mana Cores outside of Rhudaen, which induces intense nausea, loss of consciousness, and the short circuiting of any linkshells.

Scavenging type MON beasts of horrifying physical dimensions from these effects are said to pick on survivors and their bodies. Storms and Sandworms change the terrain all too often. Crossing the Sandworms’ Domain by foot yields near to no survivors.