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Fading Sea
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=== Known Islands and Other Places === ==== Nerekon ==== Years ago a would be merchant prince, fed up with being controlled by the council of Galgeleth, spent all his coin on the largest ship he could and one tether of the wheel. It is unknown what happened on those waves, as years later, what was once a simple merchants vessel returned as something far more. It returned as the sailing nation of Nerekon. No longer just a mere boat, more like a city, nay, far more than just a city, an island now, an island of ships and stone and sails, millions of banners fluttering in the wind, and one flag marking the top of every building and sail, the Throne of Nerekon symbol. Nerekon is an 'ally' nation to the City of Wheels, tethered by dozens of ropes so the sailing city can always find its way back, but the alliance is simply of convenience, there is no love between the two nations. Nerekon is a sprawling island of strung together boats of every size and shape, and captured chunks of islands, creating an impressive landscape of rolling bridges leading into fields of green, towering mountains covered in cityscapes and dense forests pocketed with towers and boats sticking out, massive chains binding land masses together, nets of ropes, and countless sails and spires needling across the whole of the nation. ==== The Mainland ==== To the nations of the mainland, the City of Wheels is an accursed place. It lies upon the Shore, and its people willingly sail the Fading Sea! The Shore is long, and the realms which border it have long suffered from its mere floatsam. So when 13 Merchant-Princes founded the city, they were called madmen and mourned by their families. But they did not die, nor did they flee! They built the first great Wheel, chaining a giant to its axle and using the Fading Sea's bounty to defend the new Seawall from both the East and the West. The rulers of the mainland no longer dare to war against the City of Wheels, fearing the atrocities hidden in the vaults of the 13 Merchant-Prince families. But the people of the City cannot deny the truth : to die upon the Fading Sea is to die beyond the edge of the world. It is to risk your very soul, lost in the currents of possibility and trapped in an eternal half-life. And so the City is called unholy by the mainlanders, its people denounced as madmen or heretics. They worship the gods of the land - but before setting off, they offer obeisance and sacrifice to the things said to dwell beneath the waves. For although the Fading Sea promises great wealth and opportunity, it remains a place of madness...
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