Quellen Crossroads Styrge River Time waits for no man, and neither does nature. The ebbs and flows of our past move into the great ocean of time, making the future for generations to come when it passes through our sights again. Meditation has given me insight into many things but one, and that is the question that begs to be answered. 'Why?' - Theador Johnson - Caravan of 597 The Styrge river seperates the mainland from the Quellen landmass. There really isn't much about it, except that most traffic is seen through here in the summer months, as caravans and traders travel across to do their business. A number of ferries are docked here to accomidate the travelers. This river's crystal is provided for by the Quellen caravan. The passing waters leave much to thought, and has someone meditating (or just falling asleep) in its waters at most times. Accomidations are available here, but rather expensive given its location. Quellen Village Jack found what he was looking for, and so did Jill. Moglek still hasn't found a replacement flute, but I'm sure he will. Rin Al is managed to 'obtain' the ore we needed, and my two closer companions both got the components we were looking for... and something extra. What I've heard is right, you *can* find anything you're looking for here... for the right price, that is. - Xill Fe Kohlan - Caravan of 782 Quellen Village, on the Quellen Landmass, is the largest trading mecha in the world. Given the size of said world, that isn't saying *that* much, but almost anything can be found and obtained here. The village is nestled between four hills, one on each of the four cardinal directions. This makes the four major roads cross over eachother directly in the center of town, giving Quellen it's 'crossroad' nature: the village is meticuliously planned to give the most room for the limited space they can build in. The population is primarily Yuke and Selkie: The Yukes for their perchant at research and nearby ruins, and the Selkie for their sense of opportunity. These two very different tribes make over three-quarters the people living here. To the south-east is Port Quellen, to the south-west is the Tower of Leires, and to the north-east are the Tosca Cliffs. Port Quellen 'On these rocks, we proclaim and exercise the rights of the open waters.' That's the beginning of the speach every day, and has been for as long as any can remember. I'm amazed at how many people use the port here, despite the miasma and dangers held within. We depart for Plunta Island on the morrow, and hopefully further still... I still can't shake the feeling that someone, or something, is watching us. - Kupon - Caravan of 1163 Port Quellen is the jaws of the beast, as it were. From this port leave some of the most adventerous individuals to ever sail, and possibly the richest too. Most goods to and from Quellen pass through here, and the world's only navy takes port here. Tosca Cliffs Down we go, into the jaws of the beast. The air is clean here, cleaner than even outside, and the inside still glows with the light of deficient crystals. The wise men said that we don't need crystals here, but if that's the case, why isn't anybody living here? It's as if this place was abandoned for no reason. We'll find out soon enough, won't we? If I don't make it home, tell my family that I love them. I think I can hear a miasma stream down here... - Spyro - Caravan of 1324 The Tosca Cliffs are a series of cliffs overlooking the water from the ocean. They are fairly close to Quellen, and yet are rarely used because of the dangers that lurk within. Descending into the cliffs leads to an abandoned village in the rockfacing. This village was clearly populous AI, but has since been abandoned for a number of speculative reasons. Crystals line the walls, even in their depleated state they offer some protection against the miasma. A variety of creatures lurk here, from the undead to nightmares to a dragon's nest set high uptop the cave. Not only that, but a complex key mechanism is set in the city, and without deciphering its self-morphic properties, gaining entry to the inner reaches, where the tree lies, is next to impossable. Tower of Leires Up *another* flight of stairs. Geeze, what were they on when they made this place? More importantly, what were *we* on when we thought we could take it? - Genma Taltos - Caravan of 96 Also known as the looking-glass tower, or 'That damn tower' this imposing structure rises from the landscape, an inumberable amount of stories tall. Inside of its walls (and lack thereof) is a complex maze of traps and obstacles that baffle the most even the most studious and analyzing of caravaners. The top floor contains a sealed room, the key to which is still unknown. Nevertheless, there are at least two myrr trees located in the confines of the tower, as well as a last, third on, on the roof. Guardians for them are anything but consistant. The tower's origins are completly unknown and defy all meathods of testing. Even magic has no effect on it, and it radiates no aura despite clearly being arcane in nature.