Aleris

celebrating six years of adventures

Our Voices

"Six, you'll need to step back a bit. I need room to do this."

I was only half telling the truth. I would need room, but I just wasn't comfortable having an angry, naked demon looming that close to me while I was on the floor. Go figure.

- Victor Sage

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Heruin

Heruin is a land vastly unexplored. To date there are only three cities, a prison and the Temple of Tempesturo. Known as the Scorched Lands, it is one of the often avoided portions of Aleris. Full of dust storms, bare hillsides, endless deserts and just a few oases, only those who absolutely must traverse its blisteringly hot terrain dare venture across. No matter the time of year it is, it is constantly sweltering in the southlands and the only source of humidity comes from the mists that seem to travel from the shores to a central area deep in the south. It is in this mostly barren place that many come to find enlightenment, or to test their own worth.

There are two rivers that flow through Heruin: the Claudelle River and the Gael River. The two meet halfway through the continent and form an island in the middle. What lives on the island is so far unknown. No one who has ever stepped foot on it has ever returned.

Those who have made the continent their home have gone through hardships that would break most people. Some have been changed by their trials. For the better? Who can say? The different cities get by in different ways.

Al'Sir Camp

Of the three cities, this one if the furthest from any source of water. How its inhabitants remain alive is a question of debate. Al`Sir Camp is known for its dark dealings with demons. Perhaps it is the demon water that gives the camp such a fowl look? Most of the buildings are made from dried mud and heavy clay while other people have tents up here and there. Mostly it looks like a town made to withstand the sands and heat of the desert.

Sarheed Camp

Slightly more prosperous in appearance than Al`Sir Camp, Sarheed Camp still favors the dried mud hut look. The camp is located near the Claudelle River making it a perfect fishing city. There are no canvas tents here except for the traveling merchants who only put up temporary shelter to hawk their goods. Sarheed survives. It is known as "The Flower that Blooms in the Desert" for only a strong willed being could make a living there.

Drybrush

Drybrush is the closest thing to a "civilized" town that Heruin can boast. It's located right on the Heruin port, making it the wealthiest town on the continent. Drybrush has many delusions of grandeur; the mayor of the town likes to compare it to living in Grand City before things really began to grow. They're even considering changing the name to "New Grand City", but the King isn't allowing that to happen just yet. Drybrush does have buildings that support running water and actual wood and stone bases. It's obvious that its location to the ocean is its best feature.

Ironhold Prison

Where else but a lifeless island would you send the worse of the worse your society has to offer? Ironhold has more ghost stories than Soul's Ferry Cemetery, however for some reason no one wants a tour of it. In all of Aleris, even with all of the unforgiving terrain and prowling monsters, Ironhold is the most fearsome destination. Built on its own island, it is a place separated from the rest of the world by high walls, watch towers and desert.

Often those sentenced choose death over imprisonment, for it seems a less severe punishment than what awaits them behind the metal and stone walls of Ironhold. No one has ever been reported as escaping alive. Then again, would you report a successful jailbreak from your prison? The only way to find out would be to get yourself locked in and try. Are you feeling up to the challenge?

Temple of Summer

The Temple of the God of Summer is located in the South of Heruin, residing in an area forever shrouded in a dense mist. One might be lost forever in the fog if not for the massive fire that eternally burns at the peak of the temple. A beacon to some, a warning to others, the fire seems to grow larger the closer a person ventures to the temple until they stand before the front wall. Only then do the flames overflow from the temples peak, running down the Northern wall like liquid to create a "melted" entrance in the stone that had not been there before. The exterior of the temple is shrouded in mist and the grounds that surround it are coated in minimal plant life. The exterior walls are rough, hand crafted stone - as if they were made without the use of any tools greater than hammer and chisel.

Once inside the temple, there is only a large single room with no features at all, but like the human heart, the room is forever changing. To stand at its entrance one might see an empty floor, but once they reach the other side they might turn to find the room is now merely one of many, with doors that lead to other parts of Aleris, or to other temples, some even lead nowhere at all. Many have tried to find the God by besting his temple, and many have died or fallen to madness, becoming lost in the "maze" of Tempesturo. The psychotic screams of those lost somewhere inside are always faintly heard, testing the will of even the bravest being. It's impossible to tell why such a temple exists, what the reason for such a thing is, or if there is even any reason to it at all. Such is the nature of chaos.