Nersa - The Common Grounds of Fables and Forests

General LocationLocated in the Southern Hemisphere along the equator, East of Hikaru near the Azure Sea and Grendafel's Embrace.
General GeographyWith pure waters and fertile grounds, Nersa is heavily forested. The river bisects the continent, but splits on the western side, flowing into the delta where the estuary provides a lovely ground for a variety of migrating birds. The temperate zone is home to plains and fields that are lush, growing with abundance along the rivers. Nersa is connected on the southern end to Elzeothis via a mountainous chain and the Nersa Sea. The shallow waters of the Breath of Aerius provides easy travel to Tu-Lips.
Important CitiesLiberty, Quessir Holme, Palantal, Evereska/Akh'Faer, Nadur Bekhai
Common LorePopular with a variety of the classes of the Realm, Nersa is home to a greatly diverse people that have roots to claim and a great many that have chosen to live upon the continent. Legends are common and well known among the locals. Ancient grounds are kept for history’s sake and current practitioners – at times. Among the most repeated rumors, is that the hills surrounding Hushing Hill has weeping sounds at the witching hour, without fail. Untouched forests and natural landscapes are the most prominent physical feature. Healthy and apparently tended, they would seem. Wildlife is abundant and typically well guarded by the residents. Some have said they have seen werewolves in a few places throughout the land. A portal to the Sacred Sanctuary is located upon Nersa since the arrival of the Goddess from Caramia and it’s own portal within. Security and safety are provided any that seek shelter or to assist others involved. Please note no weapons allowed there, no exceptions. Home to many, owned by none.
TravelThe Port of Nersa is open for travel. To get there via Shadowgate the combination is Sun Hand Circle.