LEGENDARY PLACES AND THINGS --------------------------- CONTINENTAL RACE - A Cannonball Run type of event takes place every 2 years, on the continent of Atlantia, involving drivers of refurbished ancient hovercars/landspeeders in a timed race across the entire continent along the remnants of ancient highways. It begins on the east coast of the continent, near Samanthia, and ends at the dinosaur coast on the Western Ocean. The race is highly dangerous(and illegal in some places). The road runs through the Greatwood and on through the Great Northern Plains before crossing the Celestial Mountains and ending at the Coast. The bones of a gigantic prehistoric crea- ture span a narrow portion of the Great Rift Canyon as a bridge for the highway. Race cars have jump jets for leaping obstacles and buzzsaws for clearing away small trees and shrubs. They can also lower skids in order to skim across rivers and lakes. The FIRST CANNONBALL RUN took place in 11 CY. Nearly 1/3 of the drivers made it back alive. A success! The race doesn't happen every year, though almost! DRAGON PALACE - Located far to the west, beyond the Pearl Sea and a mountainous island chain(Neihon) - the people of which are warriors, poets, and fisherman - lives the Dragon King. SEVEN CRYSTAL SKULLS - Once were mighty artifacts used to create, sustain, and protect 7 ancient cities of crystal from the forces of Entropy and Evil. Now they are scattered throughout the land, sought by the Green Man who wishes to combine and corrupt their power for *his* own twisted reasons. 1) Green(emerald) Skull: Once housed in the Green Chapel, a cave-like complex guarded by the Green Knight, now buried under the waves of Beryl Lake. The Green Skull is currently being used as a head by The Green Man. The Green Chapel was a place where knights of Avalon were sometimes tested by the Green Knight(an ambiguous and enigmatic personage, sometimes helpful to and some- times at odds with the knightly order) in order to show them their own inner weaknesses of character. Some did not survive the test. The Green Chapel represented JUDGEMENT, GROWTH, DEATH, and REBIRTH, was strongly tied to the Old Faith and the Faerie Realm. 2) White/Clear(quartz) - Once from The Crystal City located near and beneath Columbia, the capital city of the Republic of Aquila. Now it powers the generator in the Blue Sun Tech Labs near Aurora. The White Skull deals with TIME and SPACE, HARMONY, CHARGING ENERGETIC FIELDS, and AMPLIFYING and FOCUSING ENERGY. 3) Blue(sapphire) - with Ayla and the Cave Bear Clan on the Dinosaur Coast. The Blue Skull deals with WISDOM, PROTECTION, HEALING, and SPIRITUAL AWAKENING and CONNECTION. 4) Purple(amethyst) - The Purple Skull deals with INTUITION, SEEING WITH THE THIRD EYE, SPIRITUAL HEALING, MENTAL CLARITY, EMOTIONAL BAL- ANCE, PEACE and CALM. 5) Orange(sunstone) - In the lost City of Glass/City of the Sun located in the jungle south of Portown. The Sunstone Skull deals with CLEANSING, MAGICAL EMPOWERMENT, CREATING POSSIBILITIES, OPTIMISM/POSITIVITY, ENHANCING CREATIVITY, DISPELLING FEAR and NEGATIVITY. 6) Golden Yellow(topaz) - Located in a Golden City in the Land of the Centaurs. It deals with WEALTH, PROSPERITY, and ABUNDANCE in both MAT- ERIAL and SPIRITUAL things. The Topaz Skull is revered by the centaurs, as it helps to make their realm beautiful and fruitful. 7) Red(garnet) - The Red Skull deals with VITALITY, LOVE, PASSION, COURAGE and PERSERVERENCE, MENTAL FOCUS, SUCCESS, and PHYSICAL PROTECTION. PLAINS OF PESH - The high plateau where the Lords of Law battled the Lords of Chaos at the beginning of the world. Low, green grass, gigantic standing stones (most are heavily weathered and unrecognizable, some have identifiably monstrous shapes and visages - titans/ gods/primordial creatures of chaos(Godzilla-sized). The plain is surrounded by rocky cliffs and buttes and the sun is frozen at sunrise with the full moon setting over the cliff passage leading west to the valley of the Wind Dukes of Aaqa. Nothing lives on the plain. The battle was fought in the twilight of dawn on a plane that was originally flat. With the ending of the battle, the plane began to spin, becoming a globe as it turned. The sun rose and set, and there was day and night...and Balance. WIND DUKES OF AAQA - Just west of the Plains of Pesh. Tall, slender towers of pastel-colored, translucent crystal. Wind Dukes were allies of Law in the great battle at the beginning of the world. Now they stand facing the east, dormant, as statues in their crystal palaces awaiting the call to the final battle at the end of time. The Wind Dukes and their crystal spires are impervious to magic or to harm of any kind. The Wind Dukes are powerful djinn-like humanoids with angelic wings. They have great power over the air and can raise winds and call lightning. This plateau is reached via a narrow, rocky path in a spur of the central mountain range on the Hyborian continent. WELL OF MANY WORLDS - The well is located just east of the Plains of Pesh, in a high valley at the end of an tnterdimensional, magical path. The path can only be found and accessed with a special key. The well itself is 30 feet in diameter and has stairs cut into the side that spiral around and down to landings with portals to other worlds and planes. It is composed of an unknown, dark rock that is completely indestructible. Occa- sionally, things come out of the well and into the world.