Welcome!

Saviorum Resource


Welcome to the Saviorum Resource Page!

This page is dedicated to archiving the screenshots and texts within this wattpad book [JUST INCASE] the book happened to get deleted/unpublished/etc.

You can still easily access the original book [AND I ENCOURAGE YOU TO] with the link below! Support the creator as I'm sure they put a lot of time into gathering all these resources.

https://www.wattpad.com/story/274747561-days-union-lores-screenshots-videos-etc

[CONTEXT]

This is when The Night Coalition "hacked" into the old DU Discord server.

Map Lore

So I found out lore been happening at night when I'm asleep and I'm over here like- Really why do this when I'm sleeping?
Any who to the DU map lore (Might be missing a part or two of this)
All from the governess (Or Sidia) Herself

"Anlair. 'White Blossom' in the language of the Azarians, an ancient race that is now extinct, is the continent of which the Days Union, and the Aurorians resides. It is a large and varied continent, with sweltering jungles, red deserts, dark marshes, and equally dark ash-lands. Winter is but a dream in much of the land, with the coldest areas being the frigid tundra in the north, and the ocean tides."



"1 - The Danric Plains. A Mostly flat region populated by large stretches and displays of agriculture, large meadows and forests, along with thousands of rivers, streams, and lavished for colonial support. This is the heart of the Days Union."



"2- The Envalian Highlands. Known for its rolling hills, scarce towns and villages, and abundance of Inuine, a resource founded several ERA's ago. It's cold, and snowy, and has a directive workforce for prisoners alike. In Days Union Occupancy."



"3- Tarwiin. Close to the Expansive Dezon, the Region of Tarwiin is prized for its beauty. Blessed with emerald gorges, filled to the brim with palm-trees. Tarwiin is truly an exotic sight, and a divide between the vast plains, and the Dezon Jungle. There are many temples built by the ancient civilizations from before, but most minerals were reused for cities or other structures.

[AUDITOR-NOTE: NO LONGER EXISTING DUE TO INCIDENT_9_0_4_8, DARKNESS INFESTATION CONSUMPTION, NUKED. DO NOT TRAVEL]"



(Forgot to add four)



"5- Astura. One of the most remote areas of the Aurorians, Astura is a desolate region of jungles, winding plains, and fertile lands. Herds of Tyiuns as stunning with colorful wool and populated immensely, Astura's prized species!

[AUDITOR-NOTE: Do not even try going there. The entire surface is a beyond recognition. I'm sorry.]"



"6- Galewind Bay. Galewind Bay serves as a hub of trade and commerce for the continent of Anlair. All nations are openly upon contract to trade within a respective manner. All denizens are respectfully responsible for all unity and serenity. The national security of the Galewind, have requested that all trade-deals are to be verified through legal means.

[AUDITOR-NOTE: Taken by the Daybreak coalition. Don't even try going there, you'll be enslaved, and used as bait to capture the dark ones underwater.]"



"7- Nimble Bay. Lining the Red Deserts, as well as the Tezarks, many port-towns line it's waters. Known for a special mineral entitled as 'Catrivia' which is used to make metal bullets! Very insperactable. Nimble Bay also hosts the most founding and most lavished beasts to man and woman, and are home to colorful red and pink origin of Dysleuins, and Jruitsas.

[AUDITOR-NOTE: The desert is empty now, nothing but the blood-soaked red desert, and ruins of the past. It's scorched, and ransacked by bandits and tribals that are ruthless in every way imaginable. Don't go there, there's nothing left.]"



"8- Tezarks. A Hilly, interior region of the Danric Plains. The Tezarks are a borderland between the Danric Plains, and the Savonne. Home to high-winds, and a overwhelming power-supply for solar energy! Residence that farm here, happen to be Aves lovers! They happen to have pets of beautiful, exotic colors from the skys, even Wyverns of the past sometimes flock here to be flown across the sky!

[AUDITOR-NOTE: This region is relatively fine, except that, the flowers have grown out of control, and lures each victim respectively to drown. We can't stop it, we've considered burning it all. Though it's been reported that there's been Wyverns still around, but beyond mutation. Rebound Stations can still go through the directive flight-path, but the density of the clouds makes it hard. You can still hear their roaring. Not only that but the leeches are more active than ever. ]"



"9- Savonne. The Savonne Forest, a large landmass dividing the Tezarks from the Northern hemisphere. Savonne is home to our latest ally, the Savidian Empire, that ranged through-out the forest. The forest is home to the popular tree-type, "Tearny-Spruce" which shines a beautiful blue colour like a diamond, and shifts to a purple pantone colour at Wintheria.

[AUDITOR-NOTE: They're all gone. We had to wipe them out. They were growing at a fast rate. The Supreme Leader ordered their seize when they refused the cease-order. When we returned, they were all mutated beyond recognition. We tried reasoning with them, but there wasn't enough time. I just wished we saved one of them. They were a stunning race. Blue, and golden glowing eyes... able to breathe under the depths of the ocean. Now they're.. all like that.]"



"10- Lake Larell. A large lake spearheading into the region, the beach is decorated with a bioluminescent, glowing a beautiful blue light that formulates and dances around the foam, like electricity! There is a popular resort there, that was condition by both nations as a form of gratitude to their people. Home to a unique species of Ylsua, a large creature that soars the skies at night, and by dawn, swims. They are friendly creatures, that hum beyond the clouds and water. Lake Larell is home to beautiful creatures of all kind, and homes to a repository facility. Soon to open the first cloning facility for denizens that wish to replicate themselves for any emergencies! [AUDITOR-NOTE: Filled with the Occultists. By going there, not only is it filled with biomass, but the cloning facility has interlocked and produced a large varied of "Huge-Ones", which is what the Occultists use. They believe that the Ylsua will return to give them the power they need, as some form of 'god' or 'hierarchy' status. The Occult is just simply entitled as 'Ylseers'. Subject to recontaint the facility as soon as possible, but impassable due to the signs of the Ylsua still living.]"



"11- The Bordurian. A large expanse of dark Taiga-trees. It's home to what was the first [CLASSIFIED] with in [CLASSIFIED]. [AUDITOR-NOTE: Do not ask. It's the origin of what made everything worse. A terrible accident, that I deeply regret.]"



"12- The Ashlands. Lands turned to rot; buried under tons of volcanic ash. A desolate sight for most travellers. They are hard to pass through, and only the most experienced natives can do it! When going to the Ashlands, it's depicted that you bring a mask with filter! Each residential native, is typically seen to be magnitized, and glowing orange eyes and or cracked skin! They have rather large horns, but they are docile. They work as a collective native species, and you can see their homeland thrive! The Union sat out to have direct peace with the natives, and since then, work in tangent with them for the new resource, "Inuine!"

[AUDITOR-NOTE: They somehow teleported. The entire region, in turn, spawned them. Those creatures, that formulated from the ashes of the glassing. There's nothing left, don't even go there, you yourself will become apart of them.]"



"13- The Morian Pass. Some of the few stretches of land not touched by the Ashlands. Foreign travelers use these passageways to maneuver around the Ashlands without getting bothered by the other tribals! Newly formed Rebound Stations also pass through this passing, and correlate through the Morian's harsh land-slides. The vicious spiral mountains enact as a way for landmarks, so you know where you're going. Sometimes, the spirals levitate from the air due to the Cloud's velocity rate and churning to the stratosphere.

[AUDITOR-NOTE: Don't go through here anymore. The storm 'spawned' from here, which caused The Rupture's settling. It's where the Eye of the storm, lies. You will go missing or worse. But do not fret. It's been there since the first invasion. It doesn't seem to be moving anywhere anytime soon.]"



{They did not have a 14th page of this}



"15- Valmark- Valmark is one of the few frigid areas in the Continent of Anlair. Even though winter is but a dream, the icy waters of the Spirited Sea bring a cold draft to this land's shores every month. The spiraling spears of the ice drift like forests, and some even have grown accustomed to them, and you may even see towns localized in the spires! There are also locals who've studied the psionic power of the waves, and learned to control ice through some means, those with horns. The race Validians, are quite septal to being icy-cold, and eyes that pulsate a frozen blue or liquid-green! When

[AUDITOR-NOTE: The tribes were picked up as specimens for a certain project for replicate-genetics. The rest of the place is a nightmare. Never had I seen biomass connect itself to literal ice-shards, and use it as a way to fuel itself, instead of typically, blood, or other biological means - does it mean it survives better in the cold, or in water conditions? We've heard reports [from] SUBVERSA_12, that there's biomass quite literally growing in the depths of the sea. Will send another team to persist the study of the attributed clause.]"



"16 - The Serpentail Mountains. - These mountains divide Valmark from the Ashlands, and are extremely treacherous to pass! There is a large colony on the largest mountain, isolated from the nations and a independent colony backed by the rest of the nations, entitled the "Seperi", which is a disclosed group of natives that have civilized and became prosperous by the help of the Union! They are very kind and generous nationality, and allow free passing through for denizens alive as gratitude.

[AUDITOR NOTE: They became cannibals. All of them. I've never sought to realize just how truly /fucked/ up they are. They not only skinned their victim, but kept them alive through a certain solvent, which allowed them to be supplementally alive, while continuing to eat them. Can you imagine, being through that pain? Day by day, being kept alive, eaten, slowly. Those vile fucking mistakes of a societal humane race, burnt to the crisp when the Chapel was enclosed their last meeting, the day before the Invasion. But a few escaped. They have putrid pink eyes, and a gold-like color of hair. We trusted them, but what do we deserve the next day. The end of it all.]"



" 17-Spirited Sea. - The most desolate, empty sea in all of Anlair. Little grows or lives here, and only frigid continents, shrouded in myth, lay to the north. However it's by legend that the roots of civilization itself stem from here! Our majesty insists that we learned valuable knowledge from the ancient star-ones, that were beyond advanced. A large tower made of steel, from a thousand years ago stood there, even today! Nobody knows how to access it or know its purpose, but the concept of buildings, and other many vast technologies, stem from it! It's how we learned how to use Inuine!

[AUDITOR-NOTE: It's.. missing. The tower. When the invasion happened, it disappeared. Vanished, as if it never existed. We checked, everywhere. We know it's the same island, because an entire city was built around it, but it's as if the world reset that spot by a thousand years. I don't get it. How?]"



" 18- There's seasons! There's Miniar, Sprinda, Summare, Wintheria."



"19- Iskaldar - The last vestige of the Wintheria's frost, Iskaldar is the name for the thousands of glaciers, and frozen isles, that lie to the north of Falheim. Home to the resourceful and exotic nature of the first city developed by the new Supreme Leader and heir! The Supreme Leader enceintes that the Iskaldar's expansion is Great, and very aplitic to the success of the nation! Newly formatted "OPERATORS" have been enlisted, subjected to being apart of a nationality, or force for any future looming threats and or protection! Truly, a remarkable historical landmark that all denizens must visit. [AUDITOR-NOTE: To summarize what happened, would take a entire book. But just know that this city has fallen apart, ripped open, and has been the root of all evil that stems from the corrupted Chouncellor. But it's nostalgic, that the modeled city is based off the first one, right?]"



"20- Falheim. The Northern land of Falheim is filled with blistering forests, Yaogien Taiga Trees, open plains, and in the north, the frozen depths of Iskaldar. Sometimes it snows here! Furthermore, there are no other implications. There is nothing here. There is nothing here. There is nothing here.



[AUDITOR-LOG: There's nothing here.]"



"21- Eastvale. A dividing region between Falheim, and the Savonne, Eastvale is a plentiful region, populated with beautiful, bright Tryndia trees, that garnate to look like mushrooms! Most disease-studies and health-experts migrate here for the powerful supplement ingredients for medicine that combats the average cold! Typically Tryndia's are elocated all over, and are harvested per month to keep them at bay! Otherwise, they can become a very bad problem due to their spores!

[AUDITOR-LOG: Going here is a death-wish. They've quite literally developed a collective intelligence and sing, and tower pass the dense- clouds. I think that's why you can hear the soft 'sirens' as most sky- farers would call it, within rebound-stations.]"



"22-Semark. A desolate, eastern territory on the edge of the known world, Semark is populated with little trees, but plentiful amounts of fish. Due to the barrenness of the Spirited Sea, most of the northern fish head to Fletcher Bay to mate, giving the region plenty of marine wildlife, such as Qwyars, the Luriances, and the most popular favorite sea- creature, the Mythiaran! Semark also hosts their own regional parpial fleniute, a substance obtained by the Coral! It's truly a loving edge of the world.

[AUDITOR-NOTE: DON'T GO THERE. WHATEVER YOU DO, JUST DONT GO THERE. THEY ARE THERE, WAITING FOR YOU. DONT LISTEN TO THE VOICES THAT SEETHE YOUR NAME IN YOUR EAR. YOU WILL DROWN DROWN DROWN.]"



"23 - Fletcher Bay. Before-noted to have plenty of fish, it is an amazing fishing destination, and the best in the northern waters! All sea-life are typically docile, minus the Laverist, which is a predatorial fish! But no worries, they are non-violent to us as a species unless we disturb them! Although although although although although

[AUDITOR-NOTE: Hi]"



"24 - Alheim Island. Created by a volcanic mountain, Alheim is a desolate place on the edge of Anlair. There hasn't been any sign of people for over ten years. Where did they take them? Where are the people? Why am I stuck here? Why did they do this."



"25- The Straylands. Populated by purple mushrooms, purple trees, and exotic just let me out. The Stray's are home to a native species called The Valioaran. A lovely creature with mouths. Mouths everywhere, talking singing singing talking confessing. He's right next to me. The corner of my eye, I see him bending down and looking at me. I can see his eyeless mouth, his cold breath."



"26-Alvaren - One of the eastern-most lands in Anlair, it is populated by Golderia Willows and "Hanging" trees. It's said that if the three moons were to align, you'd be able to speak with the three Goddesses. Each one, representing your past, present, and future. Bygones are bygones, so depending on who shows up, first, second, and last, determines your fate. Each one will smile, cry, or yell, depending on what you are. Don't let the sun blink! If the sun's eyes pulsate black and blinks, you die! You then become apart of the next "Hanging" tree! People who are spared by the blink, are typically those who are in greater value, but deserve divine judgement in some form.



[AUDITOR-NOTE: Joy, joy, joy, down in my heart!]"

----------

So that's it from the Map Lore, I couldn't put the map screenshot in because it was to big

Have a Great Day/Night

[CONTEXT]

City Center Screenshots #1

[NOTES]

* Great Day's Residence

* Seeing Great in game for the FIRST TIME ever, it was quite nice to meet him in game finally.

* Great_Day and Rystar_[077] ["OBSERVER"], This is when Great_Day wanted to speak with 077 in his office.

* This screenshot was worth getting with full graphics IT WAS SUPER LAGGY THAT I COULDN'T MOVE.

* Got a ally with us here, They speak Chinese Simplified (All of the Aurora's do), I also got killed by the mf too before getting this screenshot :'D.

* Also got a screenshot of Liang_Aurora, I'm just getting screenshots for the good o' sakes of memories.

* More clear screenshot (Without people).

[CONTEXT]

Species from the Nights Game

[NOTES]

[SPECIES 1]
Alien

[SPECIES 2]
Fish

[SPECIES 3]
Bird

[SPECIES 4]
Yeti

[SPECIES 5]
Elf

[SPECIES 6]
Sheltered People

[13 TOTAL SPECIES(?)]

Map Lore

So I found out lore been happening at night when I'm asleep and I'm over here like- Really why do this when I'm sleeping?
Any who to the DU map lore (Might be missing a part or two of this)
All from the governess (Or Sidia) Herself

THIS IS FROM THE OFFICIAL DAYS UNION WIKI! (10/31/24 edit note: I found more characters and added them w/ their heights)
-----
[LEADERS]

Great Day - 8'3

Kasimir Daybreak -9'1

Brutus - 5'0

Zemin Aurora - 5'11

Zhuquan Aurora (Old Aurora leader) - 6'1

Director Nocturne - 7'11

Othello Wealdmare-Aributa (Horrid Night) - 8'1 (Per-Suit.) 7'5 (Suit.)

Orion Turak - 7'0

Prince Loch-6'0


(This is from the Vorbeckia/VORBECKIA ENGINE Twitter account)
---------- [MK3 RYSTAR OPERATIVES]

T001 (The Soverign Weapon)-8'5

T077 (Observer) - 8'2

T122 (Vanguard) - 8'2

T087 (Guardian)-8'2

T091 (Pilot) - 8'2

T135 (Marauder)-8'2

T044 (Specialist) - 8'2

T103 (Kingpin) - Unknown

T119 (Commando)-8'2

Caretaker (Benevolent) - 6'10
-----
[THE GOVERNOR ELECTEES]

Chanoch Amayagda - 6'5

Izyaur Jexlor - Unknown

Calypso Irafit - Around 5'7

Synictis Iradil - Unknown

Vandris Milian - Unknown

Benefactor Auto

Benefactor Serviceman - 4'11

Benefactor Voice - Unknown
-----
[OTHER CHRACTERS]

Sidian J. Divinis - 7'2

Desmoulins Holgernes - 6'3

Lamech Ehrlich - 6'1

Svantovit H. - 6'4

Pasquino Acampora- Unknown

Antaal Peten - 6'1

Odette Kratochvil - 6'4

Nascosto - 7'10

Advisor Nysh - Unknown

Advisor Xeno - 7'5

Yaroslav Evangef-6'5

Pasquino Acampora - Unknown

Researcher V (Venus) - 5'8

Velvian Elos - 6'8

Zorro Novikov - 6'0
-----
[THE THREE GODDESSES]

Turain - Unknown

Dielia - Unknown

Ziraina -Unknown
-----
[THE AURORA STATE COUNCIL]

Jiandu Aurora - Unknown

Xiulan Aurora - Unknown

Yahui Aurora - Unknown
-----
[SECTOR NOCTURNE]

Strategist Nocturne - Tall. (Doesn't give the exact height, just says "Tall.")

Organizer Nocturne (Joyous) - 8'4

Callous Nocturne - 13 feet

Ethereal Nocturne (Ethereal) - 7'6

Deceptive Nocturne - 7'7

Leia Auberaan - 7'8

Siwe - 7'8

Unit (Vesper Unit) - Unknown

Obscura (Vesper Obscura) - 5'7

The Collector (Nascoto) - 7'10

Valda - 8'2
-----
[THE DAYBREAK COALITION]

Aviator Anatoliy-9'0

Maxim Daybreak - Unknown

Lavrova Daybreak - 6'5

Vichkov Alekhi - 5'4
-----

Clone Eye Colors

[RED]
Daynian genetics or present within Clones.

[DARK RED]
Daynian genetics and common traits from people within the Dezon region. (People who come from the Daybreak Coalition also have this eye color).

[YELLOW]
Yellow eyes are a very simple indicator of neurological tampering. Examples: Heavy trauma, Unfinished cloning process, Tampering of the S.E.E.D template, tampering of the hormones and inner complex workings. It is also possible that this clone has sustained such damage, it has either removed a piece or something has not formed properly, resulting in abnormalities and significant brain structural differences. Green No individuals after the night invasion were encountered anymore with this color. However, artificial eyes could replicate this color.

[BLUE/CYAN/INDIGO]
Aurorian genetics or present within Aurorian Clones.

[PURPLE]
Purple eyes and derivatives are achieved by tampering with the cloning process, usually conducted by request of Benefactors as it represented royalty.

[GREY]
Grey eyes are an indicator of a deceased clone entering rigor mortis. The eyes will begin to pale as the body stops functioning.

[PINK]
Often found in clones incapable of functioning without assistance or high-maintenance care. Typically, these clones are made specifically this way as a result of constant experiments.

[BLACK]
Daynian genetics, only natural biological individuals will have this eye color. It is theorized that the radiation from psionic energy may cause this coloration or the dilation of the pupils. [Note: Heavy dilation can be mistaken for pure black eyes.]

[BROWN]
Also found only within natural humanoids. Instances of this color have been recorded within the Days Union and micro-nations. Possible Eye Color Mutations In some instances, clones can have eye color mutations.

[RED + YELLOW]
This mutation comes from a civilian who has dealt with heavy trauma over the courses of their life. There are two forms it takes: Morphed yellow pupil or outer ring of the inner iris. Yellow eye mutations are not purposeful and take time to progress unless clones were specifically made to have disorder.

[RED + BLUE]
A rare mutation, likely a combination of Aurorian and Daynian eye color genetics.

[YELLOW + BLUE]
Much like the combination of Red and Yellow, this instance of eye color is exactly the same in origin and description. It is unknown if those of the Aurora or subspecies of this kind are more liable and sensitive to gaining disorder.

[PINK + YELLOW]
Every instance of this mutation is under high institution. Quite possibly one of the most deadly combinations as it means this clone, creature, or subject has been put through more than one could comprehend and is incapable of being let into normal society.

[BLACK + RED]
A strange, unknown combination. There have only been a few instances of this, one specifically to note is a higher-up of the Daybreak nation.

[BLACK + PURPLE]
Much like the Red and Black mutation, there is not much to be said about this one.

Sunrise Republic Laws

NOTE: I was going between remembering these and found some from the Vorbeckia/ VORBECKIA ENGINE Twitter account. These should be from the official DU wiki, too!
And yes, I'm posting some lore I found or remember again. Surprise I guess?

[Law 1]
Were the civilians ever see your face, it will be mutilated until unrecognizable, then you will be given a brand new identity

[Law 7]
Public thoughts or recruiting for others to join other nations is penalized in torture or execution.

[Law 9]
Always salute a poster or picture of the President at least 4 times a day.

[Law 1000]
Staring too long at authority is forbidden.

[Law 1001]
Always pay attention to the big screens in the city square if an announcement is made.

[Law 1002]
Shouting during a speech leads to violent attacks being authorized on you.

[Law 1004]
Do not litter, caught doing so will get you arrested.

[Law 1005]
You are allowed to spy and observe members affiliated with the Night Coalition. Spread our existence to them.

[Law 1006]
You are not to look above at 00:00 when planes are flying in front.

[Law 1007]
You can not stand on an open road when tanks are present.

[Law 1009]
Asking for external help is treachery.

[Law 1017]
Climbing roofs of residences when there is rain or fog is not allowed.

[Law 1020]
Failing and attempting detectable humour in front of government authority is forbidden and the penalty is being assaulted until the head is removed or offender is frozen.

[Law 1021]
Leaving food decaying will result in you being suppressed

[Law 1030]
Between the hours of 3 PM - 5 PM in the City Square all civilians must try to be as silent as possible and to avoid conversations. For the sake of civilian peaceful hour.

[Law 1035]
Being found responsible for leading a violent organization will face the punishment of reconstruction for the Government.

[Law 1036]
If found guilty of carrying an unloaded but unauthorized firearm, it will be confiscated and the offender will be forced to work for public service for a moderate time.

[Law 1038]
Reporting a false crime will be penalized in surrounding and suppressing the offender.

[Law 1040]
When a curfew protocol is active failing to obey will result in you being assaulted.

[Law 1041]
If found responsible for censoring other Sunrise civilians without permission, you will be suppressed. We need to know your intentions.

[Law 1043]
If you fail to comply and go to the location the Government needs you to attend to, you will be forced.

[Law 1045]
Threatening to harm government property will face a punishment of arbitrary choice.

[Law 1047]
Citizens guilty of stalking others are penalized with physical harm.

[Law 1048]
All those found responsible for the manufacturing of fake ID punishment will be faced with the amputation of the hands or any other way to make you unable to do so again.

[Law 1049]
Civilians found responsible for performing torture to others are to be mutilated.

[Law 1500]
If guilty of releasing any type of dangerous substance, offenders are to be returned with the same harm caused.

[Law 1502]
Tampering with personal electronic devices of civilians is against the law.

[Law 1503]
You shall not be under the main park tree during 3:00-7:00 PM on Sundays.

[Law 1505]
The distribution of fear-mongering dispatches over any sort of news telegraph is punishable by imprisonment.

[Law 1506]
Once entering your residence you should always remove your shoes if they have been dirtied from any kind of substance.

[Law 1509]
If you happen to be selected for a specific role or occupation by a higher up always follow their instructions.

[Law 1510]
Always get proper authorization once the curfew has fallen into place.

[Law 1511]
Pay no mind to injured individuals you may find in the outskirts of our city. Simply ignore and walk away.

[Law 1512]
Conspiracies against Government officials or Civilians of the Republic are highly illegal.

[Law 1515]
You are only authorized to obtain the weekly supply amount once you have waited in line. Skipping the line results in serious punishment.

[Law 1517]
Skipping out on daily prescription or modification treatments is not authorized and will lead to a short imprisonment.

[Law 1519]
If a civilian ever complains about certain symptoms regarding extreme headaches and appetite loss, please escort them to Sector 15.

[Law 1520]
Civilians experiencing sight loss or damage should always be prescribed the proper surgeon before continuing with their tasks.

[Law 1521]
Once entering your designated train, never leave the seat that you have been assigned.

[Law 1522]
Consuming any sort of sweet rations after 9:00 PM is not authorized.

[Law 1523]
Taking pictures of photographs of any of the surveillance cameras can be punished with physical harm.

Oligarchy of Tyusian Information

The Oligarchy of Tyusian is a nation to the north of Ziranata, and one of the oldest on the planet, rich in technological advancement, yet hints of classical and gothic architecture, with canopies held up with towering, hand-carved columns, stained-glass windows illustrating the history of Zirianata strewn across the walls... Despite the use of extreme technology implemented at the core of life, the citizens of Tyusian still enjoy a rich physical life, with this nation's cultural heritage still being very rich. Present within their society, whether it be long epics passed down from family to family, or yearly festivals celebrating the journeys of the settlers that began their nation.

The Ustinoverian Masquerade

The Ustinoverian Masquerade. An event that only comes around once every 200 years, and is hosted in a grand ballroom on the small, wooded belt circling the west of the Monarchy of Ustinover, on the boundary of the Oligarchy of Tyusian, a location still in agreed M.U. territory. Currently, the location of the ballroom is abandoned, overgrown and re-taken by the forest. The masquerade's purpose was to establish peace throughout the nations of Zirianata, and bring forward a new era of serenity.

TRAVEL GUIDE-
To access said ballroom today, take the east-bound train line from the Oligarchy of Tyusian's Capital, until you are stopped by guards at the Ustinoverian checkpoint.

If you are not of Ustinoverian descent, or if you cannot provide suitable identification that you are Ustinoverian, you will be advised to vacate the train at the next stop - Highbrook Vale, the last Station before you enter the plagued territory of Ustinover.

If you attempt to continue into Ustinoverian territory, you will be forcibly escorted off by the Royal Guardsmen posted at Highbrook Vale. After disembarking at Highbrook Vale, seek out one of the locals living in Highbrook Village.

This should be about an hour's journey on foot from the station, or around 30 minutes if you manage to have a Guardsman lend you their horse. Be prepared to pay.

The locals at Highbrook Village should direct you to the abandoned Masquerade building, a two hour's hike through Brookholme Forest, just make sure to follow the old horse-tracks, Wyverius Packs are very common within these woods.

Upon arrival, ensure to not desecrate the grounds or attempt to enter the upper levels of the ballroom, there have been many reports of structural instability, and be aware that nobody will be able to aid you if you get hurt.