Gaela Map
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Meloetta's Lore

Gaela knew humans before the land now known as Amoda and Dojji was raised from the sea. There is so much myth and legend, most of it lost even to me. Maybe when there is peace we can tell those stories again, to discover and preserve what we can. But today you need the tale of now.

There are four islands where most folk gather, each with a port city. Those who can live at sea rule the rest of the area, but the undersea domains know all too well of Lugia's sorrow, and close themselves to anything possibly related to its origin. I shall skip them for now, though it pains me that you might not see their dyed water windows and the resulting halls of refraction they take as just an everyday sign of home.

Your first destination is the Port of the Shop, the one most familiar with Amoda's customs and coin. It is the gateway between Gaela and Amoda, being closest. If you wish supplies for the rest of your journey, they will be most readily purchased there; the residents have been saddened by the less frequent cargo ships, and will be more willing to view you as another of those than as the adventurers you are. I have marked the central city, but do not be misled: the whole island is inhabited, full of life to where the port used to be named the Port of the Seed until the city wished to set itself apart from the rest of Gaela. The city is where the educated ones gather; in few other places will you find choirs giving improvisational performances on daily affairs. There is a prejudice and fear of what you represent, so leave your trainer equipment behind when you step ashore, especially your pokeballs, and do not admit to being anything but partners to your pokemon.

What you seek is likely not there, so the next stop is the Port of the Snow. It is only an island if you do not count the permanent ice bridge to the southern continent. You could walk from there to the south pole, if not for the inhospitable cold, the long distance where no food grows, and the many other dangers. The residents are hardy, and take well to long, high energy dances that are as much about endurance as style.

If your journey continues, the Port of the Sand is the closer of the two remaining destinations. Due to currents, this place gets little rain, but underground rock formations filter the salt from the sea, creating underground springs and lakes. Most of the living spaces here are underground, both for the water and because the sandy soil does not support tall buildings. I have taught these people to paint the ground when they are bored, and there has rarely been much to do here, so I must warn you, the lakes toward the south of the island are not real. Do not attempt to drink from them.

Finally comes the Port of the Sun. While this is the largest island, much of it is held as uninhabited holy land. This is the traditional roosting place of Ho-Oh, although Ho-Oh has not been there for many years, so it is unlikely that what you seek is here. Also on this island, an hour from the port by rail, is the temple where Ho-Oh, Lugia, and the people and pokemon of the region met to discuss the weather, so that Ho-Oh and Lugia could do something about it. This is how crops were grown, ceremonies were enabled, and in general how life proceeded, until one day there were too many people so a new place was made for them to go to. I was not there, but oh, it would have been such a vast canvas to help paint. Even today, without their guests of honor, they hold festivals and ceremonies to honor Lugia and Ho-Oh.

Lugia's traditional roosting site is out at sea. It is said that Ho-Oh and Lugia would meet at a certain point on the shore, and the results of their meeting were such that the Port of the Sun was deliberately placed a safe distance to the north. These days, a bad aura surrounds Lugia's roost, and few pokemon who stray near it come back. We should navigate around it.

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