One of those flavorful tidbits I meantioned:
"
Three "schools" continued to be practiced during the years following the Godswar and the Mage Wars (before formal Academies or even R'Hath itself had been founded). To this day, these "specialist mages" (who were simply referred to by their individual titles prior to the Schools' creation) may be found, trained in the traditional master/apprentice way, originating from anywhere in Orea and not required to be from or go to R'Hath for their study (though many if not most still will to further their power). These "special" specialists are:
- Illusionists: Illusionists in Orea were able to avoid some of the persecution of other mages due to their entertainment value. Many wizards chose to focus on the phantasmal arts in carnivals, traveling circuses or as entertainers for various nobility and royal houses. Still one had to be cautious around the members of the Zealotry. For a time following the Mage Wars and prior to the "outreach" of the R'Hathi mage's guild, Illusionists were the predominantly encountered "wizard" in many realms.
- Diviners: Sometimes diviners were able to follow the illusionists' way and keep safe in carnivals, reading bones or cards as fortunetellers or seers. But the use of diviners by power hungry individuals has been a tradition since the birth of magic. Those able to glean information from the ether are exceptionally useful to those in (or seeking) power. This included, at the time, the Zealotry who somtimes "kept" (and eventually killed) mages with divining spells to use for their ends against other spellworking-kind.
- Necromancers: Those individuals focusing on the darker side of the Art were not about to let the Zealotry or mindless barbarian hordes scare them or go quietly away to hide in the realms of R'Hath (at first). Necromancers across Orea did what they could to survive and impede the progress of the new gods' clerics or raging Gorunduun, usually quite effectively to the disaster of their enemies.
Funny you should mention, nothingpoetic, but R'Hath is often swathed in fog. Part of the coastal cities defenses include inhospitable illusions. R'Hath is firmly attached to the ground, though. haha.
There is also this (but not really a "land mass" and no fog here.

:
[SIZE=+1]"Towerton[/SIZE]
The large trading town of Towerton started as little more than a collection of farmers, herdsmen, and timber workers. Today a small city sits on the coast surrounded by farmlands, herdmen, and timber workers, all tightly clustered within view of a great hovering chunk of rock. The community earned its name and vaulted reputation from its most famous (and originally its only) resident, the Wizard of the Tower. The town is ruled by a Council of chosen officials, who supposedly consult with the Wizard regularly, but this is usually only on matters of great importance.
In the dark years following the Godswar, there was a period of severe persecution of any magic-use not of divine origin. They were called the Mage Wars. A secluded wizard found himself beseiged by Zealot forces. The wizard used his powers to lift his tower (and a significant chunk of the surrounding earth) from the ground where it hovers, to this day. Over the ages, as the attitudes toward magic-users mellowed, and the need for protection ever-increased, settlers came to live in the shadow of the Tower beseeching the wizard’s great power to protect them and their lands.
Following the Mage Wars, the lands of Grinlia were still chaotic and treacherous with warlords and petty kings forever conquesting and conquering their neighbors. These gave way to Selurian raiders from across the sea, barbarian hordes, and eventually even the goblinoid armies of the Scourge Wars found their way to the floating citadel. So, over the centuries, many of the inhabitants of West Embrar, made their way to the surrounding environs of the wizard’s floating tower and Towerton was born."
--Steel Dragons