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animamods ([personal profile] animamods) wrote2017-01-01 03:07 pm
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Locations


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Locations
Center
The Rift
Center of Map
Both a location and a phenomenon, the Rift is a massive tear in the sky, located just North-East of Haven, over the ocean. The Rift never seems to hold to a single color or shape, often fluctuating but always looking jagged and torn. Tendrils arch off of it for miles, reaching to the farthest corners of the map and resembling an aurora pattern. The Rift can shift from relatively placid to violent in a heartbeat, causing storms, spitting out people from other worlds, or radiating strange magical effects.
The Frozen Shore:Bordering the Rift
Nearest to the Rift, the shore remains stilled at a time of great calamity. Great waves stay poised above the shore but never crashing, their waters ripping up and down the frozen waters in strange tides. One may even sail and fish these waters, though it is a surreal and slightly dangerous endeavor.
Haven:The city mountain
The location PCs find themselves in; Haven is the main (and some would argue the last) city of Avalice. Haven is also has the distinction of being a truly massive city, covering an entire mountain. Buildings are carved from the rock, or built from a variety of materials and styles to accommodate different races. Though for all its size Haven also has a lot of empty districts and buildings, leaving it to the PCs to fill them. This city was formed as a last refuge during the cataclysm, and as such is very multicultural. It is bordered by great walls and two waterfalls rushing past the east and west sides of the city. The falls pool into a harbor in the south east, and the city rises up from the foundations of the mountain to the very peak.
Harbor District:Shores of Haven
The main inlet, fishing, and mooring spot for Haven’s ships, some small one person crafts, some larger junks and even galleons, and everything in between. The ships are maintained by a collection of craftsmen who make the harbor their permanent home, and along with the fishers, the harbor is home to a strange combination of ship fleet and floating town. Nets hang everywhere from roofs and across streets, providing awnings and a second pathway for those nimble enough. There are some odd buildings out among the sprawl of fishing and storage huts, appearing as barracks and weapons storage for any hostile sea life encountered. A few sections of the docks and buildings are built over half submerged buildings, and are referred to as the Drowned Quarter.
Falls:Eastern Slope
A relatively new edition, clinging to the sides of the eastern walls and mountain slopes. The structures here have been built to harness the power of the waterfalls rushing by with canals, waterwheels, and miniature falls abounding. The canals have become a favored route of transporting people or goods up and down Haven for those who cannot fly, with different canals using different currents to help propel boats along. Due to the high amount of water, a mist always clings to this area, and it is cool in even the warmest seasons.
Lower Haven:Mountain's Base
Winding from the base of the harbor up the middle of the mountain, the lower quarter is mostly residential with a handful of shops, mostly geared towards taverns and gathering places. The hodgepodge of building styles and decorations continues here, and is arguably the most pronounced. Most of the native population has settled here, and the variety in buildings creates a twisting warren of main roads, side streets, and back alleys with a handful of tiny fountains or gardens wedged in.
Upper Haven:Winding up the mountain
The shift from Lower to Upper is gradual, as residential buildings gradually fall away to reveal broader streets and larger squares. Much of the area matches the elevation, with towering buildings set up to house temples, libraries and archives, and similar places of higher learnings or callings. The gathering areas are designed to house large groups of people, with broad plazas and fountains being the norm. The further one climbs however, the more the buildings start to melt away and turn into caves and dwellings carved into the mountain itself.
Cliff Market:Mountain Sides
The Cliff Market rises from the Harbor area, and branches out dramatically the further up the mountain it climbs. Formed from a collection of precariously made scaffolds the creak every time the wind blows through, the Cliff Market is nonetheless a bustling place. This said, the more prosperous shops tend to be on the more stable and lower sections of the market, closer to the firm rock of Haven’s mountain. This is also the best spot to search for magical items and specialized crafts. Those stalls and shops perched further up and exposed are owned by either merchants just starting out, or those with highly specialized or esoteric goods.
Tunnel Market:Haven's Caves
Just beyond the cliff market is a network of tunnels carved into the rock. These form an underground bazaar. While some perfectly benign goods are available, this is also where more volatile, dangerous, or downright illegal trade happens as well. Rumor has it that in the most out of the way corners, underground fighting rings for beasts or humanoids are thriving, where the populace goes to vent.
The Rookery:The Border of Upper and Lower Haven
A tavern with its roof torn off due to the Rift opening; however many have come together and instead of mending, placed a magic barrier over the exposed rafters. Winged Anima companions can find good roosting here, even if they can’t fit into the tavern proper. The barrier allow them access, but keeps out any weather aside from sun and moonlight. Scions are welcomed in here, and one of the regular story competition nights has been altered to encourage tales from their homelands.
Walls:Surrounding Haven
One major wall with smaller branches encircles Haven, with its one breaking point where the Harbor is located. The wall shows signs of crumbling now, and even a few buildings and trees have begun to climb up the sides. Old wards designed to hold back rogue magic still dot the walls like old sentries, either carved into the wall itself or standing as crystal tipped beacons.
The Watcher’s Plaza:Upper Haven
Jutting from Upper Haven is a massive, round disc of a plaza that hangs out into empty air. Few people gather here, as the Plaza offers a direct and disquiting view of the Rift. New Arrivals commonly wake up here, though there are reports of some waking up in more isolated areas across Haven. (Or for a few unlucky ones, dropped directly into the sea.)
The Heart Of Haven:Haven's Summit
Located at the apex of the peak, the Heart is where the Crystal is housed. An open, pillar ringed chamber is carved into the rock and commands impressive views of Haven where one can look out. However, the Crystal hovering in the center tends to demand the most attention; easily the size of a giant sized creature, the Crystal cycles through colors and strange swirling patterns; it is ringed with runes and cravings laid directly into the floor, and smaller circles are carved out in rings around it. These smaller circles have eggs forming in them, though only one attuned to an individual egg can cross over the barrier to pick the item up.
Salt Step Range:Inner Seas
A collection of peaks, worn and twisted into different shapes from the winds and tides. Bridges, both rope and stone, are built between the peaks, forming a rough but usable land route off Haven and to the mainland.
Mainland
Lily:Mainland's Delta
Named for the dozens of flowers floating on the lake and delta’s surface, Lily features another curiosity in the form of dozens of ships all scuttled in the lake, and long since overgrown by watery plantlife. It may be possible to dredge some ships up from the depths and mend them, scavenge them for parts, or see what secrets they hold… but there is a minor matter of a few dozen sea serpents resting in the waters and making dens in some ships. Since they are reminiscent of Levith, few are in a hurry to attempt such a task.
Ripple:Southern Mainland
A great coastal capital that has sunk into the sea halfway. Various sea creatures and races have made their home here in the drowned portions, and not all of them tolerate the others, with waters sometimes running red. Sea monsters wander in as well, creating a dangerous but still enticing city, with any number of treasures and secrets under the waves.
Storming Plain:Northern Mainland
A great rocky plain choked with clouds and heavy mist. Rain is almost always constant, as are thunderstorms. And the only shelter from lightning strikes are ruined cities, and half crumbed spires built to catch and harness the power of the lightning.
Ever Rain:Storming Plain
A ruined capital, forever drenched in rain. Anyone wishing to explore will quickly find themselves soaked. This said, the rain soaked city is host to any number of friendly aquatic creatures, and the shrines to Pona and Pyphy are intact.
Green Home:Borders of the Forest
Squared away at the edges of Green Pulse, a budding city grows along the trees. Green Home springs from overgrown ruins, and welcomes all who wish to explore and catalogue the surrounding forest.
Everspring:Bordering Storming Plain
These are the deepest inland waters of Avalice. No one has ever found how deep the waters go. Waterfalls and mountains ring the great lake, and a few small islands dot the lake. When the sun rises and sets on the waters, these islands seem to stand in an endless, burning reflection of light.
Dracoine:Eastern Mainland
A forgotten place, the carvings of creatures which vaguely resemble Anima creatures, but their features worn away and lost to time. But for all that, the carvings ARE capable of moving under an arcane power, if any visitors attempt to loot the ruins. Those who evade the statues and make their way into the center ruined temple may find glowing artifacts… but attempting to touch those results in a magic backblast that may fling anyone to the edges of the ruins… if they don’t get flung into the stone guardians, first.
Faded Web:Northern Green Pulse
The earliest hints one has stumbled into the web is the path ways cut into otherwise thick forest, starting as game trails and becoming more and more similar to roads. Strange, crystalline patterns still sway in the trees overhead, reminiscent of spider webs. The very trees are inscribed in a strange, spidery language, looking the world as if they were carved there from strong, spindly and claw tipped limbs. At the center is a great moss covered ruin of city and castle, said to hold gold and riches… and unfriendly denizens. A collection of spider and snake creatures calling themselves “The Envenomed” make their home here, and do not take weII to strangers. The lucky explorers are those who find themselves poisoned and told the antidote is on the borders of the city. The others who catch the attention of the Envenomed are caught in snares and taken deep into the interior. None who go in are ever said to return, and as such the mystery remains what is held in the center of the web.
Emerald:Center of Mainland
Emerald sits inside a great forest, and very few buildings can be found on the ground, instead sitting atop trees or hung from the branches. Access is either on foot or through the rivers twisting the base of the forest. Those who have glimpsed Faded Web and survived say the two cities are unnervingly similar, though those who visit Emerald have *much* better odds of returning. The same tree carved script and webbed pathways exist here, and the tree built city hosts spider, serpent, and bird people, all banded together. This said the city is much newer, and suggest a certain fragility. The denizens are wary of outsiders, but those who respect the forest or perform some service for the city are much better accepted. Inquiries of Web are met with nervous glances, and the most any have gotten are that the two cities and peoples were once a single group.
Green Pulse:Spread Across Mainland
A massive forest covering swaths of the mainland, tending towards tropical jungle and woven in rivers. A few races call this area home, namely the spider Anansi, serpent Naga, and bird Aarakocra. Green Pulse contains many ruins swallowed by trees and prowled by monsters.
Verdant Passage:Mainland to Claw Islands
A collection of massive trees, some the size of islands spanning from the mainland archipelago to the claw islands. A series of bridges of various materials spans most of the trees, and where there are none the branches tangle together enough to form natural passages. Old ruined dwellings are left in the branches, shielded from the elements. It is easily possible to travel the passage without once setting foot on the ground, or sail a ship between the bigger trees. Only a few trees are settled, the others home to monsters that have long since moved in.
Drowned Archive:Northern Claw Islands
Located near the Tower of Wisdoms, this archive formerly chronicled spells and housed old artifacts. It likely belonged on ground other than a swamp in the past, but this is no longer the case. Nearby rivers and lakes have found themselves rerouted into the marsh the archive has turned into. The magic that warped the surrounding area has also managed to preserve much of the texts and artifacts stored within, though braving the magic charged waters and various creatures swimming in them is a task in and of itself.
Scholar’s Rest:Claw Islands Shore
Less of a settlement, and more of a permanent campsite. This has become the entry point for those venturing out from Haven, a small port dwelling formed from dozens of tents and half made buildings. Only one permanent building is in evidence, and that is more a shattered ruin of what could have once been an academy, one filled with texts in forgotten languages.
Tower of Wisdoms:Claw Islands Center
A tower that easily reaches above the forest around it. The tower is dotted with statues and myriad shrines to different demi-gods and past sages, and the interior filled with crumbling records. Tales circulate that this is where the first rituals to call people from other worlds began, and even now there seems to be an air of foreboding on the upper levels of the tower.
Shimmer:Wing Islands
Remnants of an old city, carved from dark and violet stone. Curiously, the weather around the city makes it so it is almost always shrouded in dim light, with only the moon and stars coming out to illuminate the old buildings. Stranger still, with the setting of the sun, old lanterns and lights have a habit of turning on, even with no evidence of fuel. A handful of priests and pilgrims stop through the city, but there is no stable population yet.
Winding Caverns:Wing Islands
Once used to mine rare ores, the Caverns have since been abandoned and festooned with warning signs on different passages. Never fully explored, or mapped, the caverns are said to run the length of the east and north, beyond the fragmented continent the entrance is found at. Once inside, the caverns twist and wind into a maze of tunnels, distorting one’s sense of time and space. It’s rumored that if one wanders far enough, they may find themselves stepping out into sunlight on the other side of the world. Whether it’s true or not, the caverns have claimed their share of explorers, drawing people in with the promise of undiscovered mines and gem caches.
North
Last Home:Southern Edge of the North
A set of buildings form the final settlement travelers see before facing the might of the North, and the dangers therein. Part religious center for pilgrims, crossroads for merchants, and inn for all, Last Home is never entirely deserted. Some claim it was NEVER abandoned during the cataclysm, others are more sceptical of such ideas; either way Last Home continues to prosper and grow as more find their way North.
Lost Range:Spanning the North
A range of impossibly high mountains. The air becomes perilously thin the higher one climbs, and only the most staunch flyers have a chance of passing over the range without the sparse air driving them gasping back into the mountains embrace. Avalanches, cutting winds, and hungry wildlife add to the challenges of crossing. Only a handful of routes are known to be safe, depending on the season and how fickle the weather is. Storms are known to regularly crop up and bury routes in snow, rain, and thunder. This said, the mountains must be passed in order to access the resources beyond, so frequently guards, guides, or foolhardy adventurers are in demand to make the trek.
Levith’s Coils:Twisting through Lost Range
So named for their twisting nature, the Coils are a canyon (sometimes known as the Scales of Levith) and river system (the Blood of Levith) which twist and wind through the entire Lost Range, from shore to shore. The deeper one goes into the coils, the more time and space seem to distort; the sun and moon light fades out, and even the stars lose their definition. The passage itself is eerily quiet, with few if any creatures outside a handful of ice and water elementals making their homes there. But most unnerving is a side effect of the Coils. It’s said that breathing the mist for too long or drinking the waters causes waking visions, calling up memories of the past. Some even claim to have shared the memories and pasts of others. And while the waters are valued by some to aid in scrying or visions, few care to spend any amount of time gathering the resource, when there is no telling what might be beheld in the canyons.
Frozen Forest:East of Lost Range
The Frozen Forest is known for its timber, which never loses its chilly, frosty nature. The snow of the forest never thaws, and paints the wood a strange blue-black shade. The lumber itself is often used in projects involving cold in some way, as the trees have a curious property of shielding against cod and any interior they are constructed from, warm. The bulk of Northern hunting happens here as well, as does trapping for furs.
Temple of Levith:Far North
The temple to the great serpent sits atop two great peaks, with a winding stair going up the slope. Along the way are hung bells to ring, said to stir Levith from slumber and hear the prayers of the devout climbers. Waterfalls stream down, some frozen and some flowing, their sources up on the mountain tops and at the shrine. The temple itself is a silent and cold place, with high vaulted ceilings and windows open to the sky. Priests and initiates meditate within, and any traveler is welcome to join; rooms are specially designed to enable deep trances and keep those within safe on long dreaming quests. The center room holds a large scrying pool and smaller baths used to purify and prepare seekers, with a glass roof overhead.
The Mirror Ice:East of Levith's Temple
A wide reaching frozen lake visible from the Temple of Levith. The mirror ice can perfectly reflect the sky overhead, creating a sea of stars, a field of blue, or a realm of endless light as the sun sets. Closer inspection reveals the ice has a great deal in common with glass, and set amounts are harvested to create scrying mirrors.
Star Gaze:West of Lost Range
A great reaching building with quarters for living attached on the side, Star Gaze has one purpose; track and record the heavens above. Those inside do so to foretell the future, predict weather, magic patterns, and as of recently, potential activity from the Rift.
Bladed Tower:West of Star Gaze
Perhaps the warmest spot in the North, the tower sits next to an active volcano, and takes molten ores to forge into weapons, armor, and on rare occasion non-martial creations. Curiously, the smiths here pledge themselves to Halla rather than Levith, but allow all the chance to purchase or forge weapons, if they assist in hunting expeditions to the West and East. Or if a sizable donation for such endeavours is made.
Scar:Broken Islands
A ruin that must have been a temple at some point, but to what god, no one can say. The carvings are faded or obscured by terrible burns, with only a few disintegrating tapestries remaining. Underfoot crunch what may have once been crystals of a sort, now rendered brittle. An undeniable feeling of loss weighs on this place, and the Rift shines impossibly bright overhead, for a place so far North. Those who sleep here are plagued with nightmares for weeks afterwards, of ruin and loss of anything they hold dear.
Ashen Forest:Surrounding Scar
Smoke and ash from nearby volcanoes conspire to petrify this forest, making it a haunting, dreary, and dead pace. Monsters prowl about to attack any who stay too long, all of them twisted in some way, just as the landscape.
East
Temple of Astril:Top of Eastern Continent
The Temple sits inside a massive crater between volcanoes, and circled with lava; only an ambient magic keeps the Temple and a winding, precarious path leading up to it, safe. Because of the remote area and dangerous approach, Astril’s Temple is sparsely populated. Few see the carvings and exquisite muras set inside, or set foot in a set of gardens festooned on the roofs and stepped walls. These gardens grow a rare herb used in potions and arcane cures, the Fire Blossom. In addition to the murals inside depicting Astril and her role of rebirth, chambers dedicated to healing are set up, lit by dozens of candles for the weary traveler to rest, or pursue studies of alchemy written and stored.
The Lost Word:South of Astril's Temple
From the deserted streets to the bleached bones of buildings full of broken relics and keepsakes, this ruined city carries an unmistakable air of loss and despair. The size of these ruins and bits of gold and decoration still clinging to some buildings suggest a former capital, but much of the city refuses to be mapped and explored; shifting and frequent desert storms uncover one area, only to bury another under sand. But what can be glimpsed paints a grim image of a dying city, resorting to more and more desperate measure to try and keep itself alive and in Astril’s favor. The most common and frequently uncovered areas include an old, tall temple flecked with torches and carrying soot and something disquietingly similar to blood stains inside, a great city square littered with dulled weapons, and scattered shattered walls and aqueducts, all dried and crumbling. Underneath the buildings is also a network of tunnels, often the best bet when the storms boil in.
Astril’s Path:Stretching North to South
A burning, arid collection of desert dunes, heat twisted mountains, and rivers of molten lava streaming from a range of volcanoes. And yet there are highways of sorts twisting through, in the form of broken bridges rising from the most treacherous passes. The surroundings give the impression of once being a pathway through the smoking mountains, up to the main temple.
Sae Marret:Wandering
A wandering market, tracing between desert ruins and run by hardy traders of various races. The trading band is willing to trade with those they encounter, and may even work with Scions who prove their worth at scouting routes for them.
Burning Range:Surrounding Astril's Path
The mountains that trace along the deserts are every bit as heated and choking as the flatlands. Due to the smoke that comes from the myriad volcanoes, and aura of twilight always hangs over the mountains, and it is difficult to tell time.
Burning Eye:Central Eastern Continent
A series of ponds and lakes, almost an inland sea, all smoking and boiling from the heat of the surroundings. The waters are impossible to drink from, swim, or cross unless an offering is given; this has ranged from coins tossed in the waters, to a song, a story, or a secret whispered across the surface.
Forge:East of the Burning Range
A sheltered and abandoned building in the foot of the mountains. Everything but the brightest forge flames in the center of the building extinguished. The building once acted as a massive smelter and forge for weapons, tools, even gemstones and jewelry. Rust now coats most of the walls, but one may hear the growls and snarls of territorial beasts, hoarding the remains of the once great forge.
Dawn Gate:South of Burning Range
A fortress, built around a great tower. This tower holds a beacon at the top raised to capture the rays of the sun, and holding them until the sun sets. The night is then brightened up as the tower shoots out dozens of star-esque lights to brighten the way along Astril’s Path. But the tower is the only functioning structure remaining, the fort crumbling and barren of activity. Old tributes crumble and fade in front of travelers shrines, the only clue this was once a key travelers stopping point.
Sun Rise:South-East Islands
A fire-gutted city and fortress, with the ruins offering some shelter from the desert heat. The forest nearby carries some of the richest forage, but also has a strange feature. Every sunrise and sunset causes the forest to burst into flame, with only moonlight providing the safest time and shelter from heat for gathering and harvest. Isolated fires also flicker to life in the ruins, but with less intensity and more akin to bonfires.
Ever Autumn Forest:South-East Islands
A stretch of forest, forever turned to verdant colors by the soil and ambient magic. While leaves often fall, the forest is never completely bare. The apples growing on the trees are greatly prized for the flavors, and compared to Astril’s other sections and domains, the forest is much more vibrant, and easy to stay in.
Boiling shore:Bordering Eastern Continent
Remnants of the Rift still cling to this shore, the waters smoking and bubbling. The water is uncomfortable to swim in for too long, but some prize it as hot water that never cools, and pay handsomely to use it in alchemy.
West
Temple of Halla:South of Wastelands
More of a fortress than a temple, worn and scarred in many spots from battle and time. The interior fares better, the tapestries still resplendent and depicting battles and victories of the righteous. The priests dress in a way that suggests readiness for battles, or exorcisms if need be; a clink of armor or rustle of heavy robes is the most common sound, and most passages lead onto training grounds. The center chamber is set up to resemble a great forum, where judgments can be held; off to the side is an archive, chronicling past verdicts, battles, and rituals to pacify arcane threats.
Halla’s Rest:East of Halla's Temple
A necropolis that in past ages was a resting place for the honored dead. Many who could send their remains to this place did; family or even city mausoleums are not unheard of. Even with decades gone, the scent of incense and funeral flowers still cling to some of the buildings and tombs. Belief holds that this place is, or is near, an entrance to the afterlife, though none have ever truly found it. Unfortunately, there are few priests remaining to care for the tombs, and this has resulted in restless ghosts and wraiths prowling the dead city; some are little more than whispering pests to any still living who pass through, others pose a much greater threat.
Setting Tower:West of Halla's Temple
Something between watchtower and lighthouse; the tower is arranged to catch the fading sunlight in a great prismatic device set high up, and is said to power the wards around the nearby temple. It is also used to view nearby surroundings, and gauge threats or sorties to be sent out.
Bone Wastes:Northern of Halla's Temple
Resting place of dozens of monsters and strange creatures, some of which there are no existing records of. Whispers persist that some of these bones even form into aberrations, which roam the wastes on moonless nights. The area is no less dangerous on nights when the moon shines, as something about the moonlight causes the wild to give off a strange miasma, and inhaling causes travelers to hallucinate their greatest fears. The only draw this place has is that the remains of monsters sometimes compress and crystallize into strange gems, valued by some for their ability to store memories or induce lucid dreaming. Gathering them, however, is another matter entirely.
Salt Wastes:Bordering Bone Wastes
A desert of salt, with temperatures that soar or plummet depending on if it is day or night. Some use the spot as a testing ground for their abilities. The wastes even have a strange side effect, with crushed gems mixed in the sand and salt, causing spells to fluctuate wildly.
Warder Ruins:North of Halla's Rest
A ruined spot once used to house fighters and master crafted weapons; all have been lost and scattered. Some say there are old treasures in the crypts, but any manner of curses waiting to be unleashed on those who delve down.
Singing Range:West Continent
A collection of temperate cliffs, with a very few rare peaks having snow. Most are festooned with trees that house a number of birds and birdlike creatures, and others fall away into dramatic cliff faces. The rocks have been weathered into twisting shapes, and combined with the bird song the wind has a way of humming and whistling when it blows through, giving the range its name.
Echoed Valley:Singing Range
Formed from a collection of cliffs and dramatic waterfalls, the Valley also has a sense of tranquility and relaxation. Many say that all manner of hurts, either physical or mental, can be soothed in the springs, rivers, and lakes that thread through the valley. The water itself has a curious property of tasting sweet and being nourishing when drunk, and sustains a thriving population of wildlife that are generally peaceful and calm.
Valley of Corrupted Gravity:Singing Range
Any number of stones and rock formations drift in the air, in defiance of every rule saying they should NOT. This flux in gravity doesn’t affect just the ground, and travelers can find themselves walking on the underside of ledges, sidewise up cliffs, and quickly losing their idea of what is really up or down.
Grotto:Southern Singing Range
Grotto is a cliff side remnant of a city, still clinging to its place in the Singing Range. The buildings suggest a monastery and place of records, though only the faintest scent of incense remains now. At sunset, a few flames come to life in the main buildings, only to vanish as wisps if one investigates. Shattered printing presses are found in some caves, and tattered blank books. Even a few broken waterwheels still creak and try to turn, to power some manner of strange refineries for gems or the like. And sometimes the wind seems to sing hymns through the ruins.
Stone Guardians:Edge of West Continent
Two massive statues carved from the mountains themselves, the Guardians stand over the main entrance to the Singing Range, and face out to a large, many pronged delta. The statues are said to represent two great heroes, but which two no one can agree on.
South
Grasslands:Southern Continent
A stretch of plains, where trees and anything bigger than sparse shrubs are a novelty. It’s an easy task to get lost in a great grass sea, and days can pass without seeing any wandering bands of nomads. Most of which are composed of different race groups, split down along precise lines and not too welcoming towards outsiders; the Grasslands demand a great deal to stay alive in, and as such resources and trust are guarded carefully on the open plains.
Woven City:Grasslands
A spreading traveler’s market, where all visitors are expected to tie their weapons and swear temporary truces as long as they are in sight of the great, woven tents that rise above all else. The tents are sheltering in bad weather, communal and open with canvas walls peeled back during good conditions, and designed to accommodate hundreds either way. The patterns of feathers and eyes (symbols of Mithrin) are painted on the tents, and echoed on the cloth canvas of the vendors spreading out beyond the tents. Newcomers are expected to give one song or story on their first night, in tribute to the patron god watching over the territory, and as a sign of goodwill.
The Eye:West Continent Shore
The Eye is something of an anomaly. No ships dock in the harbor it springs from, and no one mans the giant tower and beacon fitted at the top… and yet for that, the beacon still shines across the sea every night. Why and how remains a mystery, as the climb up the tower is a giant undertaking, and few are bothered enough by a harmless enigma to try.
Temple of Mithrin:South Islands
Mithrin’s Temple sits atop a sea cliff on a remote island, with a gente path reaching up from an inlet. Ships can harbor there, and some daring travelers can reach the island on foot, via bridge crossings and skirting across waterlogged paths during low tide. The temple itself carries an impressive archive, inside is decorated with banners and keepsakes from different groups and lands, each with a story attached and written out in full on a nearby stand. A multitude of birds and flying creatures call the upper reaches of the shrine home, and are seen as messengers of the god. Many young priests and visitors spend time tending to the inured flyers roosting there, and in return may find themselves gifted with feathers or other tokens. But the most common visitors in the shrine proper are diminutive gryphons, blessed and enchanted so that their flights regularly sweep up any stray dust.
Mithrin’s Song:South Islands
One of the other most visited spots by Haven’s people, the Song is dedicated to performing arts; song, music, dance, storytelling and similar are all carefully logged and stored here. A massive fireplace dominates the center room of the building, ringed by displays of every available musical instrument. Further out and stacked in rings around the firepit are scrolls and books, illustrated and telling of different histories. Wisps of light act as guides if a visitor is searching for a specific text, and requests it. If one pauses inside, they may hear whispers of conversation from past scholars, forever echoing inside the old archives.
The Fangs:South Seas
A collection of islands, most formed of jagged rocks reaching up to the sky. Few if any structures are found, gutted structures of fishing villages, and ruined bridges that try to connect the scattered lands. Some have chimes still hanging in them, as forgotten tokens. What IS in great number are the birds, gryphons, and various winged fauna that make their home all along the islands.
Reaching Spire:South Mountain Range
Secluded but standing proud, Spire is the tallest mountain on the South continent, and dotted with waterfalls, and numerous shrines to demi-gods and past heroes. Some have had their writings and carvings faded away from time, but others serve as a lasting record of myths for travelers to hang onto.
Foresti:South Continent
The forest forms a ring of silence, where no living creature willingly crosses the invisible barrier. Tle only thing inside are a strange collection of bleached pale bones, faintly humming with a strange harmony and melody. Trying to carry them out results in the bones becoming as lead, and calling wraiths.
Roost:North of Reaching Spire
Roost is an almost cathedral esque set of structures, and appears to have housed something huge in the past. Strange metal cages hang from the rafters, and various twisted frames and shards of objects litter the ground. The interior is a dismal spot where little in the way of light reaches; most activity is around the roof and towers, which are big enough to support a small, scrap-forged community of miners and scavengers and their winged pets, who rappel down into the ruins at intervals. Not all of them return.
Aurum:East of the Eye
Aurum is a quiet and still ruin, but teems with wildlife. A collection of artifacts ring the sanctuary… and tampering with them seems to invite any number of strange occurrences or curses and warp around the tamperer, as if calling down the Rift itself.
The Undiscovered
Anywhere:Everywhere
This is a large and sprawling land, and who knows what the Rift has sealed off, hidden, or obscured, and what all has been lost in the history of the world.

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