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In the very heart of Litharia is a sprawling mess of a city often simply called 'Spirit' for short. As it is the exact halfway point between the Forest of the Fae and the human City it's considered truly neutral grounds. However this does not mean the Spirit is at all peaceful. Anyone can come and go and there is no one to construct or enforce laws, making the Spirit one of the most dangerous places in Litharia.
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Along the far east of Litharia great cliffs rise upwards like a wall of rock. The cliffs have no foothills, and at the coast the land plummets straight down into the sea with only a few rocky outcrops of shore. The cliffs are so high that their tops can only be seen on the clearest of days and popular belief maintains that's where the gods reside and there are many legends of heroes climbing to meet them - most of which end rather poorly for the hero involved. There are lush and splendid valleys and canyons that run maze-like through the cliffs that many creatures call home.
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The marshes are widely considered the creepiest part of all Litharia. A dense thicket of trees and a permanent overcast ensures that no sun or moonlight can reach the ground and in that gloom dangerous things have grown. People report lights in the marshes that try to lead them off the path, of giant flowers that try to consume them, and even of parades of deadmen wandering aimlessly over black lakes and quicksand. Where the swamp meets the sea the land just sort of sloughs off and the sea water fr miles out has a filthy black-brown tint.
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Southern Boil
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As the name would imply, the Southern Boil is a desert that dominates the entire southern half of the continent. It’s a harsh land of constantly shifting sand dunes and great, jagged red mountains that stretch almost as tall as some of the Cliffs of Heaven. The Boil is infamous because as soon as you set foot there everything trying to kill you. Constant violent storms, roaming bandits, and nightmarish animals all guarantee if you wander here unprepared you're going to have a bad time.
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As the name would indicate, the Norther Tangle is a great mass of forest sprawling across the far north of the continent. In winter it's constantly below freezing with heavy snow and ice blanketing the forest most of the year, only replaced by a lighter frost through Summer. The creatures of the Tangle vary wildly, though all are dangerous and all are tremendously valuable.
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The Forest of the Fae is a great old growth forest infused with the very essence of the Fae themselves. This forest is living and thinking, and capable of great kindness or extreme cruelty depending on your species and intent. This forest is a great defensive network that grows more powerful the closer to the mound you go. Only Fae may pass through the forest unharmed and safe in the knowledge in that the only other Fae might cause them harm. Most Daemons are also able to pass through the forest but if you're a member of any other race you'll want a Fae to escort you.
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The Mound
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Deep within the wildest, most magical part of the Forest of the Fae lies a great dome of earth that houses their shared artifacts, meeting rooms, library and more. Within this earthen structure resides the elected Council who rule over the Fae, and all the necessary accoutrements of this democratic style of government. The Mound is entirely out of bounds to non-Fae except by special invite and Fae escort, usually extended only to Daemons and the odd Shapeshifter. Venture deep enough inside and you will find the entrance to Faery, a place of wild and colourful Fae magic that can send non-Fae mad. Outsiders may enter with a willing Fae escort, but do so at your own risk...
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The Daemon Tunnels are under and around the Westward Marshes, blossoming from the Dream World portal. Chaos radiates out of the Portal for four miles in every direction, making the caves shift and warp frequently and causing strange events through the whole system. The caves are cut through pale chalk, lit by glowing fungus and huge rich gems dotting the walls that Daemons tend to ignore. The Tunnel entrances are guarded by four Dream World creatures who will attack any humanoid unaccompanied by a Daemon.
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Shifter Island
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To the south of Litharia is a lush, tropical island on a semi-active volcano with rare but violent eruptions. It's surrounded by a peaceful, clear sea and stunning reefs teaming with rare fish and one of the few well known rumors about the island is that pirates use it to hide their treasure. This island is the safe haven of the shifters; the one place where they are the majority and as such the locals tend to be hostile towards anyone who managed to land themselves on its shores.
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Around the Human City and Spirit is a great wild savanna that reaches to the forests in the north down to the desert in the south. Amazingly, it seems to be the ONE place in Litharia that's considered pretty safe for basically anyone. It's neutral ground, not aligned with any particular species and the wild animals tend to avoid humanoids. The most dangerous things the savanna has to offer is the occasional highway man and the large, gaping quarry where the city's ice-stone was cut in the center of the grasslands, not to mention the seasonal thunderstorms and tornadoes.
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The Human capital of Litharia is built around the Ice Castle and surrounded in the same glossy walls that the castle itself is made of. The idea is only humans are allowed within the walls, however those with money tend to be able to come and go freely and the City Hounds will usually turn a blind eye to any goings ons in the poorer city quarters. The wealth of the city moves out in ring-shaped sections from the Palace to the Walls with the wealthy nobles living closer to the Palace, then the middle class, the the red light district, and finally the 'City of Thieves' pressed into the Wall's shadows.
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The Ice Castle is a great shimmering building crafted from glossy white stone mined from the savanna quarry. The Castle is meant to stand for the greatness of humanity and as such, it is the largest structure built by any species across the continent. Access to the Castle is kept limited as most non-Nobel humans will never get the chance to enter the grounds, much less members of any other species. Servants and slaves aside, of course.
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The Holy Isle
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The Island the Angels call their home is a sheer cliff rising out of the sea, cloaked in a constant squall so thick it can barely be made out from the mainland. The sea around the isle boils with violent whirlpools and the air crackles with powerful angelic magic, preventing entry to any non-angelic race without the assistance of an Angel.
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