image [https://imgur.com/1l8DPWd]image [https://i.imgur.com/1l8DPWd.jpeg]
Key:
I: Duke's crossing.
The joint city. Splitting the border between Maester Veil & Meomi. Acts at the main portal hub for the Northern isles. To it's north, Veil Clearing, where Ashtik of Black was born and raised. The Baron's keep to the west is where her story began.
II: Raven Keep.
Home of King Donaleaf, the Forge Champion. Created using the power of the god gear and safe haven from the Veytors.
III: Veytor's rest.
Castle of the Veytor holy order. Leased out by Queen Vias, the Champion of steel. The Queen holds no love for the Veytor's but tolerates the order so long as they assist in her war with the forgelands.
IV: The moving City.
The centre of the conclave is able to 'move' around the continent using some long since forgotten magic. The city doesn't actually move, instead the border walls are ripped through the fourth spatial dimension as to appear in the desired location.
V: Flourish.
Richest of the northern isles, though the most secluded. Often skirmishes with the Oaranians and Ishrans.
VI: Silent Hall.
Nestled within the Barric mountains. The silent hall gets it's name from the order of dragon worshipers who built it eight-thousand years ago. The monks would sacrifice their tongues as to prevent corruption from taking them as they battled their magical afflictions.
VII: Rose Gold.
The pirate palace. Abode to the Champion of Pink, Mari. The Hall was stolen from the rose Champion some years ago and now the archipelago acts as a haven for pirates and shipwrights around the continent.
IX: South Guard.
The south guard was created by king Donaleaf at the request of his old friend in an attempt to quell the rising pirate menace that ravages the southern islands.
X: Matar's folly.
Taken from Royal Road, this narrative should be reported if found on Amazon.
The first Champion, Matar Er'invu, used the combined power of all of the gods to create a new island in the Old Expanse (now the Golden Sea). His attempt to populate the island with no regard for the cultural and humanity of those around him resulted in the splitting of the island between three major cultural groups. The split was made official in the castle now known as Matar's folly.
XI: Hero's fall.
Within the halls of Hero's fall lies the grand necropolis. Here are the bodies of Champions past, laid to rest. When a hero of the realm passes, a vote is called with the great leaders of the continent where they decide upon the worthiness of the fallen.
XII: Ao Dici.
The city of industry. Ran by a coalition of 'beast men'. The city holds marvels of technology the rest of the world simply can't compete with, however, some say this is at the cost of the lives and happiness of its citizens.
XIV: Tave.
The city of culture. The most populous area in the continent and filled to the brim with the folk of all kinds and races. Tave is renown for its festivals and cultural joys. The recent industrial boom of their neighbours has caused some grief, ruining the local farmland and making the nearby river unsafe to drink.
XV: Forget Hold.
Forget hold stays true to it's name. Though its fortifications are still impressive ten thousand years after it was abandoned, nobody knows what foe it was designed to face; or if the hold was abandoned because the foe was felled.... Or for some less comforting reason. One thing is known for sure, if whatever foe could surmount the defences here still lives, it could destroy any castle and empire left on the continent.
XVI: Kovayesh.
The Crossroad kingdom. Kovayesh is a massive political player and contrils nearly all trade in the eastern sub-continent. Most interestingly, the king of Kovayesh has taken a ward; a young woman. Though nobody knows her origin, it is said she shares a striking resemblance to the blood queen, Vias, though why such a powerful woman would send her own blood across the world yet alludes these supposed tales.
XVII: Heartbeat mountain.
Marash's heart. Stand at its base and hear the heartbeat of the world. Its not a metaphor or some poetic prose. All who make the pilgrimage to Sunrise agree that from the southernmost colossus, to the northern crater, the beat of a drum can be heard. Nobody knows why, or how, but all stand in awe; and all dread what would come the day the beat stops.
XVIII: Dwagorn rest.
A mysterious people, from a mysterious time, reside within these fittingly enigmatic halls. None have entered for generations, only a select few have left to do trade and gather information on the outside world. These pale, spindly men speak without words and look without eyes.
XIX: The Speaker's tent.
Home of the Nomada Quitev, A nomadic group of 'elfish' folk. A peaceful and spiritual people who roam the land and trade wonders for tales.
XX: Dawn's reach.
The only hold of the Iben belt. Dawn's reach has fallen into severe disrepair after the forgotten Goden cultists who founded it were disbanded by the Veytors. What secrets could this cult have held? Will this forsaken place ever be home again?
XXI: Ibenja
The grand bastion of the Champion of White. Easily the best defended fortress on the continent, if not all of Marash. Surrounded by a network of labyrinths and mazes.