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Unified Sectors of Amarath

阿瑪拉斯合眾國

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Amarath is a vast union formed from many sectors across continents, established thousands of years ago based on harmony, freedom, and shared prosperity. It is a peaceful and collaborative country, although some perceive it as an overreaching power whose influence extends too far.

 

  • Solara (Eastern Region)(Cultural City) 索拉拉

A major city on Amarath's east coast, Solara City is a hub for commerce, business, and culture. Towers sky-reaching and ports connect it to the rest of the globe. It hosts the world's best universities, attracting students from all over the globe. There lies an underground subway beneath the city connecting shopping areas, marketplaces, and transport hubs. Hearton Corp Tower's headquarters also lies here.

 

  • Luminara (South Eastern Region) (Harpy Dockyard) 璐明娜拉

This coastal area near Solara City is known for its white buildings and busy harbors; It serves as a key gathering place for Harpies and a hub for trade, fishing, and shipbuilding. Luminara serves as one of Amarath's main ports, with a Lighthouse guiding ships safely to shore.

 

 

  • Enhnore (Deeper Western Region) (The First Grove) 恩諾瑞

Enhnore, the first city built by elves, stands at the edge of the Elven Woodlands. It blends ancient elven design with modern structures. Rooted in tradition and nature, old elven culture continues to thrive.

 

 

  • Drevinton (Western Region) (Capital of Decisions) 德瑞頓

Drevinton Capitol is the political heart of Amarath, where key decisions shaping the nation are made. It is also home to the Mythic Unity Foundation research lab, a hub of innovation that safeguards vast historical knowledge and magitek studies.

 

 

  • Minkwood (Southern Region) (Heroes Homeland) 明克伍德

Minkwood is a tranquil country town and home to many Beastmen. It is a site of proud heritage as the birthplace of those heroes who first defeated the demon lord Lilratha. While there have been additional modern structures in more recent years, like train stations, the town has tried to preserve much of its original character and traditions.

 

 

  • Nimblehill (Central East Region) (Halfling Vineyard) 輕盈山丘

Nimblehill is a region filled with small villages spread across rolling hills. The area is known for its Halfling vineyards and excellent winemaking. The community places a high value on safety, with most Halflings carrying firearms to protect against random attacks from King Pigeon and other threats.

 

 

  • Valor Spring (Central Region) (Land of Prosperity) 瓦爾春

Valor Spring is a vibrant city rich in history. It had once been a battlefield but now a bustling business hub. In the midst of the city, a giant sword stands tall symbolizing its glorious past. Valor Springs is a flourishing metropolis today where businesses thrive and attract people from around the world.

 

 

  • Wheatmere (Central West Region) (Farming Hub) 麥美爾

Wheatmere is a rural farming sector known for its vast farmlands. Peaceful production of high-quality crops and livestock is Amarath's central farming resource.

 

 

  • Dustfall (Southern West Region)(Wall of Amarath)塵落境

Dustfall is on Amarath's Southern edge and is one of Amarath's primary base military. In a vast arid desert, it is guarded by a strong stone wall, built to protect it from the outside world. Renowned for its harsh climate, Dustfall is a fortress and is home to many Cyclops.

 

 

  • Chillis (Northern Region)(City of Snow)奇利斯

Chillis is located in the northern Amarath, a major military base known for its natural thermal hot springs that attract tourists each winter. Visitors can enjoy natural healing waters, beautiful winter landscapes, and a friendly atmosphere. Chillis also marks the border between Amarath and Isvaria.

Boldohr (Halfling Dwarf Kingdom)

伯爾多

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The Kingdom of Boldohr is built by halfling dwarves, located deep in the mountains to the west of Minkwood. The main entrance to the city is the Grand Gate of Boldohr. The carvings are set into the mountains and highlight a unique architectural of the kingdom.

  • Ironroot Docks (Mountain Port) 鐵根碼頭

A port located at the base of the mountain. Ships transport and serve as the primary gateway for goods, resources, and exchange.

  • The Mountain’s Crown (Outer City) 山脈之冠

The Mountain’s Crown Is what the citizen of Boldohr refer to the outside mountain areas and cities.

  • Bronzeward Town(Trade District) 銅衛市

A small town of marketplace where traders from Amarath, Auris, and beyond come to trade for fine metalwork and rare materials.

  • The Northern Timberlands (北方林地)

North of Boldohr lies the Northern Timberlands, a dense forest rich in timber, wildlife, and herbs.

  • The Grand Gate of Boldohr (Main Entrance) 伯爾多大門

An enormous gate serves as the main checkpoint entrance to The Mountain’s Heart inner city and symbolizes Boldohr’s strength.

  • The Mountain’s Heart (Inner City ) 山脈之心

Beyond the Grand Gate lies the true heart of Boldohr, a city built deep inside the mountains and thriving mining operations that sustain the kingdom.

  • Stonehearth (Capital of Boldohr) 石爐城

The largest and most populated city of Boldohr, serving as its political, cultural, and economic center. It is home to the most of the people.

Orgogh (Orc Warrior Realm)

奧爾格

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The Kingdom of Orgogh is a modern land where Orcs focus on trade and governance. However, some parts of their culture still honor warrior traditions. They hold gladiator-style sports where Orcs compete in combat to show their strength. They also use trial by combat to the death in their justice system.

 

  • Bloodsand Arena (Main Arena) 血沙競技場

A massive coliseum near the southeastern docks where Orcs compete in gladiator battles to prove their strength. It is a major cultural, entertainment, and judgment hub.

 

  • Warscar Landing (Southern Port) 戰疤碼頭

The main port of Orgogh is named after the many battles fought along its shores. It is a hub for businesses, tourists, and all travelers entering the kingdom.

  • Gor'Khar (Coastal City) 戈爾卡

A city near the docks, acting as a trade and cultural center. Known for its most diverse population tourist area. It stands as the first city to embrace civilization beyond war, shaping the nation's cultural identity.

  • Mok'tal (Capital of Orgogh) 莫克塔爾

The central city and heart of the kingdom, where governance and military leadership reside. The city is surrounded by training grounds, forges, and grand halls.

  • Grimwood (Northern Forest) 暗林

A dense forest in the northern region, home to secluded Orc clans, ancient battle sites, and sacred grounds where warriors undergo trials of endurance.

  • Drak'Thur (Western Mountain Town) 德拉克索

A rugged settlement built near the mountains, known for its skilled hunters and warriors. Many aspiring gladiators and mercenaries train here before heading to the Bloods and Arena.

  • Kragfield (Orcish Farmlands) 克拉格

Kragfield is home to many orc communities that raise livestock for food. The large grazing fields are filled with strong animals bred for meat. This area is known for its simple and efficient methods of butchery and cooking.

  • Redfang Watch (Orgogh Gate) 赤牙守關

The northern border gate of Orgogh, Redfang Watch serves as a heavily guarded checkpoint connecting the realm to the Jurassica Preserve.

Tataros (Realm of Giants)

塔塔羅斯

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Tataros, home to the legendary giant Thalos, is a kingdom built for its exceptionally tall people, descendants of ancient giants. Its buildings, roads, and markets are designed to accommodate their size, with even the shortest among them standing over 15 feet tall. In Tataros, even Orcs seem small.

  • Daoren City (Capital City) 道仁城

The political heart of Tataros, open plazas, and ancestral shrines are central to Tatarosian life. The city is governed by the Council of Elders, who uphold peace and tradition.

  • Thaloridge (Cliffside Village) 塔洛嶺

A thriving town nestled at the base of Mount Thalos, where the great giant Thalos was laid to rest. The residents of Thaloridge live within the carved cliffs of the mountain, maintaining a close connection to the legacy of their hero.

  • Mount Thalos (Hero’s Tomb) 塔洛山

A sacred cliffside valley where the great giant Thalos was laid to rest after returning home from his final battle. Built in his honor by the people of Tataros, the site serves as a national memorial. Though his sword was placed in Amarath’s Valor Spring, many still visit Taoling to reflect on his legacy and pay their respects.

 

  • Shuilin Wharf (South Dock) 水麟碼頭

A major trade port facing the southern sea. It serves as the primary import/export hub; trade with other nations flows steadily through here.

 

  • Loong Gate (North Gate) 龍關

Connected directly to Jurassica Preserve, this gate is carefully monitored. It exists less as a defense post and more as a controlled access point for researchers and authorized personnel.

  • Fengdao Gate (West Gate) 鳳道關

A fortified checkpoint marks the western border of Tataros. It serves as the primary land passage to Orgogh and is maintained by military forces to regulate travel and trade between the two realms.

 

  • Shellrise Pier (East Dock) 玄殼港

An eastern-facing dock that serves as a point of arrival and departure for ships. It’s known for its steady flow of goods and visitors, with paper lanterns often seen hanging along the walkways.

  • Lanping Plains (Outer Grasslands) 嵐平原

Expansive grasslands where seasonal communities settle and work. The area is known for raising and training large reptiles used as mounts and for heavy labor.

 

  • Hanjin Fields (Terraced Farms) 涵境梯田

Farming fields where crops like rice and medicinal herbs are grown. Dinosaurs help plow and transport harvests. The area is known for its peaceful lifestyle and clean spring water.

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Jurassica Preserve (Conservation Area)

侏羅紀保護區

Jurassica Preserve is a volcanic region marked by vast deserts, lava fields, and hidden oases. It is a natural reserve dedicated to protecting ancient creatures, including primordial reptiles, giant birds, and other prehistoric species. Amarath, Orgogh, and Tataros have all agreed to safeguard these rare creatures and prevent their exploitation and destruction. The area remains mostly uninhabited, with only a few researchers and tribes living there to maintain the balance of the ecosystem.

  • Mount Kharozak (Active Volcano) 卡羅札克火山

An active volcano of the Jurassica Preserve. While it occasionally erupts, the activity is generally mild and is closely monitored by the three neighboring nations. Eruptions sometimes stir up dust storms across the surrounding areas and near the borders of the three nations.

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  • Amarath Gate (Dustfall Border) 阿瑪拉斯大門 塵落境關

Located at the northern border, this checkpoint connects Jurassica Preserve to Amarath.

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  • Orgogh Gate (Redfang Watch) 奧爾格大門 赤牙關

A stone pass on the southwestern border connects Jurassica Preserve to Orgogh.

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  • Tataros Gate (Loong Gate) 塔塔羅斯大門 龍關

The southeastern gate, this gate connects Jurassica Preserve to Tataros.

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  • Moltenwood (West Refuge) 熔木庇護地

A rocky valley near Mount Kharozak, rich in hot springs. Home to heat-adapted dinosaurs and thick vegetation that thrives in warm environments.

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  • Lifespring (East Refuge) 靈泉庇護地

A lush forested region with lakes and rivers, supporting diverse prehistoric life in a calmer, greener environment.

Isvaria (Seat of the Archmage)

伊斯瓦亞

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Isvaria is a remote, snow-covered land with a small population and harsh conditions. It’s home to the world’s most powerful magic academy, Frigwyn Institute, where only the most gifted are trained. The highest authority in the magical world, the Archmage, resides here, making Isvaria the spiritual and political heart of global magic.

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  • Frigwyn Institute (Center of Magic) 弗里溫學院

Located at the top of the northern cliffs, Frithalyn is Isvaria’s elite institute, part academy, part government stronghold. It trains the most gifted magic users while also housing the nation's top magical leaders and policy-makers.

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  • Frigwyn (Capital City) 弗里溫城

A snowy town nestled near the base of the Academy. Once only home to support staff and visiting scholars, it has since evolved into a hub of niche vendors and residential housing.

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  • Cindarala (Central District) 辛卓利拉

The industrial and technological core of Isvaria, this city also serves as the border gateway to Amarath and houses key government offices. Anyone wishing to travel to Frigwyn must pass through here, as Isvaria is a designated no-fly zone and is the nation’s only capital dock.

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  • Silentsnow Woods (White forest) 靜雪林地

This forest is buried under snow year-round, with trees so heavily covered they blend into the landscape. From afar, it looks more like a frozen plain than a woodland, silent and still beneath the weight of winter.

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  • Silverhollow (The Frozen Barrier) 銀壑山

A cold, high-altitude mountain range forms Isvaria’s southern edge. Its harsh climate and steep cliffs make it nearly uninhabitable. Acts as a natural border with Amarath.

Isles Lagoon (Water Realm)

潟湖島

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A hidden island nation, surrounded by satellite isles above and a vast underwater civilization below. Once plagued by pollution from ocean currents, its seas have gradually recovered thanks to Hearton Corp’s cleanup efforts. While not part of the Unified Council Alliance, it maintains partial openness through Hearton Corp partnerships and limited tourism.

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  • Celestial Watch (Hearton Corp Seaport) 聖守港

The only passage border checkpoint into Isles Lagoon is through this newly sanctioned seaport, granted by the King to Hearton Corp, after long negotiation through one of the seven royal siblings, Princess Coral. At its entrance stand two towering statues of Neptune and Salacia, revered as the guardian gods of the merfolk. This port serves as the gateway for all authorized travel into the kingdom. To navigate safely, all incoming ships are assembled with rare Sea Metal from Isles Lagoon, which hides them from the colossal sea creatures lurking beneath the waves.

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  • Blossom Bay (Merfolk Capital) 櫻花灣

Blossom Bay is the central city of the Isles Lagoon and the heart of the Merfolk kingdom. Governed by Princess Coral, it serves as the kingdom’s main residential, cultural, and commercial hub. The city blends with the sea and thoughtful innovation to protect its coastal way of life. The city’s Pearl Plaza district welcomes visitors with scenic waterways, offering shopping, dining, and cultural performances.

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  • Corallith (Surface Government Hall) 珊瑚塔

A spiraling tower rising from the shallows of the island. Here, surface-dwelling Merfolk and land-based delegates meet for political affairs. Designed with accessibility in mind, it serves as the diplomatic and bureaucratic hub for those who cannot descend into the depths.

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  • Azure Realm (Underwater Royal Capital) 碧藍領域

Located deep beneath the waves, Azure Realm serves as the underwater capital, accessible only to nobles. At its heart stands the royal palace, heavily guarded and protected by elite royal guards.

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  • Thalasha (Headland Forest) 塔拉沙

Located near the tall mountain islands and the edge of Verdant Hollow, Thalasha is a quiet region embraced by forests and misty hills. Life flows gently here, calm and peaceful.

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  • Verdant Hollow (Waste Conversion Forest) 翠淵林

In Isles Lagoon, mermaid waste is directed through hidden underwater tunnels into a vast marine forest. There, bacteria and sea creatures break it down into nutrients for kelp and coral, enriching the ecosystem. This natural process filters the water, supports plant growth, and turns waste into a vital part of the environment.

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  • Pelamara (The Deepwater District) 佩菈瑪菈

To the south lies Pelamara, a district where most of the city is built beneath the waves, leaving almost no visible land above the water. It is home to Merfolk communities who thrive in their aquatic environment. Surface dwellers cannot enter Pelamara without specialized gear, making it a hidden world where merfolk families live in peace under the sea.

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  • The Outer Sea (The Veiled Deep) 幽濤海

Encircling Isles Lagoon lies the Veiled Deep, a vast, dark ocean filled with colossal sea monsters and ancient creatures. Specially reinforced ships are the only safe means of traversing this dangerous border.

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  • Ebon Drift (Trash Gyre Zone) 墨渦帶

The outer region where ocean currents naturally pull floating waste and pollutants. Once overwhelming and toxic, it’s now under active cleanup by Hearton Corp and merfolk volunteers.

Kagehon (Silent Shadow Nation)

影國

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Kagehon is an island nation located east of Amarath, known for its bustling cities, advanced industry, and disciplined society. Yet beneath its progress, traditions run deep. Kagehon embodies a balance between modernity and ancient shadow military.

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  • Shirakumo (Metropolitan Capital) 白雲京

Shirakumo blends vibrant business districts with traditional temples, gardens, and teahouses. As the political and commercial center, the city pulses with energy, where urban life harmonizes with lasting customs and cultural heritage.

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  • Hanamura (Countryside Town) 花邑町

A small, quiet settlement where life moves at a slow pace, with farmers and fishermen gathering at local markets. Hanamura is often regarded as the "soul of old Kagehon," a place where tradition thrives.

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  • Takigawa Docks (Main Seaport) 瀧川港

The busiest trade and fishing port of Kagehon. Merchant ships, fishing fleets, and foreign traders crowd its harbor. It’s also the main gateway for outsiders visiting Kagehon, guarded strictly by naval forces.

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  • Kuroyama (Sacred Mountain Forest) 黑山嶺

Kuroyama rises prominently above Kagehon, its rugged, forested slopes visible from miles around. A defining feature of the landscape, it stands as a natural landmark and a symbol of the region’s wild beauty.

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  • Kazakiri village (Hidden village) 風切村

Hidden deep within the shadowed valleys of Kuroyama, the Kazakiri clan trains Kagehon's most lethal assassins. The government publicly denies their existence, labeling them as mere private mercenary groups, yet to the citizens, their activities are an open secret, executing missions for the Shogun while remaining officially unacknowledged.

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  • Kagashi (Capital & Shogun Seat) 輝市

Kagashi is the heart of Kagehon. At its center rises Kagashi Castle, home of the Shogun. The city balances quiet military watchfulness with rivers and gardens that bring it life.

Varethis (Industrial Nation of the Duergar)

瓦瑞提斯

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Once refugees from the Dwarven kingdom of Boldohr, the people of Varethis now call themselves Duergar, distancing themselves from dwarves and halflings alike. They’ve built a powerful industrial society in the northern mountains, valuing order, invention, and control. Ruled by strict authority, they see nature as a resource and the southern Dryads as backwards.

 

  • Blackspire (Capital Stronghold) 黑尖堡

The Capital city of Varethis, it serves as the center of power for the ruling industrial mining guilds and councils. Blackvein Industries is headquartered here, exerting considerable influence over Varethis citizens. The city's towers and smokestacks dominate the sky, representing both authority and progress.

 

  • Ironworks District (Factory Quarter) 鐵工區

It's a concentrated area filled with major factories. This district plays a crucial role in supporting iron factories; coal refining, assembly of machinery and weapons, resulting in a smoky atmosphere. The streets are filled with warehouses, and housing for workers, making this area the driving force behind the nation's economy.

 

  • Steelrift (Mining Core) 鋼裂區

Varethis’s largest mining hub features tunnels that extract and refine the mountain’s resources. Its significant output strengthens the nation, overseen by Blackvein Industries.

 

  • Ashport (Varethis port) 灰丘港

Varethis's port, run by Blackvein Industries, exports rare minerals, machinery components, and weapons. It is praised for its prosperity but criticized for environmental damage, with its symbol recognized worldwide.

 

  • Stonevein Canal (Industrial Artery) 石脈運河

A vast canal system linking the mines and factories to the southern port, carrying ore, coal, and refined goods through the heart of Varethis. While the nation is choked with smoke and pollution, enormous resources are devoted to keeping these waters clear, as the canal is the Duergar’s main source of drinking water and vital to sustaining industry.

 

 

  • Shadowhearth (Residential Bastion) 暗爐鎮

Shadowhearth is the largest residential district in Varethis, located in the mountain valleys away from factory smoke. Home to many Duergar families, it boasts clearer air and features narrow stone streets, dim lights, and fort-like housing. This secure yet shadowy area is where peaceful daily life in Varethis unfolds.

Neutralis (Diplomatic Hub)

紐特拉斯

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Neutralis City serves as the central hub, featuring Union Hall, the main venue for peace talks and diplomatic negotiations of UCA.

The city also houses the Peacekeeper Security Quarter, headquarters of the multinational UCA force. With rotating officers from all member nations, this force enforces neutrality, prevents conflict, and maintains order throughout the city and its borders.

 

  • Market Square (Trade Quarter) 市集廣場

The commercial center of Neutralis, located at both the far east and west of the city near ports, is where traders from various nations gather.

 

  • East Harbor (East Port) 東港區

One of Neutralis's two lifelines to the sea, serving ships and passengers arriving from eastern routes.

 

  • West Harbor (West Port) 西港區

The twin port on the western side handles trade and travelers arriving from the western continent.

 

  • Northern Border Zone (Varethis Buffer) 北部邊境區

A neutral patrol area separating Neutralis from Varethis. Peacekeepers maintain strict surveillance to prevent disputes or incursions.

 

  • Southern Border Zone (Phuipuvia Buffer) 南部邊境區

The southern border of Neutralis, next to Phuipuvia. Lightly developed and with minimal security, it reflects the peaceful nature of its neighbors.

Phuipuvia (Land of the Dryads)

蒲菲維亞

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Phuipuvia is a sacred region rich in forests, where Dryads and other nature-bound beings live in harmony with the land. Electronics are nearly nonexistent in this area. The residents view the Duergars as destroyers who once threatened their way of life. Though generally peaceful, the people of Phuipuvia fiercely protect their home and reject all forms of industrialization in favor of a spiritual and ecological lifestyle.

 

  • Elyndra Grove (Sacred Heart) 伊琳德拉林

The spiritual center of Phuipuvia serves as a gathering place for elders to connect with nature’s will and make decisions for the nation.

 

 

  • Sarana Falls (River Sanctuary) 薩拉納瀑布

A stunning waterfall that provides most of Phuipuvia’s clean water. Where druids perform rituals to renew the flow of life through the forests.

 

 

  • Thalora Village (Living Settlement) 瑟羅拉村

Homes are grown rather than built, formed from living trees and vines. Known for its herbalists and healers, Thalora represents everyday life in Phuipuvia, quiet, communal, and deeply spiritual.

 

 

  • Velun (Border Village) 維倫村

A small village near the border of Neutralis, the first settlement travelers encounter when entering Phuipuvia. Security is minimal and maintained mostly by Neutralis Peacekeepers, as most of the Dryads see no need for guards in a land protected by nature itself.

 

 

  • Miren Hollow (West Forest Village) 米倫谷村

A humble woodland village surrounded by tall cedar and moss-covered paths. Known for its gentle rhythm of life.

 

 

  • Riverbend (River Village) 流灣村

A calm village built along a clear forest stream. Wooden bridges connect homes grown from tree roots, and children often can be seen playing in the shallow waters.

Edenvale (Resting place of the Tree of Mana)

伊登維爾

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Edenvale is a peaceful island with little modern technology, honoring the land. Its main attraction is the Tree of Mana, the largest dead tree in the world. Standing for thousands of years, it is visible from nearly every corner of the island. Tourists come to admire its grandeur, but climbing it is strictly restricted due to its unstable and dangerous condition. Despite being lifeless, the tree holds a mysterious presence that draws all who visit.

 

  • Remains of the Tree of Mana 瑪娜之樹殘骸

Once the largest tree in the world, the Tree of Mana was destroyed during the final battle with the demon lord. While it marked victory, it also drained the world’s mana, making magic rarer and difficult to wield. Elves now live for only 2-300 years, leaving deep grudges among some of them.

 

  • Edenvale City (Central Capital) 伊登維爾城

The island’s only city, where modern technology exists but is seldom used. Electricity is limited, and while visitors can bring their devices, people soon find out Wi-Fi and charging stations are hard to come by; Life in Edenvale City moves with the land’s rhythm, guided by simple, small talks and a slower pace of life.

 

  • Greenfield (West Farm Village) 綠田村

A small farming village providing most of the island’s food. Life here is humble and slow, with little concern for the outside world.

 

  • Temple of Life’s Echo (Temple of Life) 生命回聲神廟

Although the tree is believed to be long dead, people still come to reflect, leave offerings, or simply sit quietly, believing that the tree's spiritual connection remains. It is a tradition to visit this temple before ascending the tree.

 

  • Rootway Camp (Ascent Trail Entrance) 根徑營地

Located on the south side of the Tree, this is where explorers and researchers begin their ascent. All climbers must have a tour guide; only a very few are allowed to climb without supervision.

Sylvenor (The New Grove)

希諾爾

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A deeply isolated elven kingdom founded by those who opposed Amarath’s creation. Little is known about Sylvenor beyond its borders, as it strictly limits access and grants citizenship only to elves. Dryads are permitted to reside in the Savana Rainforest due to their shared value for nature, but outsiders are rarely tolerated. The kingdom enforces a strict no-fly zone, and any unauthorized aircraft entering its airspace is immediately shot down, reinforcing Sylvenor’s reputation as the most closed and guarded land in the world.

 

  • Savana Rainforest (Largest Forest) 薩瓦納雨林

The world’s largest forest, claimed by Sylvenor as part of its sacred lands. The region was not always a forest; its dense growth and thriving ecosystem are the result of centuries of careful stewardship by the elves, which forms the basis of their claim. While Sylvenor asserts full ownership, other nations remain skeptical; some question it, others largely ignore it. The rainforest is carefully protected, serving as both home and sanctuary for Sylvenor’s elves and allied Dryads.

 

  • Sylvenor's Gate (The Hidden Path) 希諾爾之門

A only entry path to Sylvenor near Moonlit Lake, used and known only to its citizens and some Dryads.

 

  • Yuidasriln (Dryad Settlement) 尤伊達斯林

Located near the border of Sylvenor, Yuidasriln is home to the Dryads, who were allowed to settle close to elven lands but not within them. It marks the furthest point most outsiders can reach. Travelers who make it this far are often advised to stop, as entry beyond is forbidden to all but elves.

 

  • Moonlit Lake (Northern Freshwater Basin) 月光湖

A lake in the northern part of the Savana Rainforest. Its clear waters support local wildlife and serve as a freshwater source for citizens of Sylvenor and nearby Dryads.

 

  • Crystalwater Lake (Central Forest Lake) 晶水湖

The largest freshwater lake in the Savana Rainforest, located near the forest’s center. Surrounded by dense woodland, its waters sustain the rainforest ecosystem.

 

  • Whispering Lake (Southern Lake) 呢喃湖

Located in the southern region near Tiris and Auris, this lake serves as an essential source of freshwater for the surrounding areas. Despite its peaceful appearance, it is the most contested body of water in Sylvenor's territory. The term "Whispers" refers to the constant presence of outsiders plotting to steal its waters or those who have tried to do so.

Tiris (The Desert Empire)

提利思

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Tiris is a vast desert kingdom inhabited by Drakelings, which are half-lizard beings. The capital city, Mirah, is located east of Ilnard, a main hub for tourists and outsiders. After enduring a long century of conflict, Tiris and Auris have reconciled in recent years. However, some tensions still exist among certain citizens against the goblin kingdom.

 

 

  • Mirah (Capital City) 米拉赫

The main capital city of Tiris is known for its sandstone towers and trade markets. The city is always buzzing with diplomats, merchants, and tourists.

 

  • Sul’Mir (Western border) 蘇爾米

A small town on the border with Ilnard. Travelers from Ilnard often rest here before entering deeper desert territory. It is one of the friendliest places in the entire kingdom.

 

 

  • Ashuryon (Northern Border) 阿修里

A north-east city of Tiris, near the southern rainforest edge of the Savana Rainforest. Drakeling soldiers frequently monitor the forest because it is the closest point to Whispering Lake.

 

 

  • Karith (Eastern Outpost) 卡瑞斯

The nearest city to Auris was once a major military base. The atmosphere is now peaceful yet tense, as both sides adapt to the new alliance.

 

 

  • Zehtara Lake (Great Dune Lake) 澤塔拉大沙湖

The Great Lake of Tiris serves as the nation's primary water source, ensuring a reliable supply for all its citizens.

 

 

  • Marruva (Southern Border) 瑪魯瓦

A small border town between Tiris and Varkathis. Due to long-standing friendly relations, Centaurs are generally allowed to pass with minimal scrutiny. However, recent incidents involving Amaran Centaurs crossing without permits have led to additional identity checks to confirm Varkathis citizenship, marking a rare tightening of border control.

 

 

  • Serekha (Dry Lake City) 瑟雷卡

A city near an ancient lake that dried up long ago, leaving a broad, flat-bottomed depression. It used to be the flourishing city of Tiris, which, while still active, relied heavily on Marruuva's water aid.

Auris (Goblin Region)

奧里斯

Auris.jpg

Auris is a kingdom of Goblins, ruled by the Goblin Queen. Located in the eastern corner of Tiris, it is separated by a massive gate wall, built with the help of the people of Boldohr, with whom the goblins share a close relationship. Once in conflict with Tiris, the goblins were driven to this region. Even though they have reconciled in recent years, their relationship is still new, with the two kingdoms slowly opening up to each other.

 

 

  • Qazreth (Capital City) 卡茲瑞斯

The surface capital of Auris and seat of the Goblin Queen. Qazreth is densely packed; government halls, markets, residents, and military quarters are tightly clustered. Its location near the western docks ensures rapid evacuation toward Boldohr in times of crisis.

 

  • Yurglim Bastion (Great Wall of Auris) 尤格林壁壘

A massive defensive wall along Auris’s western frontier, constructed with the aid of Boldohr. To defend their Kingdom during the war with the Tiris Empire.

 

  • Zarith Docks (Auris Dock) 札里斯碼頭

The primary port of Auris and its most vital connection to Boldohr. Water, food, and materials arrive daily. The docks are heavily guarded, as they serve as the Queen’s final evacuation route during the war.

 

  • Thuqara (Southern Underground City)圖卡拉

A subterranean city carved beneath the southern mountains, Thuqara was built using dwarven engineering and adapted by goblins. Initially serving as an emergency refuge during wartime, it gradually became one of Auris' main cities.

 

  • Rash-Khel Forest (Northern Forest) 拉什凱爾森林

A northern forest of Auris where some Goblins reside, particularly preferring to be near nature rather than cities or underground walls.

 

  • Zahrin Lake (Primary Lake) 札林湖

Zahrin Lake is Auris’s only natural freshwater source, and it is constantly monitored due to its scarcity. Auris continuously needed water aid from Boldohr because of the water shortage.

Ilanard (The River Kingdom)

伊拉納德

Ilanard.jpg

Ilanard is a fertile land known for its sacred rivers, which represent purity and renewal. Ravyan is the main capital center for spiritual gatherings and trade, attracting locals and curious merfolk from Isles Lagoon.

 

 

  • Ravyan (Capital Spiritual City) 拉維安

The capital of Ilanard and the seat of its religious councils. Ravyan sits along the holy river and serves as the main site for major festivals, pilgrimages, and international trade. Temples, river markets, and ceremonial steps dominate the cityscape.

 

  • Mahara River (Holy River) 瑪哈拉聖河

The most sacred river in Ilanard, believed to embody purity, renewal, and balance. Ritual bathing, funerary rites, and seasonal festivals are performed along its banks. Polluting the Mahara is considered both a spiritual crime and a legal offense.

 

  • Kalysha Plains (Agricultural Heartland) 卡利莎平原

Wide, fertile plains nourished by the Mahara's tributaries. Ilanard's grain, spices, and medicinal herbs are grown here. Seasonal floods are seen as blessings rather than disasters.

 

  • Devira (Temple City) 德維拉

A city dominated by ancient temples and monasteries, many travel here after visiting Ravyan.

 

  • Chandrapur (Northern Town) 旃陀羅普爾

A small, often overlooked town located in the northern reaches of Ilanard, upstream from the Mahara River.

 

 

  • Girivasa (Mountain Border Town) 吉里瓦薩

A town built near the edge of the northern mountain that separates Ilanard from Tiris and houses the majority of Ilanard's military forces.

Dusmore (Night Nation)

德斯摩

Dusmore.jpg

Dusmore is a cold, brief daylight nation with snow-capped mountains and a generally cold climate. Following the Blood War, Dusmore became the primary homeland of vampire society, strictly regulated by the Great Elders.

 

  • Eterndawn Castle (Elder Citadel and Former Seat of Dracula) 永恆黎明古堡

Originally the fortress of Dracula, renamed Eterndawn Castle, it now serves as the central seat of Dusmore's government, where the Great Elders manage politics, enforce laws, and oversee the vampire population. The castle has been carefully preserved as a reminder of the Blood War, with its highest tower reserved for the High Matron of Blood-Lady Lucilla. All major decisions affecting Dusmore are made within its walls, making it both a symbol of authority and the nation's operational heart.

 

  • Noctiren (Capital City) 諾克提倫

The central capital city beneath Eterndawn Castle serves as the main city's dock and tourist area of Dusmore. Noctiren also hosts the civil administration, citizens, and diplomatic offices.

 

  • Varkhel Peaks (Northern Snow Mountains) 瓦爾凱爾雪嶺

During the Blood War, the coldest region of Dusmore was home to many rogue vampires who fled into these mountains; only a few remain there.

 

  • Ebonshade (Eastern border) 墨影鎮

A quiet, rural town located in the eastern part of the nation. It is primarily residential, and it offers a peaceful retreat from the noise of city life. The town also marks the border with Miradia. Relations between the two nations are generally neutral. However, few Miradians travel to Dusmore due to its cold climate.

Zephyros (Mountain Cities)

澤菲羅斯

Zephyros.jpg

A mountain region most inhabited by winged beings. Cities are built along steep cliffs and high mountain hills. Most residents travel by air between areas, while some visitors reach the region by climbing. Hot-air balloons are the most common way for non-winged beings.

 

 

  • Aeralis (Ground Transit Town) 艾拉里斯

Aeralis is a town located at the base of the Zephyros Mountains and serves as the only significant ground-level settlement in the region. It is the main entry point for travelers who cannot fly. The town features docks, balloon launch towers, and checkpoints, making it a hub for travel into Skelvar. Almost all ground transportation to the mountains passes through Aeralis.

 

  • Skelvar (High Cliffs Capital) 斯克爾瓦

The capital city of Zephyros, built atop the broadest and flattest mountain land in the nation. Allowing wide streets, administrative centers, and major landing fields. Its unique landscape made it the natural choice for a permanent capital and central governance hub.

 

  • Virell Heights (Residential Peaks) 維雷爾高地

A cluster of mountain settlements where most winged residents live. The area is less trafficked, with strong wind currents and limited access.

 

  • Dardosa Ledges (Outer Mountain Settlements) 達爾多薩岩階

It is the most distant region of the nation, located near the Forsaken Continent, which is why very few people reside in the area.

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