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a bit lost? here's a map

and a recap

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Eloria

The

Silver Circle

Mirenvalle

Emberline

Dominara

Iron Tier

Sector Zero

The Vales

Verellen

Old 

Concordia

Elunthar Forest

Eloen Reach

The Sunny Side

The

Barricade

Velanth

Bloodspire

Ashveil

Velmore

Ravelyn's

Woods

Velmore Alps

Ravelyn's Alley

Rift Zone

Elaris

Elaris is lush, misty, and very humid: rivers, groves, and rain-fed forests stitch cities together, with coastal fogs and ward-protected woods where magic saturates the air. Think temperate-to-warm zones that feel perpetually watered and alive.​

  • Eloria (Capital)
    A vast, tech-savvy capital where nature is braided into stone and glass—skybridges, pale towers veined with flowering plants, and soft ward-light that skins the city. Imagine “Kyoto’s garden discipline × Copenhagen’s clean lines,” scaled to a capital.

  • The Silver Circle (University-City)
    Oldest university on the three continents; a knowledge mecca where libraries, workshops, and warded labs occupy cloisters and terraced quads. Feels like Oxford/Cambridge meets a high-fantasy observatory.

  • Verellen (Breadbasket Gate)
    Mid-sized and practical, surrounded by wheat, vineyards, and orchards; culturally mixed (notably elf-human). Think “Provence market towns × Bavarian farm belts,” built in elven stonework.

  • Eloen Reach (Rivers & Sea)
    River deltas and groves spilling into seaside promenades; a favored holiday departure point with ferries and salt air. Picture Lisbon waterfront × Amalfi calm, but greener.

  • Mirenvale (Healing & Preservation)
    North of Eloria near the Silver Circle; renowned for healing, communication, and preservation tech—welcoming, with many elf-vampire settlers. 

  • Emberline (Defense Corridor)
    Closer to the human border; a defense-tech, manufacturing, and logistics hub with a long, competitive history against Mirenvale. 

  • Elunthar Woods & Elunthar City (Gateway)
    Elunthar City is the mandatory checkpoint and archive hub for all forest expeditions—permits, research, culling missions, and records flow through here. Inside the Woods lie distinct sub-regions (Rootlands, Whispergrove, Wildshade, etc.), each a self-contained biome under ancient wards. Vibe: a green UNESCO-park crossed with a permit-only research reserve.

Umbra

Umbra runs cold most of the year. Coastal mist and alpine winds frame a continent where daylight is brief, nights are busy, and ward-laws shape how people move.

  • Bloodspire (Capital)
    Imagine Berlin × New York, but engineered by vampires: neon veins, graffiti layers, stacked nightlife, and underground corridors—yet sidewalks are spotless, lines straight, signage precise. It’s weirdly clean for how lived-in it feels: military organization, relentless maintenance.

  • Velanth (Tech Port)
    Labs over docks, cranes over warded warehouses; a research-driven harbor city where prototypes move as fast as cargo. Think “Hamburg harbor with an MIT attitude,” under tighter night codes.

  • Velmore (Low-life, high stakes)
    Chaotic builds, rusted chapels bolted to street corners, alleyways you can’t tell are for cars or people. Dirty, crowded, and opportunistic—everything can happen here. Religion, scams, and quick fortunes sit side by side; apartments pile upward because there’s no space left. Most mercenary firms are based here. Almost no direct daylight.

  • Velmorne Alps (Warded alpine cities)
    All towns are carved inside the mountains under a lattice of daylight-only movement protocols. Wealthy and educated, with precise etiquette and strict curfews; think alpine galleries, tunneled rail, and silent lifts—the opposite of Velmore.

  • Ashveil Region (Desert & Ruins)
    A harsh interior of dunes, dead cities, and storm corridors. Travel follows warded roads and scheduled convoys; research camps are temporary.

  • Ravelyn’s Alley & Woods 
    Zero tech. Paths are ritual, lit by oil and ward-fire; bone-wards and spoken oaths matter more than machines. Vampires here sit close to dark magic and ancestral practice—closer to “before cities” than “after industry.”

Concordia

​Concordia enjoys a generally mild, four-season climate (helped by old pacts), fewer monster incidents than other continents, and dense urban belts broken by fertile valleys and coasts.

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  • Dominara (Capital)
    Hyper-modern core city—think NYC × Tokyo—of glass towers, transit spines, and administrative blocks tied to national programs. Tech firms, defense contractors, and federal labs cluster here.

  • Old Concordia (Historic capital + University)
    The older political heart with the largest university network and sites tied to 300-year-old pacts; urban but less “concrete jungle” than Dominara.

  • Sector Zero (Residential belt)
    A vast human residential district between Dominara and Old Concordia—commuter lines, schools, logistics hubs; built for scale and stability.

  • Rift Zone (Mixed quarter)
    High-risk, high-mix district where smugglers, low-tier tattoo parlors, and curse encounters show up next to cheap housing; opportunity and danger sit on the same block.

  • Iron Tier (Green, affluent ring)Leafy residential zones and corporate campuses—clean transit, parks, and higher incomes; where policy pilots and health programs often roll out first.

  • The Barricade (Desert military line)
    Concordia’s fortified desert complex on the Umbra border (Ashveil side): proving grounds, depots, and forward command for cross-border operations.

  • The Sunny Side (Coastal leisure city)
    Tourism, promenades, and ports; the public face of Concordia’s “good life” with strict city ordinances and waterfront development.

  • The Vales (Breadbasket)
    Farms, forests, and river systems along the elven border that feed the continent; processing plants and rail lines tie fields to the cities

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