Brighthorn:A small outpost with a naval base mainly used for refitting.
Deltamore:The largest Southern port, it handles goods crossing over to Krall Lun Khizer.
Expedition:This outpost was set up to help explore the ruins and expanse.
- Fortmak Outpos
Fortmak Outpos:Contructed as a stop for ships crossing the Western peninsula.
Halfar:A large inland port city.
Loghter:A medium city constructed around vast forest.
- Port Brimley
Port Brimley:The largest port city in the North. Most Terres ships are constructed here.
Terrecore:Capital city of the Republic of Altrinaer. Home to the King and 12 govenors.
Terron:Home of the Terres officer academy, this city is heavily fortified and is home to the Republic's navy.
Thrumpleborg:The second largest city in the Republic has vast engineering and mining capacities.
- Tipton Port
Tipton Port:This port helps feed the interior of the Republic.
- Branian Expanse
Branian Expanse:This vast desert holds many secrets but its ruins are extremely difficult to penetrate. Also home to a xenophobic Terres culture known as the Noquin Caste.
- Brilliant Savannah
Brilliant Savannah:Some of the most terrifying and beautiful animals call this home.
- Brine Bay
Brine Bay:This small bay is extremely salty due to deposits on shore.
- Broken Islands
Broken Islands:A cluster of barrier islands very dangerous to approach, its watchtower is well defended.
- Compass Sea
Compass Sea:A vast sea that separates the Orkis from the rest of the world.
- Eastren Redwind Mountains
Eastren Redwind Mountains:A small red colored range that helps retain heavy rains to the south.
- Ebony Horn
Ebony Horn:This cape is dangerous to cross at it officially separates the sea and ocean.
- Muckton Swamps
Muckton Swamps:Very dangerous swamps that serve as a breeding ground for anything that wants to attack Deltamore.
- Orkis Contested
Orkis Contested:This region is claimed by several different Orkis clans who argue birthright.
- Shard Sea
Shard Sea:The sea becomes shallow as you get away from the continent making travel extremely dangerous.
- Slithe Infested
Slithe Infested:The rich nutrients wash down through the delta making it ideal grounds for Slithe.
- Teardrop Lake
Teardrop Lake:A large internal lake near troll breeding grounds.
- Twinsen Islands
Twinsen Islands:These are large desert islands mainly unexplored by the Republic but known to the Noquin Caste.
- Zrolli Islands
Zrolli Islands:These jungle islands have a steep elevation and are mainly unexplored. They have a large Troll presence.
- Orkis Military Flotilla
Orkis Military Flotilla:This invulnerable stronghold serves as a stanging ground for invading Orkis. The Rull'ge clan maintain and defend the flotilla.
- Wintread Garrison
Wintread Garrison:This is where most of the Republic's army is trained. It is stationed near the coast to be brought to war by ships from port and to directly defend the contested region.
- Troll City
Troll City:Not so much a city as a large collection of clans. The dense gathering makes traveling through the area extremely dangerous.
Guillian:This is the only area open to trading and outsiders with the Noquin Caste. There are cities in other areas but they have never been mapped accurately enough to place. Outsiders are forbidden to travel beyond city limits.
Exile:This small place is loosly run by those who hate and distrust any major governmental organization. They built this town up in the mountains for defensive purposes and to avoid direct military confrontation.
Godwyn:The decendants of those who first fled the Republic live here now. It is a peaceful city that trades openly. The citizens have vast freedoms except must serve in the military and pay taxes.
Gob'Uni:This is the only city of note in the Gobla controlled areas. It is heavily fortified by wood with many tiers of defenses and lays high against a rock face.
- Northern Exploration Outpost
Northern Exploration Outpost:The outpost is the only official permanent city in the Northern Lands. The Republic hopes to expand their lands.
- Fulkurn Facia Ruins
Fulkurn Facia Ruins:These ruins lay facing outward to the ocean on a rock face.There is no path to get to the entrance. and the rocks below make them unapprochable by sea. Some Gobla claim they have found a way inside.
- Orkis Expansion Flotilla
Orkis Expansion Flotilla:The pirate flotilla is a bohemeth of a mothership. It is home to many dozen or even hundred raiding ships.
- Zoldkereg Island
Zoldkereg Island:This island is overun by feral Gobla. The rocky terrain makes rooting them out near impossible.
Karavan:The city farthest West, this serves as the main trading point with the Republic.
Khizer:A large city it was the old capital. Half is built above ground with the other half below.
- Krall Lun Khizer
Krall Lun Khizer:The capital of the Empire. The entire city is build below ground. This city is newer and highly defended.
- Port Kivak
Port Kivak:This port is the main supply line to the South and home to the naval fleet.
Qinspur:The Breach runs through here. One third of the Hammer army is located here. This is the main crossing point to the Hokate sphere.
Qlavis:A small expeditionary base, it also serves to repair patrolling ships. The base has been built in a protected harbor and is heavilty fortified.
- The Breach
The Breach:The war with the Ker Keth mainly took place across this region. It extends for about 200 miles underground and emerges in the Hokate Shpere.
The breach is home to one third of the Hammer army. It is the most heavily defended area in the world.
- The Gods Wall Mountain Range
The Gods Wall Mountain Range:The range extends upward nearly endlessly. It is impossible to cross.
- Hammer Gulf
Hammer Gulf:Named for the Empire, this is dangerous to navigate since the Shard Crest is so close and the weather is unpridictable. Beware the marine life here.
- Karkak Ziggurat
Karkak Ziggurat:Impenetrable fortress high in the mountains. It is built on a nearly seemless stone pedastal. The only windows are over two miles up. Some claimed to have entered.
- Rokak Ziggurat
Rokak Ziggurat:This fortress lays on its side but its gate is shut tight and it has no windows.
- Shard Crest
Shard Crest:This tall range that sweeps across the Shard Sea is impossible to navigate. The only structures that lay permanent are the Washhope Ruins.
- Shard Slip
Shard Slip:This is the only way to navigate through the Shard Crest, which is extremely difficult due to shallow waters, heavy surge, and low visibility.
- Silpen-Hammer Disputed Zone
Silpen-Hammer Disputed Zone:This is a beautiful and docile region rich in natural resources; both factions claim it.
- Vindsweppen Hills
Vindsweppen Hills:These rolling hills are a known home to giants. The winds across the area are constant and strong.
- AAlluur Clan
AAlluur Clan:This clan is one of the smallest of the Orkis, but they are also one of the best defended. They live on a triangle piece of land that has many walls and small fortifications. Those who enter are instantly spotted.
- Fug'jood Clan
Fug'jood Clan:Of all clans this one is the most savage.They are barbaric through and through. Luckily for the surrounding area they are also very poorly organized.
- Oorlock Clan
Oorlock Clan:The Oorlock clan is most noteworthy for their seafaring prowess. They operate the pirate flotilla and have become rich taxing non-clan Orkis who enter port.
- Rull'ge Clan
Rull'ge Clan:This clan is the most driven toward expansion into the South. They are focused and recruit heavily for their cause. They also are the clan that maintains the battle flotilla off the Republic's coast.
- Scrumholdt Clan
Scrumholdt Clan:Less is known about this clan. They are known to build large religious structures and pray in mass.
- Was'suun Clan
Was'suun Clan:The Was'suun Clan lives the farthest North and are the most open to outsiders.They can often be bought as guides and are willing to trade and swap information (mostly about the ruins of the North).
Iso'pohjon:The great ice wasteland seems to go on forever but there are secerets that lay underneath for those who are foolish enough to search for them.
- Ou'lfin Ziggurat
Ou'lfin Ziggurat:The black stone of this ziggurat is covered completely with ice. Its as if the tower is crying and its tears freeze. There is no known entry.
- Norkis Vesi
Norkis Vesi:This bay is surprisingly calm and teems with marine life. It is also home to some of the worst sea monsters around.
- The Tundra
The Tundra:Unlike the vast North there is life on the Tundra and it is possible to survive here. Whiteouts are common and it is said the winds can carry a man away.
- Tundra Folk Lands
Tundra Folk Lands:Here the titan-sized giants dig tunnels endlessly with large ice axes. They infrequently invade the lands to the South and Southwest.
- Orkis Pirate Flotilla
Orkis Pirate Flotilla:This massive flotilla is the home to the Orkis fleet. Most ships stationed out of here belong to the Oorlock Clan, but any Orkis vessel is welcome. Technically any ship is welcome as long as they can pay and convince the Orkis not to attack them.
- Tundra Folk Lands
Tundra Folk Lands:Here is where the enigmatic pale-skinned people live. The titans dig tunnels endlessly and infrequently raid to the South & Southwest. Others living here are less know, but rumors of cities are persistant. Its hard to penetrate as the land slowly rolls and the titans are very tall and ever watchful.
- Illyana Kai
Illyana Kai:The capital and center of knowledge for the Realms. Many of the Reverents live here and much of the Silpen population travel here to study or learn for a period of time.
Kin-dala:This is the major trading port for the Silpen and home to the Realms naval shipyards.
Lyksyr:Home to one quarter of the Silpen army which holds to defend against any Orkis clan invasion. The soldiers here train specifically to fight Orkis.
Moonwatch:Home of the Silpen elite trained guard academy. Here Silpen prophets belive that watching the stars can lead to understanding about when to go to war.
- Silpen Primon
Silpen Primon:The spiritual capital of the Realms home to one quarter of the Silpen army. It is also home to the thinktank who study the Hokate Sphere.
Trylsyr:This is the main Southern defense force for the Realms. The southren army is charged with defending the contested area.
Velamere:This place is little known to the outside. Most Silpen magical developement happens here. The nearby ruins are guarded and off limits to any outsider.
- Elfwatch Sound
Elfwatch Sound:The Sound is large but tapers quickly. Watchtowers line its shores spying for Orkis troop formations.
- Hand Islands
Hand Islands:Claimed by the Realms, they sometimes serve as a makeshift base for action taken against the Orkis.
- Icerock Pass
Icerock Pass:This is a 100 to 300 mile long 15' wide crevasse in an ice wall. Its difficult to find as the crack can shut or move based on seismic activity or the gods' mood.
- Orkis Contested
Orkis Contested:The far East of the area is controlled by the Silpen. It is usual for the Realms to work with the Republic against the Orkis.