Geography

When it comes to geography, the Omnian Archipelago is just as jumbled and diverse as the very people who live there. Contrary to it's small size, the islands boast a plethora of diverging environments, ranging from lush woodland to arid wastes, frozen peaks to sweltering jungle. Curiously, this seems to have helped maintain political stability within the archipelago rather than sow discord, allowing the various races and ethnicities to carve out kingdoms and city-states that cater to their specific needs. Whether this peace can last remains to be seen, but so long as the Sheshan hordes stay within the deep seas where they have for countless centuries, the islands are likely to thrive for many years to come.

The two largest of the islands (Minaar in the west and Verloren in the East) are often referred to as the "Twins". Roughly the same in both size and resources, they are split by a narrow sea running north to south down their very center. Legend has it that before the Sheshan Calamity that ended the previous world, the islands had once been whole. The population distribution is heavily weighted in Minaar, with nearly 2/3 of the archipelago calling it home.

To the north lies the islet of the Haetha people, coequally known as the Haethmark, or "the Mark" for short. Surrounded by thick sheets of ice for most of the year, the flora and fauna of this region are hearty and the people even more so. To the south lies the isle of Ald, a swamp covered mound claimed by the eclectic Laore-Tel. A small smattering of sandbars and atolls add to the total landmass of the island chain, but for the most part, these four islands make up the entirety of the known world.

The Hearthlands
Nestled near the geographic center of the archipelago, the Hearthlands remain one of the last vestiges of the ancient human kingdoms of old. Over a century ago, when the islands of Minaar and Verloren were whole, the humans controlled a vast empire that sprawled across the entire landmass. When the island was ripped asunder during the Great Calamity, the ancient capital of this empire was ground to dust, buried beneath the waters of the sea that now flow north to south.

Often called the “Breadbasket of Omnia”, this region is still responsible for supplying the majority of Island residents with food. The coastal region is home to the city of New Ivyport, and due to its (un)natural harbor, it has become a hub of trade. Both New Ivyport and the Hearthlands have had many differing rulers over the centuries, but despite its tumultuous history, the people of this region remain strong and proud in their shared culture and values.

Notable Locations


 * New Ivyport and Bettlebrook Valley

As the largest Seaport in Omnia, New Ivyport is an economic powerhouse with few rivals. Currently ruled by the Duke of Bettlebrook, Benedict George Jangels, the people of New Ivyport enjoy happy lives as merchants, fishermen, and tradesmen. The wealth of the city often attracts the attention of wandering folks, be that the Nomani caravans or Ashavan flocks. Regardless of race, gender, or creed, the people of New Ivyport welcome all with open arms, but those with a full purse will always be preferred. You can find a list of Laws for New Ivyport Here.


 * The Stadbergh

Perched atop the southernmost cliffs of the Stalwart Peaks, the home of House Jangels towers above the Bettlebrook Valley floor. Although it is lightly fortified, The Stadbergh is largely considered to be impregnable due to its cliffside location. It was built by the grandfather of the current Duke after the fall of the Waltons, his former rivals and rulers of Ivyport. In an attempt to protect him and his heirs from any similar fate, the late lord Jangels blew his entire family fortune to renovate their modest mountain retreat into one of the most impressive castles Omnia had ever seen. Unlike the Walton Estate, which now sits a crumbling ruin, The Stadbergh has endured several decades of riots and rebellions, events which brought their former rivals to their knees.

Ilderwood Basin
Argued by some to be Omnia’s “Cradle of Civilization '', the Ilderwood was once a floodplain surrounded by lush, deciduous woodland. It was here, along the western shores of the Illunid Bay, that the city of Verendell was founded. Built around one of the region’s many hot springs, this city of ivory spires spread its influence into its surrounding territories, folding them into the ever expanding realm of the elves. At their height, the Princedoms of the Ilderwood maintained enough power to challenge both the ancient humans and dwarves, but after the Sheshan calamity, that arrogant resilience proved to be a fatal flaw.

While most of humanity was welcome to take refuge along with their dwarven friends during Shesha’s rampage, the elves (rivals to both dwarves and humans alike) were not. The then united Laore people of Verendell made great strides to build barriers of potent magic around their great city, but alas, it was only enough to protect but a fraction from crumbling into the sea. The destruction was not limited to the city itself, for as the calamity raged on, most of the Ilderwood collapsed into the frothing waters.

That which remains is little more than a stagnant salt marsh, impossible to farm and nearly devoid of any life aside from the hulking emperor mushrooms that dot the coast. Divided as it is, elven culture has largely remained within this area. In their stubbornness, the Laore-Hoj continue to dwell in their crumbling city as it sinks further into the sea with each passing year. The Laore-Tel, however, have abandoned their ancient heritage for a sustainable future, growing living homes and streets from the very swamps that once heralded their doom.

Notable Locations


 * Verendell

Once renowned as the Eternal city, the jewel of the Ilderwood, Verendell is little but a shadow of its former glory. While the pearlescent spires of her ancient palace still stand tall above the valley, most of the once sprawling city still lies in utter ruin. While those who continue to call this place home have gone to immeasurable lengths to rebuild the shattered harbor, more and more of the city’s coastline slides into the sea with each passing year. It is for this reason that the cultural split emerged between the Hoj and Tel factions in the late 200’s, resulting in a mass migration from the sinking city by those who would later identify as the Laore-Tel. Whether Verendell can be reclaimed from the mire or not remains a great matter of debate in Laore politics, yet even if it is impossible, the Hoj will surely try anyway.


 * The Trinitarium and the Isle of Ald

The smallest island of the Omnian archipelago, Ald was once a collection of low-lying hills upon the southern coast of the ancient Ilderwood. After Shesha’s wrath devastated the majority of this region, these hills became an island surrounded by a moat of salty marshland. Deemed uninhabitable by most Laore, Ald was eventually settled by a group of religious Laore-Hoj exiles, seeking to make their own way just as the Glas had centuries before. It was there that they constructed the Trinitarium, a living, fungal city, impervious to the rot that continued to wear upon their ancient homeland. These exiles would come to be known as the Laore-Tel, and in time, their mastery of the alchemical arts became synonymous with legend.

Today, the Trinitarium stands as a beacon of  progress and enlightenment, all in defiance of the Trimedium and it’s costly price of salvation. Although the Laore-Tel and their council of elders still pay homage to the kings of Verendell, they are largely allowed self governance. To this day, the Trinitarium and its scholarly inhabitants remain at the forefront of alchemical research, constantly pushing the boundaries of what is possible without the aid of runes.

Stalwart Peaks
A cold and unchanging land, the Stalwart Peaks are nothing if not loyal to their namesake. As if the very seasons themselves hold no meaning here, the Stalwart Peaks are forever blanketed by a thick layer of snow and ice. Jagged glaciers cut down through the frozen, unhewn stone, while far above, the faces of ancient gods peer down from the mountain peaks, etched into the bones of the earth for all to see.

Only those who dwell in the cavernous halls far below are brave enough to call this place home, for its nature is uninviting and its boons are few. It’s not uncommon for Nomani caravans to use the road that weaves through Grimrook pass as a shortcut to the Bogonian Wastes, but if they do, they never stay for long.

Notable Locations


 * Korindor and the Low Kingdom

High atop the lofty peaks of the Stalwart Peaks, a great stone threshold sits carved deep into the heart of the mountain. Spiralling ever downward along a great stone stair, one will eventually find themselves within the realm of the Talamh, the Low Kingdom of the dwarves. Buried beneath miles of unmoving rock, the ancient city of Korindor bustles with the power of hammers and steam. The mines that sprawl deep below the mountains are famed for their worth, producing enough metal and coal to supply the whole of Omnia for the next one thousand years.

But this city is only a fraction of what it once was. According to the legends of the Lassian high priests, the Low Kingdom was once a realm without parallel. Corridors stretched to every corner of the world, and the Talamh ruled a vast empire hidden from the prying eyes above.

According to these same priests, it was Shesha who was responsible for destroying their infinite realm, shaking the earth with her great tail and crushing the holds one by one. It was only by the grace of Lassus the Sleeper that Korindor, the heart of the Low Kingdom, was spared the same fate. Scholars widely regard most of this tale to be pure myth, but some archaeological evidence does suggest that the higher portions of Korindor are much newer than the lower regions, suggesting that the true heart of the Low Kingdom may lay much deeper than most think...


 * Grimrook Pass

High atop the crown of the world, Grimrook Pass has served as the vital artery between the Hearthlands and the untamed reaches of the west for centuries. Although this region has never formally been incorporated into the disparate freeholds that surround it, the ruling dynasties of the Bettlebrook dutchy have maintained a fortress there for at least three hundred years. As of 934 PE, the castle has been formally ceded to the freehold of Korindor, a show of good faith by the late Duke Bertholdt Jagels IV, the grandfather of the current ruling duke. What the Talamh plan to do with this ancient stronghold is unclear; only time may tell…

Jinxian Wilds
Tucked away in Minaar’s southern depths lie the sprawling forests of the Jinxian Wilderness. Despite the relatively small size of this region, many explorers have found themselves lost within it’s innavigable depths. Many rumors claim these jungles to be home to a tribe of feral dwarves, a prospecting party that got lost in the jungle and was forced to resort to cannibalism in order to survive.

Whether or not this holds any truth, the rainforest is home to several groups of people, including the peaceful Morians of Anned-Mor and the small fishing village of Moon’s Rest. It’s advised to stay on the roads when travelling through Jinxia, but should you hear voices calling out through the underbrush, your only hope may be to run.

Notable Locations


 * Moon’s Rest

Tucked far beyond the darkest depths of the "Green Hell" regions of the Jinxian jungle, the quiet village of Moon's Rest is a peculiar sight to behold. Ask anyone there what it is they do and they will surely tell you they're a fisherman, yet the docks lay crumbling and no ships line its meager harbor. Stranger still, the village folk have been reported to offer an uncanny cordiality to their visitors, with outsiders often claiming to feel "targeted". Due to the vast amount of rumors surrounding the place, most travelling folk choose to avoid this backwater town. Those who don't rarely get to make the choice again...


 * The Phoenix Nest

Just south of the jungle's heart lies Omnia's blistering scar, a titanic volcano that boils and rumbles with extreme regularity. Although there hasn't been a "true" eruption in nearly fifty years, it's assumed that the volcano will continue to grow as it has since time in antiquity. This perceived longevity naturally holds great importance amongst many religious groups in the archipelago, with the Farren beleiving it to be a holy metaphor for the sacred flame and the Ashavan beleiving it to be the home of the fire god, Naviik. Although there's no evidence that the Phoenix Nest is home to a giant, fiery, bird god, the Ashavan maintain a splendorous shrine along the rim of the volcano caldera.


 * Anned-Mor

Tucked far below the cape of Minaar’s southernmost crags, a smattering of coral rooftops jut above the cresting waves, thick blankets of algae and kelp coating their most vulnerable faces. This peculiar sight may look insignificant from above the waves, but below, Anned-Mor is a subnautical wonderland. Carved from the coral reefs that cover this area, this Morian town is home to those who sought to distance themselves from the ever encroaching Heitha, abandoning their ancient homeland to build a new utopia far from the hooks and harpoons of their land-dwelling enemies.

The Haethmark
Far to the north of Verloren lays an island encased in glass, a frozen realm from which the people are blunt and aggressive, the wildlife moreso. This place is known as the Haethmark, usually referred to as the “Mark” for short. Since time in antiquity, the Haetha peoples have called this place home, scrounging what meager livings they can all while simultaneously fulfilling their ancient birthright; slaying the Morians and their sea-monster ilk.

The people of the Haethmark remain some of the best monster slayers in all of Omnia, but that skill wasn’t birthed from vengeance alone. Other than the smattering of pines that grow near the island’s center, the Mark is far too cold to support any sort of agriculture. For this reason, they fully utilize each of their kills, whether it be a mindless beast or otherwise.

Notable Locations


 * Tonnelund

Hugging the icy fringes of the Heathmark’s jagged shores, the village of Tonnelund is a true testament to the resilience of the Haeth. For centuries, these people have lived off little more than kelp and sea-monster flesh. The Haeth are a resourceful people, and often tan the hides of the beasts they slay to serve as the roofs of their vulgar homes. Because wood is scarce, it’s quite common for the denizens of Tonnelund to use sea-monster bones for building as well, be that supports for their houses or planks for the docks.


 * The Jarlfort

On the northern fringe of the Mark’s frigid shores lies the carcass of a great, stone behemoth. Once the throne of the ancient heitha kings, the Jarlfort has fallen into such ruin that its walls can barely be seen behind the drifts of snow which bury its edifice. Despite its decimated state, the Jarlfort still holds as much practicality as it does cultural value. The ruins upon the mount have proven an invaluable resource in the countless wars fought between the new heith and their aquatic rivals, and some claim that the tomb of Fyurstir himself lies somewhere below the devastated keep...

The Marigold Forest
Deep in the northeastern recesses of Verloren, just south of the Haethmark, there lies a silent woodland plucked straight from a fairy tale. Barely touched by the various peoples of Omnia, the Marigold Forest has served as the muse for many minstrels and artists alike. Few actually call this place home as the roads in this region are near nonexistent, yet that hasn’t stopped droves of adventurers and treasure hunters from their annual visits.

The forest is unlike any other, growing from one central tangle of roots deep below the forest floor. Each tree is actually part of a much larger whole, merely a simple branch of this region-sprawling organism. Perhaps the most peculiar and alluring feature of this ancient woodland is the brilliant fall colors the trees display at all times of the year.

The only settlement to call this region home is the far flung city of Blackhallows, a loosely organized collection of individuals who mostly trace their ancestry back to a colony of the ancient human empire. Completely cut off from any source of authority, Blackhallows has become a haven for those looking to evade the law. As one might imagine, this has led the city and the surrounding woodland to become a very precarious place, but if one knows what they're looking for, it can also be a land of ample opportunity.


 * Blackhallows

At the edge of the known world sits a city of grim decay. Despite the dilapidated stonework and rotten hovels which surround its outer walls, the city of Blackhallows once claimed a prestige that the cities of the ancients could only dream of. Before Shesha’s emergence split the isles of Minaar and Verlorn in two, the Merigold Forest was home to a colony beholden to the human empire. Far flung as it was, this colony acted with little oversight so long as the much needed timber was cut and shipped to the ever expanding west. Due to the decimated state of the scarce ruins of this original city, it is assumed that no survivors escaped Shesha's wrath.

It took nearly two hundred years after the Far-folk emerged from the Low Kingdom for new settlers to finally reclaim these ancient lands. What they found was a vale of plenty, full of natural resources and brimming with potential profit. Amongst all that these lands offered, none was more valued than the timber of the Black Cyprus. Only found within the thickest glens of the forest, the Black Cypress was prized by all peoples for it’s durability as well as it’s water resistance. It wasn’t long before the disparate families of this region became rich beyond their wildest dreams, and from that wealth, the city-state of Blackhallows was born.

Built over the ruins of the ancient human colony, the city quickly became a beacon of civilization that even the elves of Verendell couldn’t help but admire. It’s streets were paved with the upmost precision while the eaves of it’s buildings were adorned with gold reliefs. Above it all stood the majesty of the “Opera de’ Noir”, a theatre built by house Ventiaceli in honor of the performing arts. People came from across the archipelago to admire the wonders of the “Blackened Jewel”, but as time wore on and the forest thinned, a grim solace began to blanket the city and her people.

To this day, it is unclear exactly what caused such a shift in the fortunes of Blackhallows and her surrounding territories. Sceptics point to over-logging as the city’s inevitable downfall, with the Lark family and their timber companies nearly pushing the Black Cypress to extinction. More superstitious folk make claims of dark magic, stories of the great families making deals with forces they could never hope to repay. Regardless, the Blackhallows of today is merely a shadow of it’s former self. With the logging industry all but gone, the region’s inhabitants have turned to crime to make ends meet. The city has slowly devolved into a nearly lawless state, carved up into territories by the gangs and noble families that have managed to cling to power.


 * The Widow's Wood (WIP)

To be added!

Bogonian Wastes
Far in the corner of northwestern Minaar, the Bogonian Wastes are without a doubt the most isolated region of the archipelago. Shielded from the nourishing rains of the east by the Stalwart Mountains, this region fails to support any flora other than cacti and the occasional acacia tree.

Just south of Barnever’s Butte, the oasis known as “Sveralda’s Eye” serves as the local watering hole for those passing through. Although it has serviced countless bandit clans and would-be homesteaders, all who come here inevitably find that the oasis only lasts for part of the year. When the summer comes and the sun beats down upon the calm, lurid water, it’s only a matter of weeks before the entire oasis is gone.


 * Barnever’s Butte

To be added!


 * Sveralda’s Eye

To be added!

Latchdon Canyonlands
To the north of Grimrook pass, just beyond the mountainous veil of snow and pines, there lays a collection of valleys and cliffs known as the Latchdon Canyonlands. Few ever come to this region due to its treacherous terrain and relative isolation, but those who do will find a pristine, alpine wilderness unlike any in Omnia. It's rumored that the Ashavan folk first landed in Omnia at this very spot, and due to the abundant fish and protective cliffs of the region, they built their first settlement which still remains to this day. For those who can't fly, the village of Valoo can prove quite dangerous to traverse, but if one is looking for picturesque views and some fresh sea air, there's no better place to find it.


 * Valoo

Perched above the canyons like the nests of some great eagle, the village of Valoo is truly a sight to behold. Built from a dexterous compound of clay and guano, the spires of Valoo soar to heights only those with wings could ever hope of reaching. There, amidst the creaking supports of the Ashavan's communal nests, the featherd-folk live out their lives as one homogenous community, nurturing their young and crafting their world famous pottery. As more and more non-flying folk came to live within the vicinity of Valoo, precarious bridges and ladders came to line the cliffs of the winding canyon. Some Ashavan even chose to build their homes and businesses closer to the ground in order to accommodate their featherless friends, but to this day, nearly all prefer to live amongst the clouds if they can.