
Please find below an overview on the Continent and noteworthy places that Yves explores throughout the story. As the story progresses, information will be added to this page.
Northern Coast
Northlands Plateau
Zwischenland
North-Eastern Settlements
Mountain Songs
The Mountain Range
Bahatu, Whispering Moors
Nowhere-Snowtrail
THE NORTHLANDS
Once, Tairan cultures brought technical novelties and previously unseen innovations to the sparsely populated Northlands. Three decades ago, they were subdued and extinguished by the sheer masses of primitive, warfaring humans who roamed the lands back then. Eventually, the Humans Restrict Act was enacted to strategically contain and control the human race, including their expulsion from the northern coasts. Since then, no other peoples have settled in the coastal region. The harsh land is saline, devoid of wildlife, with cruel winds and winters, and fishing is impossible without provoking the territorial sea beasts’ wrath. World energies are extremely scarce.
While small farming villages and isolated dweller settlements speckle the far north-eastern desert landscape, the rugged terrain that makes up the Northlands Plateau between the ocean and the Albweiss Mountains is too treacherous and barren for any humanoid races to endure. It belongs to the beasts of the wilderness.
On the desolate coast of the Northlandic Ocean, wanderers and adventurers are a rare sight. Few journey to these remote shores, and even fewer make their way to the abandoned lighthouses and ruins that dot the coastline. There is no life here. You come here to die, or you come here to disappear from the world, like Yves.
Any traces of foreign energies alarm the buried and winged beasts that make these dead lands their territories.

The Northern Coast
Cliffs - Lighthouse Region
When the Cliff Behemoth erupted from the depths of the underground in [B1.C6], the entire area around the lighthouse was destroyed. Huge masses of rock, entire ledges, had collapsed as the creature advanced inland, tearing and shattering the former coastline. Water poured in torrents, flooding the broken formations and turning the once steep cliffs into a patchwork of submerged, chaotic rock formations.
The plateau is strewn with craters of (yet) unknown origin.
Cliffs - Lighthouse Region
When the Cliff Behemoth erupted from the depths of the underground in [B1.C6], the entire area around the lighthouse was destroyed. Huge masses of rock, entire ledges, had collapsed as the creature advanced inland, tearing and shattering the former coastline. Water poured in torrents, flooding the broken formations and turning the once steep cliffs into a patchwork of submerged, chaotic rock formations.
The plateau is strewn with craters of (yet) unknown origin.
The Lighthouse - Yves' Hideout
Perched on the desolate and treacherous coast of the Northlands, the lighthouse appears as a forgotten relic of Tairan ingenuity, weathered by three centuries of ceaseless storms and relentless seas. Its towering frame, constructed of stone and wood, wears the ashen grey marks of neglect.
While its exterior gives the impression of abandonment and disrepair, the interior holds secrets hidden with practiced artistry. Despite its neglected state, the lighthouse serves as a hideout for Yves. Within a concealed underground chamber, he has safeguarded his most treasured artifacts and tomes, secured behind layers of cunning illusion and mystic warding.
A deceptive glamour spell veils the lighthouse's exterior, shrouding it in the guise of ruin, an illusion further aided by the building's actual state of disrepair. This artful facade deters most curious intruders, as does the strategic use of a hidden ladder leading to a decoy middle floor. Here, misdirection and spells create the illusion of valuable rewards for the average artifact hunter trespasser, enough to satiate their avarice and divert them away.
Yves' most valuable possessions were concealed beneath the lighthouse, in an underground cavern carved from the surrounding rock, adorned with glowing runes and protected by enchantments. At the chamber's center stood a large crystal structure, Yves's meditation crystal, a source of serenity and clarity. Alongside it, an enchanted cauldron remained hidden from magical detection, a dubious acquisition from his past that spoke of the taboo of using witchcraft. Shelves and chests were filled with unique tomes, enchanted weapons, and magical artifacts. For some reason, the lighthouse had also become his primary storage location for junk artifacts, bunched together in the Chest of Useless Artefacts, which doubled as a resting place for Midnight.
ACCESS AND LOCATION
After Yves actions in [B1.C3] destroyed the narrow passage between the mainland and the lighthouse, and the cliff behemoth emerged from beneath the cliffs ind [B1.C6], the lighthouse promontory is now shattered into broken rock formations and overtaken by raging waves. With that, it became even more isolated than before, no longer offering unexpected shelter to the once-in-a-decade desolate wanderer, but only accessible by those who knew that it existed and risked their life to get there.
The journey from the lighthouse to the north-eastern settlements takes Yves two months by foot and approximately six to seven weeks by sled [B1.C8].
The Lighthouse - Yves' Hideout
Perched on the desolate and treacherous coast of the Northlands, the lighthouse appears as a forgotten relic of Tairan ingenuity, weathered by three centuries of ceaseless storms and relentless seas. Its towering frame, constructed of stone and wood, wears the ashen grey marks of neglect.
While its exterior gives the impression of abandonment and disrepair, the interior holds secrets hidden with practiced artistry. Despite its neglected state, the lighthouse serves as a hideout for Yves. Within a concealed underground chamber, he has safeguarded his most treasured artifacts and tomes, secured behind layers of cunning illusion and mystic warding.
A deceptive glamour spell veils the lighthouse's exterior, shrouding it in the guise of ruin, an illusion further aided by the building's actual state of disrepair. This artful facade deters most curious intruders, as does the strategic use of a hidden ladder leading to a decoy middle floor. Here, misdirection and spells create the illusion of valuable rewards for the average artifact hunter trespasser, enough to satiate their avarice and divert them away.
Yves' most valuable possessions were concealed beneath the lighthouse, in an underground cavern carved from the surrounding rock, adorned with glowing runes and protected by enchantments. At the chamber's center stood a large crystal structure, Yves's meditation crystal, a source of serenity and clarity. Alongside it, an enchanted cauldron remained hidden from magical detection, a dubious acquisition from his past that spoke of the taboo of using witchcraft. Shelves and chests were filled with unique tomes, enchanted weapons, and magical artifacts. For some reason, the lighthouse had also become his primary storage location for junk artifacts, bunched together in the Chest of Useless Artefacts, which doubled as a resting place for Midnight.
ACCESS AND LOCATION
After Yves actions in [B1.C3] destroyed the narrow passage between the mainland and the lighthouse, and the cliff behemoth emerged from beneath the cliffs ind [B1.C6], the lighthouse promontory is now shattered into broken rock formations and overtaken by raging waves. With that, it became even more isolated than before, no longer offering unexpected shelter to the once-in-a-decade desolate wanderer, but only accessible by those who knew that it existed and risked their life to get there.
The journey from the lighthouse to the north-eastern settlements takes Yves two months by foot and approximately six to seven weeks by sled [B1.C8].
The Northlands Plateau
The Northern Expanse
The Northlands Plateau defines the barren terrain between the ocean and the Albweiss Mountains. Only beasts, not humanoid peoples, settle there. The stony terrain is severely saturated with salt and riddled with deep fissures, so that the heavy rainfall seeps away instead of building up.
The Northern Expanse
The Northlands Plateau defines the barren terrain between the ocean and the Albweiss Mountains. Only beasts, not humanoid peoples, settle there. The stony terrain is severely saturated with salt and riddled with deep fissures, so that the heavy rainfall seeps away instead of building up.
Zwischenland
The Zwischenland Expanse
"Yves was desperate to escape the rain for good, yet he also hated the extensive heat, which made all weather shifts equally horrible." [B1.C9]
The Zwischenland defines a region of transition. The weather is a battleground, where the ceaseless tempests from the northern shores clash with the searing desert sun of the east. The terrain is marked by relentless shifts from scorching heat to torrents of poisonous rain that obliterate any semblance of larger plant life with ruthless efficiency. Although the sky remains a perpetual maelstrom, the Zwischenland offers fleeting moments of respite from the rain that befalls the Northlands coast.
The landscape, perennially ravaged by the winds, bears the scars of eons, with jagged rock structures thrusting from the ground like sentinels petrified in eternal agony. Life dares not linger. Sensibility withers. Bizarre phenomena litter the terrain—root patterns stretching like desiccated veins for kilometres, alien mushroom structures defying the hostile environment, and rock formations disrupted with holes and patterns that you would not believe were natural. You should not. If anything, what you see are the territorial markings of beasts or perhaps the concealed mouths of their hidden lairs.
The ground is a quagmire of northern rocks and eastern desert sands. If you travel further east, you encounter arid eastern dunes stretching all the way to the Barnstream settlements. On your way, you will ever so often encounter stone remnants of ancient Tairan settlements, overtaken first by humans and then broken by time.
The Zwischenland Expanse
"Yves was desperate to escape the rain for good, yet he also hated the extensive heat, which made all weather shifts equally horrible." [B1.C9]
The Zwischenland defines a region of transition. The weather is a battleground, where the ceaseless tempests from the northern shores clash with the searing desert sun of the east. The terrain is marked by relentless shifts from scorching heat to torrents of poisonous rain that obliterate any semblance of larger plant life with ruthless efficiency. Although the sky remains a perpetual maelstrom, the Zwischenland offers fleeting moments of respite from the rain that befalls the Northlands coast.
The landscape, perennially ravaged by the winds, bears the scars of eons, with jagged rock structures thrusting from the ground like sentinels petrified in eternal agony. Life dares not linger. Sensibility withers. Bizarre phenomena litter the terrain—root patterns stretching like desiccated veins for kilometres, alien mushroom structures defying the hostile environment, and rock formations disrupted with holes and patterns that you would not believe were natural. You should not. If anything, what you see are the territorial markings of beasts or perhaps the concealed mouths of their hidden lairs.
The ground is a quagmire of northern rocks and eastern desert sands. If you travel further east, you encounter arid eastern dunes stretching all the way to the Barnstream settlements. On your way, you will ever so often encounter stone remnants of ancient Tairan settlements, overtaken first by humans and then broken by time.
North-Eastern Settlements
Barnstream Mausoleum
The Barnstream Mausoleum looms on the landscape like a forsaken giant, an elongated structure featuring a dome-shaped roof supported by massive pillars and adorned with stone reliefs. Its once-majestic form is marred by cracks and weathered by the relentless desert storms.
Beneath the dome-shaped roof lies an observatory, equipped with telescopes and celestial instruments, allowing scholars and seafarers to study the movements of the stars and planets.
Several underground cellars extend below the surface, serving for storage, as prison or torture chambers, or housing the resting places of revered individuals and many unknown.
The structure emanates a sense of historical significance, with its aged stone surfaces weathered by time. The engravings tell tales of bygone eras, and the sturdy columns supporting the Mausoleum are rumoured to hold magical properties. Known as the Whispering Pillars, those who press their ears against the cold stone claim to hear faint echoes of unknown voices — though they do not beckon with mystical secrets but appear to moan under the weight of unending anguish.
It is officially owned by The Wizard With Six Arms.
Barnstream Mausoleum
The Barnstream Mausoleum looms on the landscape like a forsaken giant, an elongated structure featuring a dome-shaped roof supported by massive pillars and adorned with stone reliefs. Its once-majestic form is marred by cracks and weathered by the relentless desert storms.
Beneath the dome-shaped roof lies an observatory, equipped with telescopes and celestial instruments, allowing scholars and seafarers to study the movements of the stars and planets.
Several underground cellars extend below the surface, serving for storage, as prison or torture chambers, or housing the resting places of revered individuals and many unknown.
The structure emanates a sense of historical significance, with its aged stone surfaces weathered by time. The engravings tell tales of bygone eras, and the sturdy columns supporting the Mausoleum are rumoured to hold magical properties. Known as the Whispering Pillars, those who press their ears against the cold stone claim to hear faint echoes of unknown voices — though they do not beckon with mystical secrets but appear to moan under the weight of unending anguish.
It is officially owned by The Wizard With Six Arms.
Barnstream Villages
A small settlement of isolated hermitages. The Barnstream rivers and lakes serve as lifelines for the sparse tribes of bormen and tairan descendants who had established settlements in these rugged lands. The northern settlements are tairan-led. Amongst them live other minority races such as fina and kyrthik. Derisive talk about the northern desert peoples or the north-eastern fishing folk comments on their crude cultures and simple lifestyles.
"That was supposed to be the whole damn point of the Barnstream settlements: find a shitty place in the shittiest part of the shittiest country and accept all its shitty living conditions. If you lived in the most unremarkably awful place, with conditions so abysmal they served as their own defence, no one would bother to fight you over it. The Barnstream settlements had been a haven for cowards, deserters, and peace-seekers too beaten down to ask for more. For decades, there had been no ambition beyond survival, no expectation of comfort. And yet, or rather, exactly because of that, it worked — or it had, once.
According to Tria, it had worked well, for all the time between the implementation of the Human Restrict Act until two decades ago, when the bormen had appeared. Because even loser peoples, when working together for generations, eventually turn a shitty place into a less shitty place. 'Give them generations,' she had said, 'and even a cesspit becomes tolerable. And once that happens, the vermin come crawling in. Cadgers, opportunists, parasites.
First, the place makes the people. Then the people make the place. And eventually, you witness those arriving that want the place but not the people. That is when the inviting become the invaded.'” [B1.C15]
Around 625, bormen started to take over the more habitable southern territories, actively disrupting societal order and suppressing tairan influence.
Travellers receive basic accommodation and supplies. The presence of healers is uncertain. If any, there is often only one single healer for the entire array of settlements.
Secluded further inland, the Barnstream Harbour Guild operates independently from the various spatially distanced villages. Contrary to common belief associating a harbor with a coastal location, this guild is situated along the river rather than the northern coast.
INDIVIDUAL SETTLEMENTS NORTH
▪ Artellem [northernmost]
▪ Bertellems
INDIVIDUAL SETTLEMENTS MID
▪ Undertellems [Featuring the Barnstream Human Habitat]
▪ Rona [Lower south]
▪ Narethian Highlands [Rinza plantations at the foot of the mountain]
INDIVIDUAL SETTLEMENTS SOUTH
▪ Noratellems
Barnstream Villages
A small settlement of isolated hermitages. The Barnstream rivers and lakes serve as lifelines for the sparse tribes of bormen and tairan descendants who had established settlements in these rugged lands. The northern settlements are tairan-led. Amongst them live other minority races such as fina and kyrthik. Derisive talk about the northern desert peoples or the north-eastern fishing folk comments on their crude cultures and simple lifestyles.
"That was supposed to be the whole damn point of the Barnstream settlements: find a shitty place in the shittiest part of the shittiest country and accept all its shitty living conditions. If you lived in the most unremarkably awful place, with conditions so abysmal they served as their own defence, no one would bother to fight you over it. The Barnstream settlements had been a haven for cowards, deserters, and peace-seekers too beaten down to ask for more. For decades, there had been no ambition beyond survival, no expectation of comfort. And yet, or rather, exactly because of that, it worked — or it had, once.
According to Tria, it had worked well, for all the time between the implementation of the Human Restrict Act until two decades ago, when the bormen had appeared. Because even loser peoples, when working together for generations, eventually turn a shitty place into a less shitty place. 'Give them generations,' she had said, 'and even a cesspit becomes tolerable. And once that happens, the vermin come crawling in. Cadgers, opportunists, parasites.
First, the place makes the people. Then the people make the place. And eventually, you witness those arriving that want the place but not the people. That is when the inviting become the invaded.'” [B1.C15]
Around 625, bormen started to take over the more habitable southern territories, actively suppressing tairan influence.
Travellers receive basic accommodation and supplies. The presence of healers is uncertain. If any, there is often only one single healer for the entire array of settlements.
Secluded further inland, the Barnstream Harbour Guild operates independently from the various spatially distanced villages. Contrary to common belief associating a harbor with a coastal location, this guild is situated along the river rather than the northern coast.
INDIVIDUAL SETTLEMENTS NORTH
▪ Artellem [northernmost]
▪ Bertellems
INDIVIDUAL SETTLEMENTS MID
▪ Undertellems [Featuring the Barnstream Human Habitat]
▪ Rona [Lower south]
INDIVIDUAL SETTLEMENTS SOUTH
▪ Noratellems

THE ALBWEISS MOUNTAINS
This expansive mountain range separates the Northlands from the Midlands, stretching for hundreds of kilometres from west to east with peaks piercing through the clouds, thus forming a natural barrier between the contrasting climate zones. While the northern side of the mountains endures the relentless plateau storms and scorching heat that shaped its characteristic bleached, salt-encrusted appearance, the Midland side is buried beneath impenetrable sheets of ice and everlasting snow.
The steep and extensive rock structures are close to inaccessible. Only a few paths are climbable for the experienced and enduring explorer. Deep in the heart of the rock structures, in crater-like crevices, the Shaira, also known as the Valkonian Albweiss Witches, have established one of their coven.
The Albweiss Mountain Guild has an outpost at the foot of the mountains in the north-eastern region of the Midlands.

Mountain Songs
To Dwellers in Darkness [B1.C10]
The night Midnight achieved true affinity with darkness, a new song resonated from the heart of the Albweiss.
We asked one hundred bones
Of one hundred lives
Then we would return
The one he desires
Find one hundred beasts
For us on to feast
And we will hold true
The word we give you
Though we won’t satisfy
With any lesser than yours
So have all of them be
Selected by us
But mind you, be wary
For in the mountain they sing
To dwellers in darkness
The darkness will cling
He will capture your essence
But if you take him all in
Your trust be rewarded
With the power he’ll bring
In your quest you became
A formidable beast
You fought eighty-nine
And brought eighty-eight feasts
We admire your progress
And your resolve to compete
But sadly, oh sadly
You faced your defeat
We honour your skill
You were but so close
But this bet is now over
And your familiar still ours
Young wizard, now lay
Your spirit to rest
But rest reassured
You were one of the best
You brought us great fun
And we will sing of your game
When tonight we will feast
your familiar in your name
To Dwellers in Darkness [B1.C10]
The night Midnight achieved true affinity with darkness, a new song resonated from the heart of the Albweiss.
We asked one hundred bones
Of one hundred lives
Then we would return
The one he desires
Find one hundred beasts
For us on to feast
And we will hold true
The word we give you
Though we won’t satisfy
With any lesser than yours
So have all of them be
Selected by us
But mind you, be wary
For in the mountain they sing
To dwellers in darkness
The darkness will cling
He will capture your essence
But if you take him all in
Your trust be rewarded
With the power he’ll bring
In your quest you became
A formidable beast
You fought eighty-nine
And brought eighty-eight feasts
We admire your progress
And your resolve to compete
But sadly, oh sadly
You faced your defeat
We honour your skill
You were but so close
But this bet is now over
And your familiar still ours
Young wizard, now lay
Your spirit to rest
But rest reassured
You were one of the best
You brought us great fun
And we will sing of your game
When tonight we will feast
your familiar in your name
The Mountain Range
Peaks
"The altitude was immense, so much so that she sensed the looming presence of dragons above, their ancient energies thrumming like a distant heartbeat. Below the realm of the dragons, these expanses belonged to no natural beast." [B1.C13]
The peaks reach beyong the clouds and pierce through the Raja Siena. At high altitude, the mountain's stone lies hundreds of meters thick, iced-over, impenetrable and almost completely devoid of passageways.
Peaks
"The altitude was immense, so much so that she sensed the looming presence of dragons above, their ancient energies thrumming like a distant heartbeat. Below the realm of the dragons, these expanses belonged to no natural beast." [B1.C13]
The peaks reach beyong the clouds and pierce through the Raja Siena. At high altitude, the mountain's stone lies hundreds of meters thick, iced-over, impenetrable and almost completely devoid of passageways.
Northern Face of the Mountains
Spanning hundreds of kilometers from west to east, the expansive and steep Albweiss Mountain Range serves as the natural border between the Northlands and the Midlands. At the northern face's base lies unyielding rock, transitioning from the varied hues of the plateau to the glistening white canvas of the Albweiss Mountains.
The towering peaks create a formidable bulwark against the tempests of the Northerlandic Ocean and the gusts from the plateau's desert. Capturing clouds and salt-laden rain, the mountains wear a chalky veneer on their northern face. Moonlight reaching into the many crevices casts a captivating pallor onto the glistering walls.
Scaling the Albweiss Mountains proves a perilous struggle, becoming even more treacherous with increasing altitude. The peaks reach into the clouds, where the air thins, temperatures fall drastically, and ice and hailstorms retaliate against any intruders from below. The skies above belong to winged beasts and dragons, making earthbound caves a preferred choice for navigating the challenging landscapes of the Northern Mountainside.
Northern Face of the Mountains
Spanning hundreds of kilometers from west to east, the expansive and steep Albweiss Mountain Range serves as the natural border between the Northlands and the Midlands. At the northern face's base lies unyielding rock, transitioning from the varied hues of the plateau to the glistening white canvas of the Albweiss Mountains.
The towering peaks create a formidable bulwark against the tempests of the Northerlandic Ocean and the gusts from the plateau's desert. Capturing clouds and salt-laden rain, the mountains wear a chalky veneer on their northern face. Moonlight reaching into the many crevices casts a captivating pallor onto the glistering walls.
Scaling the Albweiss Mountains proves a perilous struggle, becoming even more treacherous with increasing altitude. The peaks reach into the clouds, where the air thins, temperatures fall drastically, and ice and hailstorms retaliate against any intruders from below. The skies above belong to winged beasts and dragons, making earthbound caves a preferred choice for navigating the challenging landscapes of the Northern Mountainside.
Southern Face of the Mountains
"The mountain reacted violently, avalanches crashing down in suffocating waves, hundreds of metres of raw force plunging into the yawning chasm. The cliffs opened up, revealing a vast, terrible canyon — an endless void of shadow and ice." [B1.C13]
While the Northlands side of the mountains endures the relentless plateau storms and scorching heat that shapes the characteristic bleached, salt-encrusted appearance of the northern face, the Midland side is buried beneath impenetrable sheets of ice and everlasting snow.
At high altitude, the southern mountain face is claimed by the clearest of light. This display of radiance manifests in intricate prismatic patterns and beams that spring from the myriad of reflections cast by the ice and snow that covers the mountainside. These luminous displays span the sky in an exhibition of natural energies "that not a thousand wizards, with all their shards and light magic, could imitate". [B1.C13]
At night, the moons cast long, ghostly shadows over the peaks.
Below the clear band of light defining the sky under the Raja Siena, the daring traveller encounters fog-flooded storms of snow and hail, where ice fragments as large as boulders hurtle with a fury that could kill upon impact. Within the rock, the dangers are of a different nature; sealed areas, witch sigils, creatures like the shadebeast or sprites that prowl the crevices — any of these could lie in wait.
Southern Face of the Mountains
"The mountain reacted violently, avalanches crashing down in suffocating waves, hundreds of metres of raw force plunging into the yawning chasm. The cliffs opened up, revealing a vast, terrible canyon — an endless void of shadow and ice." [B1.C13]
While the Northlands side of the mountains endures the relentless plateau storms and scorching heat that shapes the characteristic bleached, salt-encrusted appearance of the northern face, the Midland side is buried beneath impenetrable sheets of ice and everlasting snow.
At high altitude, the southern mountain face is claimed by the clearest of light. This display of radiance manifests in intricate prismatic patterns and beams that spring from the myriad of reflections cast by the ice and snow that covers the mountainside. These luminous displays span the sky in an exhibition of natural energies "that not a thousand wizards, with all their shards and light magic, could imitate". [B1.C13]
At night, the moons cast long, ghostly shadows over the peaks.
Below the clear band of light defining the sky under the Raja Siena, the daring traveller encounters fog-flooded storms of snow and hail, where ice fragments as large as boulders hurtle with a fury that could kill upon impact. Within the rock, the dangers are of a different nature; sealed areas, witch sigils, creatures like the shadebeast or sprites that prowl the crevices — any of these could lie in wait.
Eastern Barnstream Rivers
To the east, the mountains run all the way to the north-eastern coast of the Northlandic Ocean. Descending sharply just before reaching the ocean’s edge, the mountains give rise to the Barnstream riverside. Located in the far east of the continent, this area features a diverse watercourse that originates from the Albweiss Mountains. Water cascading down from the heights carves deep furrows into the rock and gathers to form the Barnstream, which flows seaward through multiple branching channels, its journey marked by the creation of diverse lakes along its path.
Traders and adventurers, navigating this waterway by ship, journey between the sparsely populated Barnstream villages. These settlements were established by the resilient Tairan descendants and the sturdy bormen who settled after them. The Barnstream is not just a route for commerce and travel; it is a lifeline that sustains the cultural and economic fabric of this eastern frontier.
Eastern Barnstream Rivers
To the east, the mountains run all the way to the north-eastern coast of the Northlandic Ocean. Descending sharply just before reaching the ocean’s edge, the mountains give rise to the Barnstream riverside. Located in the far east of the continent, this area features a diverse watercourse that originates from the Albweiss Mountains. Water cascading down from the heights carves deep furrows into the rock and gathers to form the Barnstream, which flows seaward through multiple branching channels, its journey marked by the creation of diverse lakes along its path.
Traders and adventurers, navigating this waterway by ship, journey between the sparsely populated Barnstream villages. These settlements were established by the resilient Tairan descendants and the sturdy bormen who settled after them. The Barnstream is not just a route for commerce and travel; it is a lifeline that sustains the cultural and economic fabric of this eastern frontier.
Western Swamplands
"With four to five hundred kilometers left before they reached the bottom, she detected the first traces of potent swamp poison swelling upward with the winds" [Ba.C13]
To the west, the mountain range extends unbroken towards Mortosta, the western sea, naturally dividing the continent into the Northlands and Midlands. Along the western base of the mountains, Mortosta's waters grow denser and darker, gradually blending into the expansive Sastomian Swamplands. These swamplands are a realm dominated by wild mudland flora, a stark contrast to the icy peaks and rocky cliffs that define the surrounding landscape.
Individual swamps can be found all along the base of the southern face of the mountain.
Western Swamplands
"With four to five hundred kilometers left before they reached the bottom, she detected the first traces of potent swamp poison swelling upward with the winds" [Ba.C13]
To the west, the mountain range extends unbroken towards Mortosta, the western sea, naturally dividing the continent into the Northlands and Midlands. Along the western base of the mountains, Mortosta's waters grow denser and darker, gradually blending into the expansive Sastomian Swamplands. These swamplands are a realm dominated by wild mudland flora, a stark contrast to the icy peaks and rocky cliffs that define the surrounding landscape.
Individual swamps can be found all along the base of the southern face of the mountain.
INDIVIDUAL MOUNTAINS
Baltarren
One of many mountains belonging to the Albweiss Mountain range, located at the sountern side of the northern Midlands. Inhabited by the Haraak ork horde.
The Taltarag Spring, known for its wandering sheets of ice, is situated on the Baltarren.
Baltarren
One of many mountains belonging to the Albweiss Mountain range, located at the sountern side of the northern Midlands. Inhabited by the Haraak ork horde.
The Taltarag Spring, known for its wandering sheets of ice, is situated on the Baltarren.
Varren
One of many mountains belonging to the Albweiss Mountain range.
Atop, you will find a vast dwarven temple with grand faces of dwarven kings built into the mountain. The walls and floor of the interior are hewn from natural rock, every column and statue sculpted by chiselling away from the mountain itself. The layout is masterfully designed to amplify the voices of those speaking from the throne or altar. There is no distortion or echo; every word reverberates clearly, reaching even the furthest corners of the expansive entrance hall.
A secluded alcove nestled within the heart of the expansive entrance hall harbours a crystal altar. Embedded within runs a vein of mountain blood that, over the passage of time, gave rise to the natural crystalline formation that now winds through the hall.
"The air within the temple hung heavy with the lingering scent of dragon fire and the faint echoes of ancient ceremonies." [B1.C12]
As Faroah stated in [B1.C12], the temple was a sanctuary where dwarven kings once ascended during times when dwarves claimed vast parts of the Albweiss.
Varren
One of many mountains belonging to the Albweiss Mountain range.
Atop, you will find a vast dwarven temple with grand faces of dwarven kings built into the mountain. The walls and floor of the interior are hewn from natural rock, every column and statue sculpted by chiselling away from the mountain itself. The layout is masterfully designed to amplify the voices of those speaking from the throne or altar. There is no distortion or echo; every word reverberates clearly, reaching even the furthest corners of the expansive entrance hall.
A secluded alcove nestled within the heart of the expansive entrance hall harbours a crystal altar. Embedded within runs a vein of mountain blood that, over the passage of time, gave rise to the natural crystalline formation that now winds through the hall.
"The air within the temple hung heavy with the lingering scent of dragon fire and the faint echoes of ancient ceremonies." [B1.C12]
As Faroah stated in [B1.C12], the temple was a sanctuary where dwarven kings once ascended during times when dwarves claimed vast parts of the Albweiss.
UNDERGROUND
Underground Tunnel Passages
"The Albweiss Range was not just stone and silence. It was woven with creatures of darkness." [B1.C16]
Nestled within the Albweiss Mountains, inconspicuous crevices unveil the entrance to a vast tunnel system surrounding the heart of the mountains.
in most areas, the mountain's stone lies meters thick, impenetrable and devoid of passageways. The mountain range extends endlessly, an expanse of unyielding rock and ice. The few tunnels that exist, require exhaustive climbing and searching to access. Any major entrance a traveller discovers now has likely already been found and sealed by the resident witches.
On the northern mountainside, stalactites and stalagmites define these entrances, gradually replacing the fractured mountain face with shades of grey, silver, and purples oscillating from nacre to profound violet. When illuminated by faint moonlight, the walls glisten with dampness, bearing scars from ages past, carved by persistent streams of water.
The tunnels wind unpredictably, twisting through narrow serpentine paths, forcing those who navigate them to contort through constricting crevices and explore fathomless depths. Traces of past inhabitants linger in the air, from insects to larger, unseen creatures concealed by the unyielding darkness. The Albweiss Mountains are home to those dwelling in utter darkness, including rockshade weavers and stygian serpents.
Underground Tunnel Passages
"The Albweiss Range was not just stone and silence. It was woven with creatures of darkness." [B1.C16]
Nestled within the Albweiss Mountains, inconspicuous crevices unveil the entrance to a vast tunnel system surrounding the heart of the mountains.
On the northern mountainside, stalactites and stalagmites define these entrances, gradually replacing the fractured mountain face with shades of grey, silver, and purples oscillating from nacre to profound violet. When illuminated by faint moonlight, the walls glisten with dampness, bearing scars from ages past, carved by persistent streams of water.
The tunnels wind unpredictably, twisting through narrow serpentine paths, forcing those who navigate them to contort through constricting crevices and explore fathomless depths. Traces of past inhabitants linger in the air, from insects to larger, unseen creatures concealed by the unyielding darkness. The Albweiss Mountains are home to those dwelling in utter darkness, including rockshade weavers and stygian serpents.
Ice Cavern [B1.C10]
In [B1.C10], Midnight enters a deep ice cavern featuring grand witch runes that are encased underneath eternal ice; a ward against all creatures imbued with Rothar.
In its size, the cavern dwarfes even the expansive crystal golem chamber. It is a giant pit with rough-hewn walls, its depth exceeding 800 meters. The chasm feature a series of protrusions and precarious outcroppings that jut out from the cavern walls at varying heights. The breath of the mountain, surging upwards, is thick with the scent of ice. Descending, the temperature quickly falls and the moisture in the air crystallises into a deceptive, slick layer of ice that coats the jagged surfaces.
The cavern floor features a grand rune seal which emanates outward from the runes, extending several meters into the ice cavern and into the stone walls of the mountain face, permeating the surroundings of the Albweiss. Their reach ensures that no breach or harm can come to the runes or the protective ice above. Magical attacks, such as fire spells, will be deflected and consumed by the seal long before they can endanger the runes. Because of this, no beast or humanoid can seek entrance into the Albweiss from the surrounding area outside. The seal thwarts any attempt to break the stone by force. Even if one intended to shatter the rock with hand tools like pickaxes, the presence of Rothar would prevent any approach or incursion. The ice itself stands as a shield against mundane threats, safeguarding the runes from falling rocks and other earthly dangers.
Ice Cavern [B1.C10]
In [B1.C10], Midnight enters a deep ice cavern featuring grand witch runes that are encased underneath eternal ice; a ward against all creatures imbued with Rothar.
In its size, the cavern dwarfes even the expansive crystal golem chamber. It is a giant pit with rough-hewn walls, its depth exceeding 800 meters. The chasm feature a series of protrusions and precarious outcroppings that jut out from the cavern walls at varying heights. The breath of the mountain, surging upwards, is thick with the scent of ice. Descending, the temperature quickly falls and the moisture in the air crystallises into a deceptive, slick layer of ice that coats the jagged surfaces.
The cavern floor features a grand rune seal which emanates outward from the runes, extending several meters into the ice cavern and into the stone walls of the mountain face, permeating the surroundings of the Albweiss. Their reach ensures that no breach or harm can come to the runes or the protective ice above. Magical attacks, such as fire spells, will be deflected and consumed by the seal long before they can endanger the runes. Because of this, no beast or humanoid can seek entrance into the Albweiss from the surrounding area outside. The seal thwarts any attempt to break the stone by force. Even if one intended to shatter the rock with hand tools like pickaxes, the presence of Rothar would prevent any approach or incursion. The ice itself stands as a shield against mundane threats, safeguarding the runes from falling rocks and other earthly dangers.
Weaver King Domain [B1.C16]
In [B1.C16], Nagrak and Barbarthara crash into the Hall of the Weaver King, a massive subterranean chamber threaded with an intricate and far-reaching web structure. The filaments, strung across stone pillars and ledges, form a dense lattice that functions as sensory extension of the Weaver King himself, registering motions and presences.
Weaver King Domain [B1.C16]
In [B1.C16], Nagrak and Barbarthara crash into the Hall of the Weaver King, a massive subterranean chamber threaded with an intricate and far-reaching web structure. The filaments, strung across stone pillars and ledges, form a dense lattice that functions as sensory extension of the Weaver King himself, registering motions and presences.
Yet to explore
The elaborate caverns feature underground rivers and pools, chambers of crystal and vast areals guarded by witchcraft golems. Amongst them are, yet to explore:
▪ A crystal chamber defended by golems [B1.C10].
▪ Weeping tunnels and pool chambers filled with enchanting, seductive melodies [B1.C10].
▪ The green and purple sprites' passage of bones [B1.C10].
Yet to explore
The elaborate caverns feature underground rivers and pools, chambers of crystal and vast areals guarded by witchcraft golems. Amongst them are, yet to explore:
▪ A crystal chamber defended by golems [B1.C10].
▪ Weeping tunnels and pool chambers filled with enchanting, seductive melodies [B1.C10].
▪ The green and purple sprites' passage of bones [B1.C10].
Bahatu, the Whispering Moors
The Moor
A vast, poison-infused moor situated within the Sastomian Swamplands, at the far west of the Albweiss Mountain range.
It was mentioned in [B1.C5] that Yves and Midnight had an ill-fated encounter with a witch coven that had settled in these haunted realms.
The Moor
A vast, poison-infused moor situated within the Sastomian Swamplands, at the far west of the Albweiss Mountain range.
It was mentioned in [B1.C5] that Yves and Midnight had an ill-fated encounter with a witch coven that had settled in these haunted realms.

Nowhere-Snowtrail
The Trail
"The wind howled with fury, snowstorms screamed through the jagged peaks and valleys, hurling thick layers of snow across the landscape. Dense fog rolled in waves, shrouding the treacherous slopes and steep cliffs. Loose rocks and icy ledges gave way to the ruthless forces, breaking and plunging into harrowing depths." [B1.C13]
The Nowhere-Snowtrail runs along and, in parts, through the southern side of the Albweiss Mountains. Here, travellers climb along the southern side of the mountain ranges. The extensive forests and swamps at the mountain's base do not permit safe passage, leaving humanoid peoples vulnerable to the toxic flora and beasts that inhabit these regions. Higher sections of the mountains are equally dangerous, as this is where the grand winged beasts roamed freely. With that, the Snowtrail is the average traveller’s only option for crossing the Northern Midlands from east to west.
Just as the mountain range stretches for hundreds of kilometers from west to east, the trail provides a rough, often interrupted, obstructed and hostile, raider-ridden path. Often branching into multiple alternative routes, the trail is shaped by steep gradients, icy surfaces, and thick layers of snow. Despite laying claim to vast expanses of the mountains accessible to humanoid peoples, the Shaira witches do not govern the Snowtrail.
Since it is such a significant route, the path is regularly patrolled by adventurers or guild representatives. Such patrols, however vigilant, offer no assurances of safety, passage, or even recognition along the Snowtrail. Often branching into multiple alternative routes, the trail is shaped by steep gradients, icy surfaces, and thick layers of snow.
The Trail
"The wind howled with fury, snowstorms screamed through the jagged peaks and valleys, hurling thick layers of snow across the landscape. Dense fog rolled in waves, shrouding the treacherous slopes and steep cliffs. Loose rocks and icy ledges gave way to the ruthless forces, breaking and plunging into harrowing depths." [B1.C13]
The Nowhere-Snowtrail runs along and, in parts, through the southern side of the Albweiss Mountains. Here, travellers climb along the southern side of the mountain ranges. The extensive forests and swamps at the mountain's base do not permit safe passage, leaving humanoid peoples vulnerable to the toxic flora and beasts that inhabit these regions. Higher sections of the mountains are equally dangerous, as this is where the grand winged beasts roamed freely. With that, the Snowtrail is the average traveller’s only option for crossing the Northern Midlands from east to west.
Just as the mountain range stretches for hundreds of kilometers from west to east, the trail provides a rough, often interrupted, obstructed and hostile, raider-ridden path. Often branching into multiple alternative routes, the trail is shaped by steep gradients, icy surfaces, and thick layers of snow. Despite laying claim to vast expanses of the mountains accessible to humanoid peoples, the Shaira witches do not govern the Snowtrail.
Since it is such a significant route, the path is regularly patrolled by adventurers or guild representatives. Such patrols, however vigilant, offer no assurances of safety, passage, or even recognition along the Snowtrail. Often branching into multiple alternative routes, the trail is shaped by steep gradients, icy surfaces, and thick layers of snow.
THE MIDLANDS
Picture expansive mountain ranges and densely intertwined forests. Beasts and wild tribes battle here for their territories and prey.
The continent holds an amalgamation of magical traps, forsaken places, and even cursed dungeons that unknown forces or long-dead witches had created centuries ago.

Sastomian Swamplands
The Swamp
"Let the swamplands still lie at the foot of this mountain prison, the realms she remembered so vaguely from her first sapling years — lands of warm rot and shifting mud, beyond reach of web or witch." [Barbarthara in B1.C16]
These swamplands are a realm dominated by wild mudland flora. They emerge where the Albweiss Mountains descend into Mortosta, the continent's western ocean. Bahatu, the Whispering Moors, are situated within the Swamplands. Here, Scorchborn grow.
It was mentioned in [B1.C6] that Yves isolated himself in their tower quarters after he and Midnight crossed the swamplands.
The Swamp
"Let the swamplands still lie at the foot of this mountain prison, the realms she remembered so vaguely from her first sapling years — lands of warm rot and shifting mud, beyond reach of web or witch." [Barbarthara in B1.C16]
These swamplands are a realm dominated by wild mudland flora. They emerge where the Albweiss Mountains descend into Mortosta, the continent's western ocean. Bahatu, the Whispering Moors, are situated within the Swamplands.
It was mentioned in [B1.C6] that Yves isolated himself in their tower quarters after he and Midnight crossed the swamplands.

Veridian Expanse
Emery Thurm - Wizarding Academy
Emery Thurm, the wizarding academy where Yves received his magical education, is located in a secluded area within the vast forestlands of the Veridian Expanse.
Its architectural presence stands as a tribute to both grandeur and history. The main structure is crowned with imposing statues and bedecked in intricate symbols.
Once you cross the threshold of its extensive halls, you are transported into a realm where aspiration builds on tradition. The walls are adorned with elaborate paintings and bear witness to the achievements of accomplished wizards, their portraits rendered in exquisite detail. Beyond the facade lies a labyrinth of towers housing everything from classrooms and libraries to concealed and forbidden underground chambers.
At the heart of the academy lies the Audit Room. This sanctum has safeguarded the academy's laws since its inception, where the future and fate of magical scholars is determined.
Emery Thurm - Wizarding Academy
Emery Thurm, the wizarding academy where Yves received his magical education, is located in a secluded area within the vast forestlands of the Veridian Expanse.
Its architectural presence stands as a tribute to both grandeur and history. The main structure is crowned with imposing statues and bedecked in intricate symbols.
Once you cross the threshold of its extensive halls, you are transported into a realm where aspiration builds on tradition. The walls are adorned with elaborate paintings and bear witness to the achievements of accomplished wizards, their portraits rendered in exquisite detail. Beyond the facade lies a labyrinth of towers housing everything from classrooms and libraries to concealed and forbidden underground chambers.
At the heart of the academy lies the Audit Room. This sanctum has safeguarded the academy's laws since its inception, where the future and fate of magical scholars is determined.
THE SOUTH
As of now, the south has not been visited.
PEOPLE OF THE SOUTH
KING BROTHERS
It is said that the King Brothers rule wide stretches of these realms.
BEASTKIN TRIBES
Beastkin live in remote clusters, secluded and self-sufficient. Some tribes never build any form of infrastructure at all, let alone systems of record. They do not travel beyond their tribal territories unless forced to, and when they do, they cling to traditional routes carved by generations of wanderers. Rulers like the King Brothers tolerated this, apparently. A convenience, or perhaps indifference. [B1.C18]