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MELAUVIRA

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Melauvira is the only continent on the planet, vaguely resembling a crescent. There are 11 different countries scattered around vast and unique areas and landscapes. Cities, towns, etc. are self-governed and independent from each other, however, this doesn’t prevent partnerships between them. Most have some sort of relationship with each other, and it's usually friendly or at least neutral. Outright hostility is rare, however, there are more independent civilizations or closed off ones that are harder to access/aren't quite as welcoming. The land itself ranges from lush forests, noxious swamps, sweltering deserts, frostbitten mountains, mysterious oceans, all the classics. There's also more fantastical places too, like the candy-land sky islands, glow-mushroom forests, and a bizarre labyrinth. Even to this day not everything in Melauvira has been fully explored/discovered yet!

 

The following are descriptions of major areas, if you’re looking for cities, towns, and such head over to the Primary Locations page!

IMPORTANT: Only the following locations are "playable" which means the following are the only places you may freely depict your auri exploring/living, etc.!!

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  • Chimewoods & Fairwater Gulf

  • Whistling Valley

  • Melody Forest Verse & Bridge

  • Windswept Moors

  • Silversands Beach

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Unplayable areas can be included in backstories, be mentioned and pictured in drawings, (such as attempts to go in but ultimately backing out/being chased out of them) but frequent depictions of your aurilli in these places or living them is not allowed as it is far too dangerous/conflicts with current lore.

Please respect this! If you depict your characters in any unplayable areas consecutively, upon the 3RD visit those images/stories will NO LONGER count for bells, events, upgrade reqs, be considered canon, etc.

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Restricted areas can be included in backstories, be mentioned and drawn being explored, visited, etc. freely, but your auri can not live there!

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Off-limits areas can be mentioned but your auri cannot be depicted being there at all.

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Don't fret though, this list will expand over time, but please respect the current lore and be mindful of marked areas!

Notable Areas

CHIMEWOODS

A small, quiet forest that surrounds the west and northwest of Bellavette. It’s a nice mix of nature and rural living together. With small quaint homes, treehouses, and cottages next to massive trees, and local family-run businesses sat right next to small ponds and lakes. Surprisingly it’s more expensive to live out here than downtown in the city, mostly to accommodate the nature/rural coexistence. It’s an overall peaceful place to live where animals are used to auri-interaction. However, during fall when Wildgrowth season kicks in residents and anyone in the area needs to be EXTREMELY cautious going out, or otherwise move out of the area until it's over. It’s nothing life-threatening, but it has its...effects. Over time the locals have adapted well to this recurring overtake, creating safety measures and Wildgrowth-proof structures, as well as programs to mitigate the damage. There's been no luck in stamping out the invasive plants for good though. Thankfully the native plants are much more docile and calm, making the only threats the dormant seeds and spores of the invasive Wildgrowth plants and fungi.

Because of the dangers during Wildgrowth season, and the pricey cost of living (also thanks in part to Wildgrowth), it’s not the most popular place to live, rather it’s a popular spot for summer homes/vacations, camping trips, and spring/summer field trips. It’s not quite as anticipated as the Whistling Valley graduation trips, but it’s popular nonetheless and many children enjoy camping overnight there in the summer. 
 
Chimewoods is also the native home for the monkits, a very popular pet species, so you’ll likely find some wild, untamed monkits running around here. Weirdly enough, these monkits are usually much more well behaved than domesticated and captive-bred monkits, although they’re more stubborn and aren’t as affectionate; so don’t try sneaking one home or anything.

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To the southeast of the woods is a quaint little gulf known as the Fairwater Gulf. It's essentially a little beach area with fine yellow sands and mild sea life. It's a frequent spot for Auribell kids and really anyone else.

WHISTLING VALLEY

The Whistling Valley is one of the country’s most well-known destinations. It gets its name from the wind that blows through the valley, creating a soft whistling sound that is surprisingly soothing. Life flourishes around here with an abundance of tall grasses, beautiful flowers, rocky cliffs, shrubs, and other plants like ferns. The valley is a popular place for hiking and camping as there are very few threats if any at all. Schools will often take their students on overnight field trips here. Recently it's become a tradition for graduating middle school and high school students to celebrate here, and as expected this trip has become highly anticipated by the students. Due to its popularity, there are several camping lodges and cabins (especially for schools). The plant life is rather diverse and if you’re lucky enough, at the right time of the year you might catch a fish migration in the crystal clear rivers of the valley or a flock of wild kite rays resting in the open spaces. The valley is in fact the kite rays' native home, the high winds and open spaces perfectly accommodating them. However, they are found most often high up in the mountains where riding the wind is a lot easier.

To the north of the valley is a cave entrance that was once part of the Crystal Connections that lead into the Glitterglow Caverns. Natural cave-ins and perhaps other forces have closed this particular connection from the larger cave system, but there's still a bit of an opening that can be somewhat explored. It's been dubbed the Crystal Cave after the Crystal Connections. The crystals that form here are noted for their beauty, however, it’s not safe to mine for them as the walls are weak and the crystals are buried deep within those walls. Any forceful taking of the crystals could cause further cave-ins, closing the place completely, and as such it’s illegal to do so. It is, however, safe (and legal) to pick up any dropped crystals, or ones that form on the floor of the caverns. These small shards are often no bigger than a ping pong ball or longer/wider than a test tube. They're not as exciting or impressive to bring home but are still a neat little souvenir, and taking them doesn’t jeopardize the whole cave system so most make do. Now the reason they’re so sought after is that these crystals can glow very softly in the dark. They’re often made into jewelry, especially for couples. The crystals can be found in all sorts of colors, with pink crystals being the most sought and clear crystals being the rarest to find.

WINDSWEPT MOORS

The Windswept Moors is a relatively untouched territory consisting of wetlands, hills, plains, ponds, and lakes. Dense fog often covers the landscape, despite the constant winds sweeping in, greatly limiting visibility. It’s easy to get lost in the moors, even in the open fields, so don’t get lost! You never know what lurks in the thick fog...Kidding. Or am I? 
At its best, the winds are soft and pleasant (which is, fortunately, most of the time) but at its worst, they’re gusty gales and bitingly cold. Such conditions are rare and they’re not impossible to tolerate. It’s also the only time when the fog lifts, so explorers and researchers tend to schedule their trips on such windy days. It’s unknown as to why the winds are permanent; some say there’s a driving force controlling the winds and some say it’s just like that for no particular reason other than just nature being nature.

The majority of life occupying the moors are plants and smaller land and water organisms, nothing bigger than a hare or crow has been seen around the moors. While the fog can be a nuisance there’s also something beautiful about it and one can quickly adapt to it. On the other hand, there’s a kind of emptiness to the peace and quiet of the moors, almost as if something used to be here but now it’s not. Some think it may have something to do with the worn-down ruins found at the center of the moors. They seem to have been some kind of temple or holy place, likely to venerate Kleptar the Creationist God. The statue in the center is in poor condition but has held up enough to be somewhat recognizable as that of the god. That all said, it’s kind of a stretch to relate feelings to some run-down ruins & a dilapidated statue now, isn’t it?

MELODY FOREST

Melody Forest is the largest, and arguably most dangerous forest on the continent, covering at least ¼ of it. It’s located over to the east and has 3 “layers”; the Verse, Bridge, and the Chorus. It also has a 4th part to it, the Solo however little is known about it and it's so small that for the most part it's considered part of the Chorus.
 
The Verse is your typical thick forest, predators and prey alike share this area in relative balance along with the plant life. Don’t be mistaken, though, even the beginning of this forest is dangerous. You can very easily get lost here and the predators are still dangerous to auri, not to mention the unwelcoming feral aurilli that frequent these areas. It’s nearly pitch black at night and heavy fog is common, so it’s advised to carry a flashlight or know some basic Light magic, lest you get even more lost, or picked off by an unseen predator. In between all the dangerous stuff this part of the forest has its fair share of wonders, for example, the Melody Bloom which inspired the forest’s name, and the general sense of adventure of what you might find in these woods.

The Bridge is a small middle section of the forest, separating the Verse and the Chorus. It gives off an eerie vibe, like standing at the very tip of a cliff with a drop so tall you can barely see the ground. You’re somewhat safe here, however, journey too far and you'll wind up in the Chorus of the forest, a place of perpetual darkness and unfathomable dangers. As with the Verse, Light magic or a very strong flashlight is mandatory if you want to explore these parts of the woods. The river water is a bright, pale-cyan color that almost glows against the darkness of the forest. There are few trees overhead and it’s one of the rare places where sunlight can completely come into the forest. The plant life is very vibrant around this area and the animal life is a little weird, though not too dangerous. Just don’t get too close. Interestingly there are plenty of makeshift bridges that go over the river that lead to the final section, the Chorus. Mostly left by wayward explorers and very brave researchers.

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If you go exploring Melody forest’s Chorus, you better not expect to make it out okay. Most travelers and explorers either come out traumatized, mortified, or are never seen again. Legends tell of a giant snake monster that ate explorers as a snack. There's also a certain spot on the perimeter of the Chorus where paranormal activity is said to occur, however, skeptics and believes alike always seem to get chased out before anything can be investigated (if not taken by any of the forests' other dangers). Even beyond these rumors and legends the flora and fauna themselves are otherworldly and incredibly hostile. Worse yet they’re full of dangerous, magical tricks and are not easily fooled. Due to the sheer darkness of the forest, the plants are either very small or towering as they seek to absorb and cover every sunlight opening there is. If you manage to take any leaf, tree bark, or water samples out of the Chorus and into the sun, you’ll find that the leaves are actually a very dark blue rather than green, the bark is slate grey and the water is purple. Despite the raging danger of the whole place, nothing in the Chorus water is overtly dangerous and is safe to drink once filtered or boiled, it just seems to be that color. Not much else is known about the Chorus due to the threats within, as research (or really, even just being there) is near impossible without risking your limb, life, and/or sanity.

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!!The Melody Forest Chorus is UNPLAYABLE!!

CHROMACAP GROVE

This fantastical forest is located between the Whistling Valley and Bellavette, and is west of Chimewoods. It's a popular tourist attraction because of its two unique attributes: the vast majority of the flora and wildlife is bioluminescent in some form, and the 'trees' of the forest are actually massive glowing mushrooms. As a result, the forest is a stunning display of colorful lights at night, and even during the day as the mushroom trees have gigantic caps that shield much of the grove from sunlight. The tall blades of grass along the paths of the forest also glow at their very tips, giving off the appearance of bioluminescent waves. Since there is minimal to no sunlight during the day, the wildlife and plants in this area have adapted to thrive in dark and damp conditions while the giant caps of the mushroom trees collect rainwater on their tops which runs down and trickles below supplying each forest level with water. 
It's not quite as dangerous as the Aphyx Glades or deeper parts of the Melody Forest, however, “brave adventurers" (often teen - young adult auri) take on the “challenge” of entering the forest alone and bringing back a glowing bouquet of Chromacap flora as a grand gesture to their greatest love or crush. While it is generally advised to pick with caution and not wreck the ecosystem, the foliage, luckily, grows back very quickly due to being primarily composed of fungi, often growing back to full size within 1-2 days. Citizens who don’t pick the foliage for the “bouquet quest” often do so to decorate venues and events, their own homes, or to use as a resource for biology lessons.

If you're there to visit and explore it's recommended to exercise safe exploration and travel in a group due to the area’s limited visibility and potential nuisances such as Vilepedes, but besides that, Chromacap is relatively safe for travel! Try to stay on the paths and not go too far into the grove though; it's a dense and uncharted place, you wouldn't want to get lost now, would you?

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!!The Chromacap Grove is RESTRICTED!!

APHYX GLADES

[WIP TEXT CONTENT NEEDED] A small, quiet forest that surrounds the west and northwest of Bellavette. It’s a nice mix of nature and rural living together. With small quaint homes, treehouses, and cottages next to massive trees, and local family-run businesses sat right next to small ponds and lakes. Surprisingly it’s more expensive to live out here than downtown in the city, mostly to accommodate the nature/rural coexistence. It’s an overall peaceful place to live where animals are used to auri-interaction. However, during fall when Wildgrowth season kicks in residents and anyone in the area needs to be EXTREMELY cautious going out, or otherwise move out of the area until it's over. It’s nothing life-threatening, but it has its...effects. Over time the locals have adapted well to this recurring overtake, creating safety measures and Wildgrowth-proof structures, as well as programs to mitigate the damage. There's been no luck in stamping out the invasive plants for good though. Thankfully the native plants are much more docile and calm, making the only threats the dormant seeds and spores of the invasive Wildgrowth plants and fungi.

Because of the dangers during Wildgrowth season, and the pricey cost of living (also thanks in part to Wildgrowth), it’s not the most popular place to live, rather it’s a popular spot for summer homes/vacations, camping trips, and spring/summer field trips. It’s not quite as anticipated as the Whistling Valley graduation trips, but it’s popular nonetheless and many children enjoy camping overnight there in the summer.

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Chimewoods is also the native home for the monkits, a very popular pet species, so you’ll likely find some wild, untamed monkits running around here. Weirdly enough, these monkits are usually much more well behaved than domesticated and captive-bred monkits, although they’re more stubborn and aren’t as affectionate; so don’t try sneaking one home or anything.

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!!The Aphyx Glades are RESTRICTED!!

FARE'S ISLAND

This desolate island has no real name, it was just where FARE (Facility of Afterlife Research and Experimentation) set up its main headquarters. Once disguised as a medical company for both physical and mental health care and general biology, the FARE posed as a huge medical brand looking out for the good of all auri-kind. In actuality, they put the majority of their funds into the “Experimental” part of their name. They were fine on the surface, but anywho agreed to their experiments or who went into their facilities seldom came out, or at least, never came out the same. 
 
In truth, the company’s goals were: 1. Research the afterlife and 2. Maintain their brand image by developing medicine to keep up their facade and funding. Their contributions to the medical field and technology can’t be ignored, however, the gruesome means by which they held their research and the true reasoning for their technological advancement keeps them out of most auri’s praises. All it took was one leak about what was really going on to send the company to its rightful doom and destruction.

The facilities themselves, where gruesome abuse of its patients occurred, were burned down not long after the truth got out, while the surrounding lands were all barred off never to be used again in fear of the negative energy affecting anything. There are rumors that one facility still stands to this day, however, its location is unknown, and it's been 100 years since the company's fall from grace; there is likely nothing left of it, or at least it's probably been reclaimed by nature.
 
Their other buildings were transformed into museums and exhibits to serve as education and reminders for a darker stain on Orrem's history. Medical & science students are often taken to these places on field trips to learn exactly what not to do. They get to learn what it was like to be an employee and the horrors behind the company’s shiny brand and just how much of the modern medicine and technology was developed by the FARE.

 

The FARE was also responsible for their genetic manipulation of the plasma hounds, a Lightning aligned canine native to the Shattershock Ridge. Originally, they were moderately nervous and jumpy but kind and affectionate pets popular to the Ridge's locals. That is until FARE took a liking to their slender build and quick reflexes and through unethical experimentation and genetic manipulation transformed them into something unrecognizable in both physical appearance and behavior. There are only written records of the original plasma hounds in Bellavette and the city has yet to reach out to Shattershock again. In fact, some say it was this heinous act that closed the Shattershock government from Bellavette rather than the Corruption and Kleptar's disappearance. Despite their controversial history, the FARE's plasma hounds, called neo plasma hounds, are still used to this day and some companies have partnered with each other in attempts to undo some of the...concerning modifications the FARE had made while still retaining their overall efficiency.

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!!The FARE's Island is RESTRICTED!!

SIREN OCEAN

The vast, deep blue ocean with much of it unexplored. The further away you get from land, the bigger and more aggressive the waters and the weather gets. Even Water magic masters have a hard time crossing too far into the ocean. The weather and waves can get so bad that it’s impossible to go far east or west of Melauvira; well that, and the two landmarks that bar the Eastern and Western sides.
To the East are the Blacklit Trenches where the waves are fairly steady, but overhead are heavy black clouds, constantly spitting out heavy rain and lightning. Over to the West lies a very strange formation of magic-embedded stone, the Wayward Labyrinth. It seems to form a giant wall over to the west of the world and the weather patterns are ridiculous, and can’t even be called patterns because of their inconsistency.
Many have tried to pass through either the Trenches or the Labyrinth to try and find the other side of Orrem, but all have failed, either coming back drenched or razzled or not at all.

Within the ocean’s deep, dark waters lie many myths and legends. Such as tales of a giant serpent lurking in the deepest depths, that would swallow traveling boats and ships whole, and murmurs of a long lost civilization of sea-borne aurillion living deep within the east-bound trenches. No one’s been able to confirm either, or any of these legends, however, the fact that many sailors have gone out to sea and seemingly completely vanish, is rather concerning, and research remains steadfast to this day. Beyond monsters and legends, the Siren Ocean’s less deep and dangerous waters are diverse ecosystems home to all sorts of sea life. From thick kelp forests, underwater ravines and volcanos, colorful coral reefs, and floating underwater islands. These are all much closer to landmasses and are popular tourist spots as they aren’t dangerous, normally. Just don’t provoke any predators or funky flora and you should be fine.

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!!The Siren Ocean is RESTRICTED!!

EUPHOR SKY ARCHIPELAGO

The Euphor Sky Archipelago is a series of magical islands that float very, very high in the sky, hanging just over the Shattershock Ridge and Melody Forest. A soft, cool breeze constantly flows around them. These islands are populated by the Munchkin subspecies and everything from the ecosystem to the architecture is very visibly made by and for them; even a minimum sized auri is about the maximum the villages can take. The islands themselves are colorful, being veritable candy lands! The grass and trees are a minty-teal-blue, the water is crystal-clear turquoise, and purple and yellow floating flowers are scattered everywhere on the islands. Due to the heavy rainfall, the buildings and architecture are built on stilts so that the water damage is minimized, with buildings themselves being waterproof and water-resistant.
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Other than the annual monsoons the islands get, Euphor is famous for its excellent food. While not apt for tourism there are some tourist-friendly locations, after all, the munchkins can only build so big. The largest tourist-friendly area is on the highest island of the archipelago, with nearly all its buildings being up to upright stance friendly. These shops and buildings are all run and owned primarily by munchkins. Smaller standards and similar sized subspecies can be found there as well. All the other islands and locations have very little that can accommodate more than a very small standard auri.

The plant life in Euphor is some of the most if not the most vibrant and diverse on the whole continent, and some of the most beloved and cute little critters come from there as well. There are very few animals or plants that can be considered dangerous threats, or even a mild threat.
For example, Euphor is the native home of the ferbles! While the ferbles here might seem a bit small by standard aurilli, native ferbles are actually quite large for munchkins and can work as mounts for them. While munchkins can all naturally fly, many (mostly children) still find fun in riding these food-ferrets. Other than that they’re very common pets and bakeries and restaurants will often have a designated ‘ferble area’ where you can leave your ferble while you dine.
 
Save for the monsoons, it’s spring-esque pretty-much year-round all with amazing weather. Most munchkins never experience real, natural snowfall, extreme heat or cold, or anything like that. It’s fair weather and bright colors all the time! The worst it gets is slightly cloudy or light rain. Because of this paradise-like environment, many Munchkins who move to Bellavette (or anywhere beyond Euphor) find it very difficult to adjust to the sudden changes in architecture, weather, plant and animal life. Suddenly there are almost 10x more deadly creatures, plants, and even natural phenomenons than on Euphor and it’s often very overwhelming.

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!!The Euphor Sky Archipelago is RESTRICTED!!

SHATTERSHOCK RIDGE

Located below the Euphor Archipelago, Shattershock Ridge at first appears to be a relatively barren prairie, especially compared to the islands above it. The area is infamously known for its often wicked and intense thunderstorms throughout the year, and finding dead trees that were once struck by lightning isn’t uncommon. The few species of wildlife and plants that are able to thrive in these conditions have to periodically take shelter below the ground, under giant rock formations, and inside of caves from these frequent storms, or otherwise brace themselves for the impact. This area has a strong affinity for the Lightning element, so much so that the ground itself and many rocks appear to be electrically charged. There is an odd beauty of these electrical currents that dance across the surface of the dirt and measly patches of prairie grass, as they can be found glistening in many different colors of the rainbow. Despite the area’s poor weather, these small currents are harmless to touch.

As a result of its weather patterns, Shattershock’s sky is usually cloudy and grey by default, even during the day time in warmer months. However, these conditions aren’t completely year-round: every spring, for 2 months, the environment of the prairie undergoes a drastic change in foliage, weather, and temperature. The brownish-green grass of the land is replaced by lush and vibrant green wild grass, along with a wide array of field flowers and bugs. Wildlife is much more common to be found outside without the imminent danger of the routine storms as the grey skies finally break, making for much more pleasant weather and an opportunity for tourists to visit the location without facing terrible weather. The mysterious locals of this location refer to this period of sudden growth as GRASS SEASON, although the reasoning for its name is widely unknown to the rest of the continent, if not a little bizarre.
 
Once GRASS SEASON has reached its peak, the environment gradually returns to its usual bleak and electrically charged appearance until next year.

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!!The Shattershock Ridge is RESTRICTED!!

CRAGGFALL MOUNTAINS

Ancient and enigmatic, not much is known about the Craggfall Mountains and all remaining sources are incomplete or otherwise unreliable. All that scholars can deduce is that it used to be the place of worship for the Creationist God, Kleptar, with a grand, ornate palace dedicated just to them. However, something terrible must have happened, as now the mountains are covered with a dense, impenetrable fog, guarded by hostile wildlife, and even the very earth seems to keep out intruders. All who try to venture into the mountains either come out lost, injured, or worse, don’t come back at all.

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Nowadays the Craggfall Mountains are only spoken of in fables and myths, usually about the dangers of curiosity or angry gods and spirits. Travel to and through the mountains has all but ceased.

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!!The Craggfall Mountains are OFF-LIMITS!!

THUNDERSWEPT PLATEAU

Located south of the Shattershock Ridge and the Craggfall Mountains, this area is a peninsula that often experiences storms that carry off from its neighboring areas. Its name comes from these residual thunderstorms: these storms were once relatively tame and uncommon, but after Kleptar's disappearance have become more intense and frequent. They are still nowhere close to the severity of the ones from the Shattershock Ridge though. The Plateau is a canyon-like area, with clay and dirt ground instead of grass. This canyon is quite expansive as it is deep, with some ledges reaching as tall as 2,500-3,000 feet from the rivers below--all in all, an unappealing drop if one isn’t careful. A few animals are able to live off of the rivers that run along the canyon walls and a handful of flora; as a result, it is easier to find these species on the lower level of the canyon than at the top.

There are a few benefits to being on the upper levels though, and they primarily involve being able to see things from a higher view. On a clear day, the plateau is an ideal location for gazing upon other areas of the continent in the distance, that is if you can get to the Plateau in the first place. It's incredibly far off from Bellavette, and it's surrounded by the impenetrable Craggfall Mountains and electrified Shattershock Ridge. You could sail across, but good luck climbing up the Plateau. Of course, it's not impossible, in fact, there's even a small village built on stilts that sits on the very tip of the continent. 


This distant village is a relatively expensive place to live for its luxury and novelty of living by the very edge of the plateau. The homes of this village are built on stilts, with the residents typically being older wealthy, retiree types. Since the weather that carries through the plateau isn’t as strong by the time it reaches the very edge of the area, this village is the best place to view Hazefire in the very distance, and residents often earn even more money from tourists who stay temporarily for the experience. However, something else besides the expanse seems to be obscuring the view beyond...something dark and unwelcoming. But that's nothing to be concerned about, right?

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!!The Thunderswept Plateau is RESTRICTED!!

SILVER PEAKS

A perpetual land of ice and snow. Better bring a coat or five and some Fire magic knowledge before heading out this far north! Though the howling blizzards and the sharp, jagged snow-topped mountains tend to keep all but the daring or bravely-foolish from making it too far. Most aurii only make it to the base of the mountains, enjoying the permanent winter of this Ice region. It’s a popular spot for summer vacations and some aurii even have private lodges built just for those occasions. 
Besides that, just to the west of the peaks lies a nice little beach. Dubbed the Silversands Beach not only for its location but also for the shiny, silverish appearance of the sand. Being that far north and near an Ice region, it’s not exactly a tropical paradise, but it's a calm and beautiful vista.

As for the rest of the peaks, not much is known about them. Even those with Cold Immunity haven’t been able to venture too far. There doesn’t seem to be much out there though, from what little explorers have discovered. It’s a veritable winter-wasteland. That is, except for some rumors. Most explorers have reported nothing but the odd animal or plant dwelling within the peaks, but some have sworn they’ve seen aurii. Big aurii. These rumors are largely considered hallucinations or otherwise made up, but some older aurii have claimed they remember old bed-time stories of lone, hardy, and strong aurii living within the heart of the peaks. Though between rumors and stories of old most are convinced there’s nothing out there. Though, who knows for certain?

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!!The Silver Peaks are UNPLAYABLE!!

GLITTERGLOW CAVERNS

Located completely underground, it’s easy to forget that this place even exists. The Glitterglow Cave System, also known simply as the Glitterglow Caverns, is the largest cave system on all of Melauvira, branching out just about everywhere. These tunnels and cave systems are very large and spacious lit aglow by natural, luminescent crystals and reflective rocks, housing strange wildlife, and plants. Nearly everything in Glitterglow is teeming with Light magic, you can almost hear the sheen of the crystals and reflective surfaces. The sound is very hard to describe, but it's akin to the sound of light itself and twinkling.

Unlike other, normal cave systems, the rocks and in Glitterglow are very pale in color with only a pink-ish or yellow-ish tint to them, barely noticeable in the dark. The water is completely pure, of any imperfections, of anything harmful, just pure crystalline safe-to-drink groundwater. This water also seems to contain slight healing properties and can ease light pains like scrapes, sore muscles, and headaches. While there were many entrances into Glitterglow, there are only two known intact Crystal Connections left. One in the Hazefire Canyons which is completely unreachable, and the other located in Aphyx City, perfectly preserved and maintained, still being used to this day. All the other connections have either caved in entirely or are have become too treacherous to go through. The caves and tunnels themselves twist and turn, almost creating a glowing, flashing labyrinth. It’s very easy to get lost, so make sure you have the essential equipment you need if you’re venturing in. Be sure to pack a good weapon or have honed offensive magic skills, rumors of a beast of light lurk within these somber chambers, as well as real critters that may have ankles for lunch if you're not careful.

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!!The Glitterglow Caverns are OFF-LIMITS!!

HAZEFIRE CANYON

Right before entering the Hazefire Expanse, you’ll face the Hazefire Canyon. This deep gorge separates the desert from the rest of the main continent acting as a barrier keeping anything from the desert in and outsiders out. It’s not untraversable though, in fact, there appear to be several auri-made paths right through the canyon, though some are safer than others. Within the canyon are various waterways that feed into the expanse and the Siren Ocean.


The canyon’s not nearly as volatile as the expanse, it’s not as hot, and the wildlife isn’t out to kill you. As you get closer to the expanse the environment ramps up a bit and becomes more clearly adapted to a Fire-magic induced desert. There’s an opening to the Glitterglow Caverns at the eastmost point of the canyon. Surprisingly it appears to still be intact, though getting there is out of the question, all the pathways to it are in varying conditions of 'not safe'.

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!!The Hazefire Canyon is RESTRICTED!!

HAZEFIRE EXPANSE

A literal hotspot, the Hazefire Expanse is a desert cranked up all the way to eleven. Blisteringly hot and arid in the daytime, while chillingly frigid at night. Bone-dry aside from the very very infrequent (and violent) rainstorms and racked with much more frequent (also violent) sandstorms. With conditions as extreme as that one may expect the expanse to be completely barren, but that couldn’t be farther from the truth. The Hazefire Expanse has a plethora of unique wild and plantlife living within. The flora and fauna here are built to survive and tend to be more aggressive or at least dangerous if only for their own survival. It’d be a fool’s errand to go into the expanse unprepared. Knowledge of both Fire and Ice magic is mandatory if you want to get anywhere within the expanse and even then it’s highly suggested to go with a group of at least five or more. It’s heavily discouraged for auri to try and travel through the Hazefire Expanse alone.

Despite being best known as a hotspot for danger the expanse is also known as one of the best hotspots for the valuable, and rare Jade stone. Many aurii still risk their lives hunting for this sought-after resource but for others, the desert’s considered an off-limits place.

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!!The Hazefire Expanse is UNPLAYABLE!!

THE DIVIDE

The Divide is the evident aftermath of the Great Calamity, created by the Creationist God, Kleptar, in a final, desperate attempt to stop the spread of the Corruption. It’s a giant well, divide, separating the Hazefire Expanse from the Wastelands. The surrounding waters have been dubbed the Onyx Waters, as the Corruption has seeped into them, turning them inky black and hazardous. The Divide itself is about 10-15 meters wide and the land is surprisingly very high above sea level. That is, high enough that falling into the waters would be fatal, not that the water, being a mix of thick Corruption goop and bitter saltwater, helps. This mix is also thicker and denser than water so not only would you die, it’d also be a rough landing. It’s uncertain when exactly the Divide was created however it’s confirmed to be at least several centuries old.
 
To Kleptar’s credit, the Divide’s creation did help in slowing down the Corruption for a while. However, just recently, the Corruption has begun creeping towards Hazefire, spreading once more...

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!!The Divide is OFF-LIMITS!!

THE WASTELANDS

Kleptar, in an attempt to stop the spread of the Corruption, broke off part of the land from the main continent. The forsaken landmass drifted just faraway enough to stall the spread and at first, seemed to prevent it from reaching the mainland. Unfortunately, this was not a permanent solution and before any further action could be taken the god seemingly vanished into thin air and has not been seen or heard from since.
 
The Wastelands themselves were once a beautiful land brimming with life,  reduced to a land devoid of any light, life, and color by the Corruption. It always seems to be night time in the Wastelands and Psychic magic users have described the aura as overwhelmingly hostile and unwelcoming. Yet some have also felt a hint of frustration and grief as if the land itself was in pain. However, it’s so faint compared to the hostility that most consider it self projection or misinterpretation. The land smells like rotting flesh and other hazardous fumes that not even the most talented Poison mage or even naganid is immune from. Just be near it, you'd need to wear a heavy gas mask. The land bubbles with strange black particles from the Corruption that disperse into the air. These particles harbor chaotic energy, similar to radiation, and are extremely harmful to be around. They can cause severe, detrimental health effects so bad that explicit government permission and escort is required to visit, this law is universal in ALL cities and towns on the continent. Illegally trespassing onto the Wastelands is an arrestable offense and depending on what you were doing, can result in either an enormous fine, prison, and in either case, a legal contract to secrecy.

That being said, despite the smell, it doesn’t actually stick to you, coupled with the limited moderation, sneaking into the Wastelands is a lot easier to get away with than one would think. Though, it's unfathomable why one would want to even step foot in such a place. Sure, you may not face severe consequences if you only spend a minute there, but if you stay for too long you risk your physical and mental health, your sanity, and simply succumbing to the Corruption in general. Though the Wastelands may seem like an unlivable apocalyptic hellscape, it’s surprisingly not, well, not completely. It’s considered a paranormal hotspot and investigators and enthusiasts alike will often attempt to sneak nearby the Divide to check it out. Much to the chagrin of officials everywhere. As of recent, reports have come in that closer to the core of the Wastelands, not only does the radiation from the Corruption grow stronger, strange creatures appear to be living there as well. Strange, disturbingly familiar forms made out of void gunk that absorb all light and are completely feral and non-sentient.

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!!The Wastelands are OFF-LIMITS!!

THE HELIOS RESEARCH FACILITY

Located somewhere on the distant Forsaken Islands and overlooking the Hazefire Expanse, the Helios Research Facility is a fabled place where research on all things related to Corrupt Magic + the Corruption was allegedly done. This facility doesn’t seem to have any records of being affiliated with the sinister FARE organization and actually seemed interested in researching how to reverse the damage done by the Corruption. Being in a remote and isolated location it’s unknown how the employees and researchers sustained the building or themselves.

The HRF’s exact location remains unknown as the somewhat active Mount Helios prevents any team from finding it. Where ever it is it's likely none of the facilities employees and researchers are even alive, or at least, still there. It’s so enigmatic that it’s rarely spoken about to the point that many don’t even believe it ever existed at all. (And no, Helios of the Carnival of the Sun & Moon has no idea what’s up with this place either)

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!!The Forsaken Islands are OFF-LIMITS!!

THE PRISMATIC ISLANDS

Located to the east of Melauvira, the Prismatic Islands are a series of 3 enigmatic, tropical islands, adorned with giant crystals encasing much of the strangely formed landscapes of the islands. Crystals here grow at a very rapid rate, growing as much 1-5 square feet per day. It’s very common to find plants, rocks, even saplings, and full trees completely encased in these crystals. These crystallized plants make for popular decorations, and, thankfully, once the crystals have been broken off, they don’t seem to grow again. Although the reason why is unknown and is still being researched to this day. Not that anyone is complaining all too much, given the growth rate it would quickly become a disaster should these crystals take over.

Outside of the strange crystals, these islands are also the native home of the omniraptors, a popular high-class mount used all over the continent. It’s common to come across colonies of these avian-dragons however don’t go trying to ride one in the wild, they’re not naturally tame! The islands are considered protected as sanctuaries and tourism on the islands is heavily restricted and regulated. The lands themselves are primarily untouched, except for sparse ruins and temples from past civilizations, which have begun to be taken over by the crystals. The islands are similar to Euphor in the sense that the landscapes seem to have been taken right out of a fantasy novel, except on a larger scale here. Giant crystal-encased skeletons have been found throughout the island, although what of has not been identified yet. It’s theorized that whatever they were they were the ones keeping the crystals in check from taking over in the first place.

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!!The Prismatic Islands are RESTRICTED!!

BLACKLIT TRENCHES

Said to be to the very east of the world, the Blacklit Trenches are not much more than an old mariner’s tale. Many have tried to find, document, and map it out only to come up empty-pawed every time. The waves are fairly steady, but overhead are harsh constant thunderstorms. Explorers who have journeyed that far typically have to return right as they enter the storm's reach. Those brave, or foolish enough to go further have almost all but been capsized, being lucky if they returned at all. However, some alleged they were able to get a single glimpse of the waters below, describing the deep and dark jagged shapes, others saw what looked like caves and cliffs, and even thriving plant and animal life lit a glow by magic. Most dismiss these claims as delusions from near-death experiences, but others have woven them into myths and legends, and some few may even believe them to be true.

The unrelenting storms, which have gotten progressively more hostile, have kept these as nothing more than myths and legends for most though. An underwater realm of fairy tales, told to aurii before bedtime. The name itself reflects this, coming from the dark shapes said to lurk below. Are there really trenches down there, caves and cliffs, or anything else? We may never know, no one's actually been able to go down there, of course.

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!!The Blacklit Trenches are OFF-LIMITS!!

THE WAYWARD LABYRINTH

An alleged strange structure that spans from the very north pole of the planet to the south pole, creating a giant, impassable stone wall. Along with the overly turbulent waters of the Eastern end of the Siren Ocean just over the Blacklit Trenches, this effectively locks the entire population on one side of the planet.
 
There is very little known about the Wayward Labyrinth, most believe it to be just an old ruin system. It received its name from travelers who told tales of an impossible maze of terrors and madness. They came back so distraught and disoriented no one really took them seriously but the name stuck. Other travelers have sent off to try and find this place, but any seem to come up just the same or don't come back at all. Of those that have come back some also tell of obelisks and floating diamonds as well as cackling laughter from the very top of the labyrinth walls, describing the place as alive. While no one can prove these rumors, no one can really disprove them either. All travelers who came back from the 'supposed' labyrinth were soon sent to therapy.

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!!The Wayward Labyrinth is OFF-LIMITS!!

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