Nauthica

The trading coast. Ledger-law, tide-rites, relic salvage, harbour bells, and Anchorage: the city where the campaign begins.

Pestraval

An arcane city-state of canal-laboratories and permits, where magic is catalogued before it is trusted.

Striodan

Oath-sworn highlands where law is spoken before stones that remember whether you meant it.

Chymir Vale

Western frozen passes, hard roads, hungry weather, and wildlife that considers travellers part of the landscape.

Zhann'Kai

Jungle ruins, dragon-rot soil, spell habits, redrawn maps, and buried things that have not stopped listening.

Threllmoor

Fog-and-faith marshland where spirits negotiate, banned gods stir, and prayer can become a conversation.

Skathgard

A war-scarred tundra where old names still surface through the ice and magic resists easy instruction.

The Drowned Chain

Contested islands, shallow reefs, salvage ports, disputed ownership, and captains with careful definitions of law.