Nauthica
The trading coast. Ledger-law, tide-rites, relic salvage, harbour bells, and Anchorage: the city where the campaign begins.
The Shape Of The World
These are the places a well-travelled person might recognise by reputation. They are not safe or unsafe by category. Every region has homes, roads, arguments, and things that do not care about your plans.
The trading coast. Ledger-law, tide-rites, relic salvage, harbour bells, and Anchorage: the city where the campaign begins.
An arcane city-state of canal-laboratories and permits, where magic is catalogued before it is trusted.
Oath-sworn highlands where law is spoken before stones that remember whether you meant it.
Western frozen passes, hard roads, hungry weather, and wildlife that considers travellers part of the landscape.
Jungle ruins, dragon-rot soil, spell habits, redrawn maps, and buried things that have not stopped listening.
Fog-and-faith marshland where spirits negotiate, banned gods stir, and prayer can become a conversation.
A war-scarred tundra where old names still surface through the ice and magic resists easy instruction.
Contested islands, shallow reefs, salvage ports, disputed ownership, and captains with careful definitions of law.