Map of Mileria
Jun 10, 2014 1:34:50 GMT
Post by Tel Vinrae on Jun 10, 2014 1:34:50 GMT
Official map of Mileria. © 2014 Adele Stein. All Rights Reserved.
Key:
Blue Dotted Lines: Shipping Routes. These mark the routes used by merchant ships and ferries.
Brown Dotted Lines: Merchant/Trade Routes. These are considered Main Roads, going to other Holds within the continent.
A. Black's Mar: Though the town is about 50 miles from Black's Mar Fen, it takes the namesake of the marsh before being the only inhabitable locale between Vandermere and the Eastern Nation. An Imperial waypoint, Black's Mar has fair accommodations as well as stabling for animals, some shops and generic vendors selling various wares. (Greater detail on the settlement and its surrounding region can be read here)
B. Derbinshyre: A small village located between the Forest of Varcuth and river town Yorirkstead. Since the Battle of Bryndal, it's become a ghost town after most of resources were capitalized by the armies and raiders. Now a poor city, the prices to outsiders are higher than one would care for... but an adventurer might not complain if it saves them from spending the night out on the ash and corpse-ridden wastelands.
C. Tutney: One of the few mining towns left in the west thanks to the Battle of Bryndal, Tutney is a well populated Rebel-Run village. Home to shepherds, farmers, and miners. Though prices are on the higher side, accommodations and minor trades can be found and purchased here.
D. Vendscall: A small fishing village between Yorirkstead and the Western Nation. During the river's high season, the people Vendscall will conduct trades with the two holds, and if plentiful harvests, even Tel Vinrae. Due to a fair amount, it is an advisable waypoint for adventurers looking to save a few coins - or even find a bit of profit.
E. Gavelstowne: Located between imperial cities Vandermere and Knivesmire, Gavelstowne is a largely popular waypoint for any merchants and adventurers travelling between the two cities. It's a prosperous locale, focusing on import trades and some minour farming.
F. Shrine of the First and the the Last: This small elven shrine, dedicated to Xillith, is the only of its kind. Constructed entirely from obsidian, it a place as forlorn as it is beautiful. At the edge of a great forest, the Burning Plains are visible from its steps – yet just behind it is a great and vibrant forest. A fitting locale for a shrine to the elven goddess of life and death.
G. Temple of the Seven Swords: A temple, dedicated to the Lady of Blades. Recently unearthed and reconstructed, it is an ancient site from when the old goddess was actively worshiped. It is named for the seven swords that were uncovered when the archeologists discovered the site although they now technically in the hands of rebel princes in hole that they will bring victory over the empire.
H. Happmyrr: Gnome colony near The Drown Marshes.
I. Cloudened Fijske: This ancient building is a gathering point for the Govan people. Though the Sampi live within the Sky-Touched Tundra all year around, the Cloudened Fijske is the only building large enough within the encampment to house and feed all of the Govan people when they find themselves together during the Govi mating season. It is considered a sacred building.
J. The Cathedral of Imperial Divinity: The largest temple of the Imperial Creed, the Cathedral of Imperial Divinity is massive, imposing building that is as much a fortress as it is a place of worship. Towering walls lined with gargoyles cast a shadow over the surrounding countryside. Behind them, lies a massive castle-cathedral that houses the hierarchy of the faith and the bones of every emperor since its founding in the catacombs beneath it.
K. Krokrskopa: Gnome Colony far north of Haragurum.
L. The Watcher's Hold: Now in ruin, the Watcher's Hold was once the base of operations for the Order of the Eternal Watch before it was deemed heretical to the Imperial Creed and a dangerous influence on the citizens. It was once a striking complex, but now is little more than crumbing stone. However, some day that there is still movement here...
M. Rythjaraptr: Gnome Colony south Yrorikstead, on the shores of the Coral Bay.
N. Mikai Isle: The small island is home to Mount Mikai - an active volcano that can be seen from the shores of the mainland, including the Eladrin port city Tel Vinrae. Sometimes strong winds smatter the ash onto the banks of the Mileria. Because of such activity, the shores of the island cannot be beached by large ships and is considered to be uninhabitable.
O. Shinchou: The northernmost part of the oriental lands can be seen on the map. Because Mount Shinchou is still active, this large island is inhabited by few. Just south of Shinchou one can find the mainland, Huang Cao.
Helksvenmarre:This far-western hold is rich and resourceful, making it a thriving locale. Being close to the mountains means that they conduct trade with Nan Buldihr via river ports. The Rebel Hold is prosperous, having fertile lands for various agriculture during the warmer months, access to the mines, and trade routes. Helksvenmarre is considered the capitol of the Rebel Nations.
Nan Buldihr: This Dwarven city is found deep within the mountains of the western continent within the Northern Peaks. They have lived within this snowy region for many years, rumoured to have most of the mountains hollowed out. Nan Buldihr is notorious for their ore veins of various metals, as well as their crafters. This Dwarven civilization is in open alliance with the Rebel Nations and supplies their armies with much of their weapons, armour, and various supplies.
Yorirkstead: Another prosperous western city, Yorirkstead is located within the Rebel Lands and conducts much trade via river. Their agricultural exports consist of mostly fishing, farming, and cattle.
Western Nation: What was once thought to be the most prosperous of the Elven cities, the Western Nation is but a ghost of what it once was. Now under hold of the rebels, the Western Nation acts as a main import and export route into the Sea of Baraldamere to conduct trade with Tel Vinrae. Few elves live here and those that do, remain mainly out of fear or ownership of business and riches. It's a typical thing, for elves to be smuggled out of the dying Nation and into Tel Vinrae on cargo ships.
Maidenway: Often called The City of Ice by the locals, Maidenway is a Rebel-aligned city. Being the only area inhabitable outside of the nomadic Govan, it possesses a compilation of races from Dwarves, Gnomes, Halflings, and Humans. The water being too frozen for fishing to be a consistent export for them, mining is prosperous trade. The people of Maidenway tend to poverty stricken but close to with the love of their snowy land. They haven't the coin to offer for taxes and because of this, they fight for the Rebels. They have close ties to the Kun Badur, who offers them access to their mines as well as consumable trades.
Kun Badur: Another dwarven city, Kun Badur remains neutral in terms of war - even though it is closely aligned with Maidenway due to location. Similar to Nan Buldihr, the dwarven city works most of their trades in ores - including some precious metals and gems. They consider themselves non-sided with either war party, instead joined with Maidenway because of the city's stubborn people, love of meade, and hard work. It's common for them to choose apprentices from Maidenway to learn their trades and crafts. When Haragurum suddenly sided with the Imperials during the Battle of the Scarlet Fields, it was Kun Badur that sealed the passages off to their once-capitol. Despite their unwillingness to publicly align with the Rebels, they often refuse to sell their wares to anyone Imperial and may even charge them absurd amounts of coin or give them fraudulent wares.
Haragurum: Often called the City of Gold, before the war, Haragurum was once the capitol of the dwarven nations. It is a large city, supposedly consisting of underground routes across the mountains to the other dwarven holds, though the dwarves of Nan Buldihr and Kun Badur walled off these passages long ago when Haragurum sided with the Imperial Nations and bid their sister metropolises to do the same. They are known to be rich in all sorts of mines and offer most of their trades to Knavesmire and Vandermere. It isn't uncommon for the dwarves of Nan Buldhir and Kun Badur to call the dwarves of Haragurum turncloaks. Amongst the race, dwarves from the now Imperial city are often called the "Bastards of the Mountains High" or the "Ghosts of Once Was," being thought to be traitors for not siding with the Rebel Nation. Then again, dwarves take war alliances as seriously as their forges and whiskey.
Knavesmire: Located on the Barrenlands, Knavesmire lacks anything of prosperity... except taxation. Taxation is high within the empire, and Knavesmire is at the heart of it. Merchants passing through with their wares are bound to pay absurd fees to transfer their goods from one hold to another, and with this Imperial hold being part of the only road between Vandermere, Tel Vinrae, the Northern Nation, and Haragurum, the only way around the taxes is smuggling. Merchants who attempt to venture around the road often find trouble and death due to the fauna and flora of the region. Sometimes called The City of Knives, it's no secret how Knavesmire gets its names. Merchants unwilling or unable to provide the Passage Tithe are sent back the way they came or confiscation of goods as payment. Those caught smuggling face execution.
Northern Nation: What is left of this city is but rubble. Few merchants care to pay the import and export fees for the passage from Knavesmire. The Northern Nation is poverty-stricken and those that cannot live in the forests beyond the city's walls face famine unless they are wealthy enough to afford the taxes pressed by the Imperials. Their only trade exportable is Darkwood, and many of the wood elves would rather lay slaughter to their beautiful northern fauna than die from hunger in the summertime or from the cold when winter strikes. Because of the troubles the Northern Nation has faced, many of its local people have fled.
Vandermere: The capitol of the Imperial Nation, Vandermere is a rich and glorious city... as long as you stay away from the locked-off sections. There are several ghettos along the outskirts of Vandermere, walled-off and locked away from view. Though taxation is high, the water is clean, the meat untainted, and fruits and vegetables are fresh. Outside of the ghettos, there is little sickness or disease, the streets are clean and free of filth, and the buildings are crafted of glorious stonework for the eyes to behold. Here in the heart of the Imperial Nation, the many soldiers wear clean and fresh uniforms and well made arms and amour to display the impressive wealth of the Imperial Nation.
Eastern Nation: The Eastern Nation is held by the Imperials. Like the rest of the Elven cities, it is but a memory of what it once was. Being controlled by the Empire means that the taxes are high for the transport of goods.
Southern Nation: The last Elven Nations that is actually run by Elves, the Southern Nation is thought to be considered a defensive city. Outsiders are not welcome in the this Elven city, and those not posted with a symbol of Tel Vinrae are often found dead in the plains and forests surrounding the ramparts. Those that do bring goods or services from the Eladrin city are welcomed within the city walls, though watched closely and never allowed through the second gates that bring people within the heart of the Faekin nation - unless, that is, they are elven. Because they're so close in radius to Tel Vinrae, the Southern Nation has yet to be conquered by either the Brothers of Barald or the Empire - both armies refuse to test the capacity of the Eladrin's defense, let alone their offence.
Tel Vinrae: Many people sought refuge from the war in Tel Vinrae. The powerful Eladrin city is thought to be one of the strongest holds within the land and the only consistent trade port that keeps healthy enough relationships with all of the diverse nations to be applicable for a variety of trade. It is free of the taxes that would come from the Empire and the war it would face if sided with the Brothers of Barald. The City of Secrets, Tel Vinrae has much to offer to the naked eye, the clever, the strong, hardworking, and those seeking adventure - or freedom from the oppression that now faces Mileria.
Sky-Touched Tundra: One a year, during the Govi mating season, the Govan people are united within the Sky-Touched Tundra. However, the Sampi people live here all-year round, living off of the various fauna (IE: fish) and flora (IE: berries, roots) that can be found around the snowy terrain. The Sky-Touched Tundra is considered be the home of the only permanent Govan village.
The Frozen Salts: Though it is a sea, it has been proven to be non-explorable due to the iceberg-ridden waters by ships large enough to hold cargo.
Glydengate Grotto: The snowy mountain pass is treacherous to explore and traverse to those unfamiliar with the area. Only the Govan and their herds are capable of such an endeavour, and it's the safest way to access the Sky-Touched Tundra.
The Drowned Marshes: The marshes are a dark swampy area, and some speculate and claim that the denizens that dare call the Drowned Marshes home are dark and deadly creatures indeed.
Spirewatch: The lighthouse found on the tip of Mileria's southeast is controlled by the Omicron through the help of the Western Nation. Spirewatch gets its name because the lighthouse has been erected hundreds of feet into the air to see through the ash clouds from Mount Mikai and Shinchou.
Coral Bay: Coral Bay is used to transfer goods between Western Parts of Mileria from the Elves, Dwarves, and Omicron - and even south of Mileria, to and from Huang Cao. However, the coral reefs found beneath the bay's surface make it harder to navigate.
The Sea of Baraldamere: The open sea that is patrolled by Tel Vinrae is an ocean open to navigation, though it is commonly thought to be dangerous because of the black sails that will occasionally hunt those that stray too far from the Mileria's shores...
Ashwatch: Ashwatch is held by the Southern Nation and Tel Vinrae respectively, though the watchmen that find their duty here do little more than complain. Ash covers the shores of Mileria here ... and anything else that lays open to the air.
Astabar Bay: This bay is the port used by those transferring goods and trades to Tel Vinrae through Eastern Parts of Mileria, such as those found from the Akosh or Imperials and Elves. It is thought to the be the safer of the two ports.
Mistwatch: Controlled by Tel Vinrae, Mistwatch is a moss and barnacle-covered lighthouse that keeps sight over Astabar Bay, the strong shore-bound winds keep the terrain slick with spray.
The Burning Wastes: After the Battle of the Scarlet Fields, when Haragurum sided with the Imperials and set fire to the Omicron armies with their siege weapons, the product is this. The fire destroyed their armies, but it also lit the coal deposits found on the surface. Even one hundred years after the battle, smoke still rises from the deposits that now burn beneath the ground.
Black's Mar Fen: Named after the infamous (or famous depending on what part of Mileria one is from) Black, the fen was rumoured to be the swamp that the smuggler used to traffic goods from the mines and down into the western parts of Mileria.
Blackwatch: This lighthouse is controlled by the Imperial Nation and is heavily guarded to ensure pirateering and smuggling is exterminated even after Black's capture and hanging.
Black's Mar Bay: The bay is rocky and hard to navigate - and was thought to be unnavigable ... until Black the Smuggler proved the Imperials incorrect in their claims.
The Ruins of Varde: Varde is thought to once be the city that Eladrin came from. This large island has been laid to ruin - the stone appearing to be melted. Rumours claim it was a dragon - and that it still slumbers within... or perhaps it was something else? This mysterious location goes unexplored - and those that do dare are said to never be seen again...
The Hall of the Once Was: Before the war that took place on what is now the Burning Wastes, This was known as Kemduhrm, a meeting hall for all the Dwarves to gather, commence trades, hold celebrations, ceremonies, marriages, et cetera. This temple-esque structure is massive, though after the betrayal of Haragurum, Kemduhrm was abandoned by the dwarven fathers and left to crumble and decay. Now, it's said to hold those less-enjoyed denizens that dare to call the Burning Wastes home.
Hildegarde: The Dwarves of Haragurum rebuilt an commerce similar to old Kemduhrm, to conduct their trades with the Empire. Not as grand as the Hall of the Once Was, it only holds dwarves looking to offer trades to merchants.
Key:
Blue Dotted Lines: Shipping Routes. These mark the routes used by merchant ships and ferries.
Brown Dotted Lines: Merchant/Trade Routes. These are considered Main Roads, going to other Holds within the continent.
Towns and Villages
A. Black's Mar: Though the town is about 50 miles from Black's Mar Fen, it takes the namesake of the marsh before being the only inhabitable locale between Vandermere and the Eastern Nation. An Imperial waypoint, Black's Mar has fair accommodations as well as stabling for animals, some shops and generic vendors selling various wares. (Greater detail on the settlement and its surrounding region can be read here)
B. Derbinshyre: A small village located between the Forest of Varcuth and river town Yorirkstead. Since the Battle of Bryndal, it's become a ghost town after most of resources were capitalized by the armies and raiders. Now a poor city, the prices to outsiders are higher than one would care for... but an adventurer might not complain if it saves them from spending the night out on the ash and corpse-ridden wastelands.
C. Tutney: One of the few mining towns left in the west thanks to the Battle of Bryndal, Tutney is a well populated Rebel-Run village. Home to shepherds, farmers, and miners. Though prices are on the higher side, accommodations and minor trades can be found and purchased here.
D. Vendscall: A small fishing village between Yorirkstead and the Western Nation. During the river's high season, the people Vendscall will conduct trades with the two holds, and if plentiful harvests, even Tel Vinrae. Due to a fair amount, it is an advisable waypoint for adventurers looking to save a few coins - or even find a bit of profit.
E. Gavelstowne: Located between imperial cities Vandermere and Knivesmire, Gavelstowne is a largely popular waypoint for any merchants and adventurers travelling between the two cities. It's a prosperous locale, focusing on import trades and some minour farming.
Temples, Waypoints, Miscellaneous
F. Shrine of the First and the the Last: This small elven shrine, dedicated to Xillith, is the only of its kind. Constructed entirely from obsidian, it a place as forlorn as it is beautiful. At the edge of a great forest, the Burning Plains are visible from its steps – yet just behind it is a great and vibrant forest. A fitting locale for a shrine to the elven goddess of life and death.
G. Temple of the Seven Swords: A temple, dedicated to the Lady of Blades. Recently unearthed and reconstructed, it is an ancient site from when the old goddess was actively worshiped. It is named for the seven swords that were uncovered when the archeologists discovered the site although they now technically in the hands of rebel princes in hole that they will bring victory over the empire.
H. Happmyrr: Gnome colony near The Drown Marshes.
I. Cloudened Fijske: This ancient building is a gathering point for the Govan people. Though the Sampi live within the Sky-Touched Tundra all year around, the Cloudened Fijske is the only building large enough within the encampment to house and feed all of the Govan people when they find themselves together during the Govi mating season. It is considered a sacred building.
J. The Cathedral of Imperial Divinity: The largest temple of the Imperial Creed, the Cathedral of Imperial Divinity is massive, imposing building that is as much a fortress as it is a place of worship. Towering walls lined with gargoyles cast a shadow over the surrounding countryside. Behind them, lies a massive castle-cathedral that houses the hierarchy of the faith and the bones of every emperor since its founding in the catacombs beneath it.
K. Krokrskopa: Gnome Colony far north of Haragurum.
L. The Watcher's Hold: Now in ruin, the Watcher's Hold was once the base of operations for the Order of the Eternal Watch before it was deemed heretical to the Imperial Creed and a dangerous influence on the citizens. It was once a striking complex, but now is little more than crumbing stone. However, some day that there is still movement here...
M. Rythjaraptr: Gnome Colony south Yrorikstead, on the shores of the Coral Bay.
N. Mikai Isle: The small island is home to Mount Mikai - an active volcano that can be seen from the shores of the mainland, including the Eladrin port city Tel Vinrae. Sometimes strong winds smatter the ash onto the banks of the Mileria. Because of such activity, the shores of the island cannot be beached by large ships and is considered to be uninhabitable.
O. Shinchou: The northernmost part of the oriental lands can be seen on the map. Because Mount Shinchou is still active, this large island is inhabited by few. Just south of Shinchou one can find the mainland, Huang Cao.
Holds
Helksvenmarre:This far-western hold is rich and resourceful, making it a thriving locale. Being close to the mountains means that they conduct trade with Nan Buldihr via river ports. The Rebel Hold is prosperous, having fertile lands for various agriculture during the warmer months, access to the mines, and trade routes. Helksvenmarre is considered the capitol of the Rebel Nations.
Nan Buldihr: This Dwarven city is found deep within the mountains of the western continent within the Northern Peaks. They have lived within this snowy region for many years, rumoured to have most of the mountains hollowed out. Nan Buldihr is notorious for their ore veins of various metals, as well as their crafters. This Dwarven civilization is in open alliance with the Rebel Nations and supplies their armies with much of their weapons, armour, and various supplies.
Yorirkstead: Another prosperous western city, Yorirkstead is located within the Rebel Lands and conducts much trade via river. Their agricultural exports consist of mostly fishing, farming, and cattle.
Western Nation: What was once thought to be the most prosperous of the Elven cities, the Western Nation is but a ghost of what it once was. Now under hold of the rebels, the Western Nation acts as a main import and export route into the Sea of Baraldamere to conduct trade with Tel Vinrae. Few elves live here and those that do, remain mainly out of fear or ownership of business and riches. It's a typical thing, for elves to be smuggled out of the dying Nation and into Tel Vinrae on cargo ships.
Maidenway: Often called The City of Ice by the locals, Maidenway is a Rebel-aligned city. Being the only area inhabitable outside of the nomadic Govan, it possesses a compilation of races from Dwarves, Gnomes, Halflings, and Humans. The water being too frozen for fishing to be a consistent export for them, mining is prosperous trade. The people of Maidenway tend to poverty stricken but close to with the love of their snowy land. They haven't the coin to offer for taxes and because of this, they fight for the Rebels. They have close ties to the Kun Badur, who offers them access to their mines as well as consumable trades.
Kun Badur: Another dwarven city, Kun Badur remains neutral in terms of war - even though it is closely aligned with Maidenway due to location. Similar to Nan Buldihr, the dwarven city works most of their trades in ores - including some precious metals and gems. They consider themselves non-sided with either war party, instead joined with Maidenway because of the city's stubborn people, love of meade, and hard work. It's common for them to choose apprentices from Maidenway to learn their trades and crafts. When Haragurum suddenly sided with the Imperials during the Battle of the Scarlet Fields, it was Kun Badur that sealed the passages off to their once-capitol. Despite their unwillingness to publicly align with the Rebels, they often refuse to sell their wares to anyone Imperial and may even charge them absurd amounts of coin or give them fraudulent wares.
Haragurum: Often called the City of Gold, before the war, Haragurum was once the capitol of the dwarven nations. It is a large city, supposedly consisting of underground routes across the mountains to the other dwarven holds, though the dwarves of Nan Buldihr and Kun Badur walled off these passages long ago when Haragurum sided with the Imperial Nations and bid their sister metropolises to do the same. They are known to be rich in all sorts of mines and offer most of their trades to Knavesmire and Vandermere. It isn't uncommon for the dwarves of Nan Buldhir and Kun Badur to call the dwarves of Haragurum turncloaks. Amongst the race, dwarves from the now Imperial city are often called the "Bastards of the Mountains High" or the "Ghosts of Once Was," being thought to be traitors for not siding with the Rebel Nation. Then again, dwarves take war alliances as seriously as their forges and whiskey.
Knavesmire: Located on the Barrenlands, Knavesmire lacks anything of prosperity... except taxation. Taxation is high within the empire, and Knavesmire is at the heart of it. Merchants passing through with their wares are bound to pay absurd fees to transfer their goods from one hold to another, and with this Imperial hold being part of the only road between Vandermere, Tel Vinrae, the Northern Nation, and Haragurum, the only way around the taxes is smuggling. Merchants who attempt to venture around the road often find trouble and death due to the fauna and flora of the region. Sometimes called The City of Knives, it's no secret how Knavesmire gets its names. Merchants unwilling or unable to provide the Passage Tithe are sent back the way they came or confiscation of goods as payment. Those caught smuggling face execution.
Northern Nation: What is left of this city is but rubble. Few merchants care to pay the import and export fees for the passage from Knavesmire. The Northern Nation is poverty-stricken and those that cannot live in the forests beyond the city's walls face famine unless they are wealthy enough to afford the taxes pressed by the Imperials. Their only trade exportable is Darkwood, and many of the wood elves would rather lay slaughter to their beautiful northern fauna than die from hunger in the summertime or from the cold when winter strikes. Because of the troubles the Northern Nation has faced, many of its local people have fled.
Vandermere: The capitol of the Imperial Nation, Vandermere is a rich and glorious city... as long as you stay away from the locked-off sections. There are several ghettos along the outskirts of Vandermere, walled-off and locked away from view. Though taxation is high, the water is clean, the meat untainted, and fruits and vegetables are fresh. Outside of the ghettos, there is little sickness or disease, the streets are clean and free of filth, and the buildings are crafted of glorious stonework for the eyes to behold. Here in the heart of the Imperial Nation, the many soldiers wear clean and fresh uniforms and well made arms and amour to display the impressive wealth of the Imperial Nation.
Eastern Nation: The Eastern Nation is held by the Imperials. Like the rest of the Elven cities, it is but a memory of what it once was. Being controlled by the Empire means that the taxes are high for the transport of goods.
Southern Nation: The last Elven Nations that is actually run by Elves, the Southern Nation is thought to be considered a defensive city. Outsiders are not welcome in the this Elven city, and those not posted with a symbol of Tel Vinrae are often found dead in the plains and forests surrounding the ramparts. Those that do bring goods or services from the Eladrin city are welcomed within the city walls, though watched closely and never allowed through the second gates that bring people within the heart of the Faekin nation - unless, that is, they are elven. Because they're so close in radius to Tel Vinrae, the Southern Nation has yet to be conquered by either the Brothers of Barald or the Empire - both armies refuse to test the capacity of the Eladrin's defense, let alone their offence.
Tel Vinrae: Many people sought refuge from the war in Tel Vinrae. The powerful Eladrin city is thought to be one of the strongest holds within the land and the only consistent trade port that keeps healthy enough relationships with all of the diverse nations to be applicable for a variety of trade. It is free of the taxes that would come from the Empire and the war it would face if sided with the Brothers of Barald. The City of Secrets, Tel Vinrae has much to offer to the naked eye, the clever, the strong, hardworking, and those seeking adventure - or freedom from the oppression that now faces Mileria.
Other Locations
Sky-Touched Tundra: One a year, during the Govi mating season, the Govan people are united within the Sky-Touched Tundra. However, the Sampi people live here all-year round, living off of the various fauna (IE: fish) and flora (IE: berries, roots) that can be found around the snowy terrain. The Sky-Touched Tundra is considered be the home of the only permanent Govan village.
The Frozen Salts: Though it is a sea, it has been proven to be non-explorable due to the iceberg-ridden waters by ships large enough to hold cargo.
Glydengate Grotto: The snowy mountain pass is treacherous to explore and traverse to those unfamiliar with the area. Only the Govan and their herds are capable of such an endeavour, and it's the safest way to access the Sky-Touched Tundra.
The Drowned Marshes: The marshes are a dark swampy area, and some speculate and claim that the denizens that dare call the Drowned Marshes home are dark and deadly creatures indeed.
Spirewatch: The lighthouse found on the tip of Mileria's southeast is controlled by the Omicron through the help of the Western Nation. Spirewatch gets its name because the lighthouse has been erected hundreds of feet into the air to see through the ash clouds from Mount Mikai and Shinchou.
Coral Bay: Coral Bay is used to transfer goods between Western Parts of Mileria from the Elves, Dwarves, and Omicron - and even south of Mileria, to and from Huang Cao. However, the coral reefs found beneath the bay's surface make it harder to navigate.
The Sea of Baraldamere: The open sea that is patrolled by Tel Vinrae is an ocean open to navigation, though it is commonly thought to be dangerous because of the black sails that will occasionally hunt those that stray too far from the Mileria's shores...
Ashwatch: Ashwatch is held by the Southern Nation and Tel Vinrae respectively, though the watchmen that find their duty here do little more than complain. Ash covers the shores of Mileria here ... and anything else that lays open to the air.
Astabar Bay: This bay is the port used by those transferring goods and trades to Tel Vinrae through Eastern Parts of Mileria, such as those found from the Akosh or Imperials and Elves. It is thought to the be the safer of the two ports.
Mistwatch: Controlled by Tel Vinrae, Mistwatch is a moss and barnacle-covered lighthouse that keeps sight over Astabar Bay, the strong shore-bound winds keep the terrain slick with spray.
The Burning Wastes: After the Battle of the Scarlet Fields, when Haragurum sided with the Imperials and set fire to the Omicron armies with their siege weapons, the product is this. The fire destroyed their armies, but it also lit the coal deposits found on the surface. Even one hundred years after the battle, smoke still rises from the deposits that now burn beneath the ground.
Black's Mar Fen: Named after the infamous (or famous depending on what part of Mileria one is from) Black, the fen was rumoured to be the swamp that the smuggler used to traffic goods from the mines and down into the western parts of Mileria.
Blackwatch: This lighthouse is controlled by the Imperial Nation and is heavily guarded to ensure pirateering and smuggling is exterminated even after Black's capture and hanging.
Black's Mar Bay: The bay is rocky and hard to navigate - and was thought to be unnavigable ... until Black the Smuggler proved the Imperials incorrect in their claims.
The Ruins of Varde: Varde is thought to once be the city that Eladrin came from. This large island has been laid to ruin - the stone appearing to be melted. Rumours claim it was a dragon - and that it still slumbers within... or perhaps it was something else? This mysterious location goes unexplored - and those that do dare are said to never be seen again...
The Hall of the Once Was: Before the war that took place on what is now the Burning Wastes, This was known as Kemduhrm, a meeting hall for all the Dwarves to gather, commence trades, hold celebrations, ceremonies, marriages, et cetera. This temple-esque structure is massive, though after the betrayal of Haragurum, Kemduhrm was abandoned by the dwarven fathers and left to crumble and decay. Now, it's said to hold those less-enjoyed denizens that dare to call the Burning Wastes home.
Hildegarde: The Dwarves of Haragurum rebuilt an commerce similar to old Kemduhrm, to conduct their trades with the Empire. Not as grand as the Hall of the Once Was, it only holds dwarves looking to offer trades to merchants.