Far Northwest

A region in the Northwestern part of the Red Coast of the Homsi nation of Aurania, Erathes. The mystical expanse of the Far Northwest is a realm where the boundaries blur between the ordinary and the extraordinary. Encompassing lands kissed by the Cold Ocean to the west and guarded by the imposing Terakerry Mountains to the east, this enchanted region evades precise demarcation, its essence woven into the fabric of myth and wonder. Venture to the Far Northwest where the ocean's embrace whispers ancient secrets to those who listen. Amidst these realms lie cities teeming with life and magic. Behold Prospector's Landing, a bustling hub where peoples intertwine their destinies under the watchful gaze of distant stars. Across the border lies Deadbanks, its inhabitants bound by threads of fate that transcend mortal realms. And nestled amidst verdant landscapes, Prosperity beckons with its own brand of charm, drawing dreamers into its embrace. But beyond the tangible, the spirit of the Far Northwest is shaped by more than mere geography. It is a tapestry woven from the threads of history and culture, where the border between nations bears witness to the dance of destiny, and divides lands once inhabited by indigenous peoples, leaving an indelible mark upon the region's soul.
== Places ==
== Settlements ==
Banishment: Banishment is known for its mysterious, shadowy plains where strange creatures roam under the cover of darkness, and a portal to another realm hidden somewhere within its depths.
Breakersrise: This Cuthid city is built into a small group of islands, and is partially above and partially below water. Sea-stone buildings with sea-glass decorations are topped with rooftop gardens, or kelp beds, depending on if they are or are not underwater. On the seafloor at the base of these islands lies the horrible prison known as The Drink.
Coral Cove: Coral Cove is a tourist trap known for its vibrant coral reefs teeming with life, where sea witches brew potions from rare sea creatures and magical herbs found only in its depths.
The Damned: Really just the town that popped up around the dam to maintain it. Nothing actually Damned about it.
Deadbanks: This town where the riverbanks meet Driftwood Bay is haunted by the spirits of those who met their demise in the river, with tales of ghostly apparitions rising from the waters.
Kasumiyama: Home of the Buke Empire.
Lighthouse Cove: Lighthouse Cove is guarded by the towering Stargazer's Point lighthouse standing as a beacon of hope for sailors lost at sea, its light guiding them safely home through the darkness of the night.
Prospector's Landing: A legendary prospector, Sylvie McCleary, discovered a vein of magical ore that granted incredible wealth to those who foraged it; and founded this burgh. This Free Port city-state is where most inland dracanthacite expeditions into the harsh nation of Uska are launched from.
Prosperity: The Capital City of Uska.
Sakentrails: This tiny hamlet is rumored to have been cursed so travelers who dare to venture beyond it are said to disappear without a trace, forever forsaken by the mortal world.
Scroddigs: Krasna iron strip-mining town and gateway city to their territories in the mountains.
Tidepool Haven: Tidepool Haven is a sanctuary for mystical sea creatures, where tidepools hold secrets of the deep and whispers of forgotten prophecies that echo with the ebb and flow of the tide.
== Lighthouses ==
Moonlit Shores: Moonlit Shores is bathed in the silvery glow of the moon, where selkies are said to shed their sealskins and dance upon the waves, their enchanting melodies guiding lost souls home.
Siren's Reach: Siren's Reach is the northernmost place where the siren's song can be heard on the wind, beckoning travelers to its shores with promises of adventure and perilous romance. They cannot live in colder waters.
Stargazer Point: Stargazer Point is a vantage point where astronomers gather to chart the heavens, seeking answers to the mysteries of the cosmos and unlocking the secrets of celestial magic.
== Landmarks ==
Driftwood Bay: Driftwood Bay is littered with driftwood washed ashore by the tide, each piece holding memories of lost ships and ancient tales waiting to be discovered by intrepid adventurers.
The Drink: This is a deep-sea prison for air-breathing species run by the Cuthid. Hope goes here to die. Land Dwellers blame the Cuthid for this place, but most Cuthid are no more responsible for the Drink than you are for your prison system.
Mama Naya's Icechest: This glacier is named for the primordial of Nature.
Starlight Beaches: The Starlight Beaches are renowned for their shimmering sands that sparkle like stars at night, rumored to hold the key to unlocking hidden constellations and celestial secrets.
Star's Isle: A fully metallic, completely lifeless, island rises above the surface of the Cold Ocean.
Sunset Bluffs: Sunset Bluffs is a place where the setting sun casts a golden glow upon the cliffs, revealing ancient petroglyphs that tell of forgotten magic and lost civilizations.
Temple of Nielbossa: Nielbossa is a Goddess of Colors Known and Unknown. The temple is a commune, where anyone may stay for free room-and-board, but they must make art - which is judged on the earnestness of the attempt, not the quality. If someone is judged to be dishonest, they are curseb by being stripped of all colors, both perceived and perceiving, and then cast out. After a day, the colors return at the rate of one per day, ROYGBV, with all returned after seven days.
Terakerry Mountains: A majestic mountain range dominates the eastern horizon. Within its embrace lie both non-volcanic summits and renowned volcanoes. The portion of the range nestled within the borders of Kelvoria is often dubbed the Kelvorian Terakerry or, simply as the Terakerry Mountains, a corruption of "Tarak Aerie," a reference to the dragon roosts in the peaks. Rising above all, like a guardian sentinel, is the lofty peak of Mount Luminar, soaring to a golden height of 16,180 feet. Enshrouded in magic, the Terakerry Mountains are an integral part of the mystical weave known as the Ring of Hell, a circle of volcanoes and enchanted mountains encircling the vast expanse of the Cold Ocean. Throughout the ages, the dragons of the Terakerry have stirred, casting their fiery breath upon the land. Within the embrace of the Terakerry Mountains lie sanctuaries of magic and wonder, where the primal forces of nature intertwine with the dreams of mortals. National enclaves of Alfar, such as the Sanctuary of the Emberhel, safeguard the ancient secrets and mystical energies that course through the veins of the land. And traversing the northern reaches of this enchanted realm, the Celestial Crest Path winds its way across the spine of the range, offering pilgrims and seekers a journey of discovery amidst the ethereal beauty of the Terakerry Mountains.
The Vexatious Red Eye Gyre: A constantly-churning, miles-across, blood-red ocean gyre. It is navigable, but the red waters are corrosive to organic matter, including wooden ships. It is home to the Drop-Rays, stingray-like creatures that fling themselves out of the water, attack sailors and drink their blood, then flop back into the sea.
Whalebone Bay: Whalebone Bay is home to a mystical whale-like beast who attacks ships. His bone protrusions often break off and lodge in ships, and if the ship survives the attach, the bones are said to grant protection to those who possess them, shielding them from harm in stormy seas.