The known world

## **Locations**

### **Cities**

**The City Of Abbuglock-**The great city of Abbuglock, home to the Castle and the central government. Founded on the old grounds of a once demon-infested castle, and is now the central home for magical matters and management.

**The City of Faericol**- Faericol is somewhat large city, found on the eastern coast, somewhat north, that is known for the trading of food and animal products, as well as precious ocean resources.

**The City of Derisutox**- Derisutox is a large city in the hearth of the desert, known for the trading of rare oils and luxury items, as well as being a center for animation magic.

### **Settlements**

**Snowhome-** Another supposed settlement of the Amphibolds. Seems impossibly cold, and almost unreachable unless you have a strong will to walk through the heavy storms. Any attempt to fly this far north often relies in wings freezing off, and certain death.

**Dirthhome-** The settlement of Dirthome, the supposed land of the Amphibolds. Once a bustling land that was home to a large dragon colony. Most tunnels long since abandoned, though you may find the occasional dragon living inside.

### **Villages**

**Village of Turu-Kurki-** The village of Turu-Kurik, home of the hooked beak hippogryphons. Translates as "Feathered Wood".

**Village of Leelay Tor-** The village of Leelay Tor, the main settlement of the short beak hippogryphons. Translates as "Light (of the) Ocean".

**Village of Evros Nih-** The Village of Ervos Nih, the home of the long beak hippogryphons. Translates to "Sanddune Respite".

**Village of Duerstric**- Main marshland settlement of the Oosilians. Built mostly of wood thatch and swamp reeds, floating on the murky water and unstable land.

**The Clandestine Coppice-** The Clandestine Coppice is a small village that is home to secret dwellings and passageways that hide criminal behavior and suspicious trade dealings. A neutral ground for all species, and heavily protected by magical hexes and runes to defend its inhabitants from prying eyes.

### **Ruins**

**Ruins of Sicilian-** An old fishing city, destroyed to the ground by a wandering black soul that corrupted all magical creatures and used them to destroy the land.

**Ruins of the Unknown-** A large settlement of ruins that are constantly changed and corrupted by the nearby edgelands. Often spits out strange objects and artifacts that seem beyond this world.

**Ruins of FalseFlame-** Ruins of the once great city of Falseflame, destroyed when the Bellowing Furnace unleashed its fury on hem due to their avarice. Is now a common resting spot for mages travelling the edges of the world

### **Peaks**

**The Plateau-** The Plateau lands are large juts of colored rock that rise above the landscape, said to be the corporeal resting place of the Stone deity Rethain Luse. Some mages dispute this claim, and say that he resides above the realm; but his powers have not been seen for Ages.

**The High Mount-Throne of the Sun-** This temple resides at the peak of the High Mount and holds major festivities around the solstice, where many Hia-Kiar from around the Veil will travel to attend. If you are given a fortune by this temple it is considered to be an end all to any other dreams or aspirations that you thought had, and that you must better serve the world by fulfilling the wishes of the Divine.

### **Woodlands**

**The Endless Woods-** The endless wood is a large spanning forest, that within its depths reaches darkness equivalent to pure night. Many beasts that lie within are feral and rely on instinct and chance alone- if you end up lost inside, you will take any opportunity you can to survive long enough to get out. Many mages are told to stay away unless they are strong of mind; standing by the edge of the wood can entrance and lure unsuspecting mages inside.

**The Crystal woods-** The crystal wood is an enchanted land, full of large crystals sprouting from the ground. These crystals can be somewhat harmful- able to latch onto living things and take over their matter. Plants that grow within are often crystallized, and occasionally, those who nap too long in the comforting wood may never wake up as themselves again.

### **Miscellaneous**

**The Western gate-** The western gate walls off the road to further lands during certain circumstances, such as high demon attack and times of civil unrest. It is currently closed to travel for mages, and protected by two high mage guards.

**Lake Lustre-** Lake Lustre is often a popular tourist spot for mages and citizens of Abbuglock looking to take a break from castle life. It is a relatively calm landmass with a fairly shallow depth.

**The old Watch Tower-** The old watchtower was in use from Eras 2-5, and currently sits abandoned and in disrepair.

**The Infinity Isles-** The infinity isles lies upon the edge of the world, secluded from most of the mainland except by those who can fly. Home to the mysterious infinity gates, large crystalline structures that have remained broken for ages.

**The Edgelands-** A very weak portion of the Veil. Often leads to demons directly attacking this patch of land, and the world itself becoming corrupted and hard to navigate.

## **Source**

https://www.worldanvil.com/w/the-veil-lostintranslation/map/a69d9130-ece0-4bcf-9f35-9f2be5a6f313

Forest of Mirrors | The Creche (mirrorwood.com)