Griffon Kingdom Regions & Cities

City armories are located in the City Lord's office to give quick access to artifacts in an emergency. The treasury is also located there as well, rather than a big vault in a deep dungeon. Instead of safes, the Kingdom uses a special kind of dimensional space that works even under the effect of the elemental sealing arrays. The trick used by the Royal Wardens is to permanently stretch a portion of space. Dimensional sealing arrays keep spells from being activated but they have no effect on an already activated enchantment. On top of that, the dimensional space can be easily hidden inside a drawer, a closet, or even right under the Lord's desk.

The difference between a small and regular city is a matter of size and population. A proper city is considered so only when it grows so big that it needs nobles to administer it and a military trained city guard. All City Lords are granted the Royal Seal.

## Valeron City

Ruler: *House Griffon*

The country capital city.

* **Phoenix's Nest**: a reputable restaurant. The best table is spaced further apart from others and seated in front of a panoramic window with a view into the inner garden of the establishment, allowing the customer to dine while enjoying birdsong. The restaurant doesn't use lights, only candles, creating a romantic ambience while making it hard for customers to view nearby tables.

## Distar Marquisate

Ruler: *House Distar* | Awakened Regional Lords: *Faluel the Hydra*, *Athung Soranot*

The Distar Marquisate is a major territory of the Kingdom, encompassing 2 of the 6 Great Academies. It is extremely wealthy, the reason being that the late Marchioness Mirim Distar invested into it all of her rewards as the Lord Commander of the Queen's Corps and the Queen's Corpse.

* **Derios** (Capital City)
	+ Marchioness office: the Marchioness' office in the local Mage Association branch hosts a white mahogany desk covered by orderly piles of paperwork. The wall-to-wall window behind the desk provides the room with plenty of sunlight while a bookcase lined against the nearby wall is filled with the official logs of the Distar household. The important documents are kept inside the many drawers of the desk and each one of them is heavily enchanted.
* **County of Lustria** (House Lark)
	+ **Village of Lutia**
* **White Griffon Academy**
* **Lightning Griffon Academy**
* **Kandria**: one of the biggest black markets in the Marquisate.
* **Pabia**: close to Kandria and well connected to the main trading routes.
* **Gluttonous Scorpicore**: a restaurant named after Scarlett the Scorpicore for her ravenous appetite. She enjoyed the cuisine so much that thanks to her repeated visits and the amount of food she consumed each time, the owners earned enough money to turn a small diner into a proper restaurant. Even after her departure, the establishment is still famous for its jovial ambiance and large portions. They have no problems serving Emperor Beasts in their original form. The inner walls, the furniture, and the floor are all made of solid wood. The interior is comprised of two rooms, both with square small tables with two chairs each, distanced enough to allow the clients to have enough space to guarantee their privacy. Only natural fires light the place.
* **Teraka Mountain Range**
* **Xaanx** (Trade hub): thanks to its Warp Gate, the city is an important trading hub that allows nearby cities to buy products from all around the Kingdom and to sell their own on the global market. The constant flow of merchandise to and from the Gate provides the city with lots of money and its hotels are booked all year round. Between its tall buildings and its bustling activity, Xaanx makes Lutia look like a quiet graveyard in comparison.
	+ Xaanx's outer rim roads are paved with perfectly squared grey stone blocks and wide enough to let three carriages pass side by side. The sidewalks are filled with people of all social classes, each minding their own business. Bordering with the wilds, Xaanx wasn't built to be beautiful, but practical. Except for the houses that belong to nobles and rich merchants, there is no green, only buildings one or two stories high that fill each city block, taking as much space as their owner can afford. Right below the sidewalk, deep gutters allow people to empty their chamber pots so that their content flows into the sewers without making the air reek. The noble houses are painted with bright colors, in stark contrast with the depressing uniform grey of the rest of the buildings.
* **Mount Sartak**: the mountain on which Lith takes Aran and Leria for magical bootcamp. The road at the base of Mount Sartak leads directly to Xaanx, the nearest city with a Warp Gate, making it one of the busiest trading routes during fall.
	+ **Hot Pot Inn**: a large three stories rectangular building made of solid oak wood and with a sloping roof of tight-knit tiles glued together with tar to insulate and waterproof the building during the mountain's harsh winter. The nearby stables are almost as large but on a single floor, to accommodate both carriages and the animals that draft them. The walls are lined with long tables and benches while the center of the ground floor is filled with tables for four. The former hosts the caravans' crew members and their bodyguards while their masters use the latter to enjoy better food and privacy. The tables are removed for the night, turning the restaurant into a cheap hostel for travelers who can't afford a room. The wood pavement is dull and full of scratches from the moving of chairs but clean. A huge fireplace takes the center part of the west wall, where several animal heads and pelts are hung.

## Deirus Grand Duchy

Ruler: *House Deirus*

* **Temshin** (Capital City)
* **Fire Griffon Academy**
* **Black Griffon Academy**

## Ernas Arch Duchy

Ruler: *House Ernas*

* **Ernas Mansion**
	+ The manor is surrounded by high white crystal walls, generating an array that prevents anyone from flying or Warping past its boundaries without the use of a special amulet. The park around the manor extends as far as the eye could see. The air smells of freshly cut grass, flower beds adorn the cobblestone paths that go across the front gardens. Trees and bushes are all artistically trimmed to resemble mythical beasts, like unicorns and griffons. Even the benches, offering cool shades to the visitors, are made of white marble, engraved with runes that make them water and dirt proof, keeping them dry and clean no matter the weather. The manor itself is bigger than a village, cultivated fields included. It extends for at least 3,000 square meters (3,588 square yards), divided into a main building, a left and a right wing forming a reversed U shape.
	+ The entrance has massive hardwood double doors and a double staircase leading to the first floor of the house, which forms an arch above the door leading to the Main Hall.
	+ **Ballroom**: as big as a football field, its floor made of cream colored marble. Together with the light brown walls, it gives warmth to the room and gives the light coming from the enchanted crystal chandeliers illuminating the room the same tinges real fire would. A small bandstand with a low wooden fence to separate it from the dancers is prepared for the musicians near the east wall. On the four corners of the room, there is a flight of stairs which lead to a balcony on the first floor, where sofas and armchairs are arranged around small tables for those who need a place to rest, eat, watch others dance or simply want to spend their time in conversation.

* **Assar** (City)

## Essagor Grand Duchy

Ruler: *House Vastor*

* **Vastor Mansion**: Vastor's mansion is no way less magnificent or smaller than the Ernas'. The floors are made of magic resistant gold-veined marble that, along with the many arrays they had been enchanted with, make them as sturdy as a mountain. The gold-edged red walls are decorated with animated paintings depicting all the feats of the Vastor bloodline from its very foundations. Every single piece of furniture is a heavily enchanted work of art, making even flower pots a deadly weapon.
	+ The mansion's ample living room has a tea table at its center surrounded by several padded sofas and armchairs. The room is lit by porcelain chandeliers that use light magic instead of candles and cover the ceiling with an aurora borealis. The west side has a reinforced glass wall that both provides plenty of sunlight and overlooks the mansion's inner garden, filling the air with the smell of fresh flowers. The living room has four doors, each leading to another room. They lead respectively to the bedroom, the bathroom, a library, and a dining room.
	+ The bedroom is decorated with soft silk carpets and enough closets to dress an army. It has a king size bed lined against the middle of the west wall so that by leaving the curtains open the guest would be gently woken up by the morning light. A white oak dressing table with a large mirror is placed along the east wall, beside a dresser filled with women's clothes of all sizes.

## Hessar Region

The **Hessar Region** is neighbors with the Kellar Region and isn't much better.

* **Lestar** (Trade city): a city famous for its roasted pork and has a Warp Gate. Like most cities in the Kingdom it's divided into 3 areas:
	+ The outer rim is the largest and most populated, where the granaries are and commoners live. It serves as the resting place for outsiders.
	+ During winter, moving huge loads of merchandise require wagons and draft animals, so the roads are large enough to accommodate three of them at once. One lane is usually reserved for civil servants tasked with removing the brown and yellow snow that would otherwise turn entire city blocks into open outhouses.
	+ The houses are one or two stories high, made of stone or wood based on the owner's income. They are usually tightly packed with little to no space between them. Entire blocks consist solely of warehouses, most of which are located near the city gates or border on the middle rim to facilitate the transportation of goods.
	+ The middle rim is occupied by merchants' shops, craftsmen's and artists' workshops. Only the middle class can afford a house there. They are all made of stone and at least two stories high. There is enough space between them to have a garden or a small stable.
	+ **Wild Boar Tavern**: located in the middle rim. It is famous for its roasted pork. The ground level consists of a wooden floor and walls, with several hardwood tables where groups of clients can sit to order their meal. The room has a cozy feeling and is lit by several chandeliers and a big popping fireplace that occupies a good quarter of the east wall.

## Kellar Region

Awakened Regional Lord: *Xedros the Wyvern*, Inxialot the Lich King

The **Kellar Region** is mostly uncharted; aside from big cities, small settlements pop up as fast as they disappear. Food provisions are a big issue for cities without Warp Gates. Because of the north's harsh climate, settlements can remain isolated for weeks during the winter months. Blizzards are so powerful that even mages capable of flight would be stuck in their homes. Communities in the north are tight-knit, and people there tend to distrust strangers and army members.

Like many medium sized cities in the north, hospitality isn't a strong suit of its inhabitants. Most Northmen live in fear of the borders and of the spies that might come from the Gorgon Empire. Uniforms and badges can be counterfeited, so even during the good season they only trust strangers as far as they can throw them. Winter worsens their attitude. With no Warp Gates and snowstorms that could isolate a city for weeks, a single foreigner mouth is one too many. No one is willing to share their rations and risk suffering from starvation in case something happens or if the cold lasts longer than expected.

* **Belius** (Fortress city): the biggest settlement in the region and is a fortress city built in front of a narrow pass between two mountain ranges that form a natural border separating the Griffon Kingdom from the Gorgon Empire.
	+ The city was expanded vertically rather than horizontally to be more easily defendable, thus has tall buildings made of grey stone blocks, some even ten stories high (compared to the usual 2-3 stories). At least one building in each residential area is occupied only by restaurants and shops. The roads are paved and wide enough to let three carriages pass side by side and the sidewalks are filled with people of all social classes. Due to the lack of space, greenery and mansions are luxuries, so commoners live in condos while nobles live in short houses with gardens.
	+ Belius is one of the rare exceptions in the entire Kingdom where everyone has the equivalent of a modern Earth home because of the nature of its arrays, with running water and indoor heating.
	+ Only military and noble stagecoaches are allowed on the roads to prevent traffic jams. All other people must move around Belius using a set of Warp Gates.
	+ Belius has countless arrays in place that disable dimensional magic, flight, and even spells above tier 3. The arrays aren't in a fixed position, the magical energies covering the city at all times but also changing their size and height with no warning. The city is surrounded by walls made of stone that stand 20 (66 feet) meters high with evenly spaced observation towers built along the perimeter, each one topped by blue magic crystals the size of a person that serve as relay points for the arrays. Whenever one of the spells the formations are meant to negate are used, the towers detect it, producing a lightning of mystical energies invisible to the naked eye marking the target. The arrays then shapeshift according to the information, killing the victims almost instantly.
	+ Belius' moving arrays bypasses the Kingdom's champions and envelops solely the enemies, nullifying their most powerful spells the moment they conjure them. The only elements not blocked are light and darkness, without them the healers would be reduced to regular people.
* **Golden Crown Mountain**: the lair of Xedros the Wyvern, located near the south border of the Kellar Region. It is a peak so high that it is always surrounded by clouds that, whenever there is a storm, thunder paints its glaciers a golden color, giving the mountain its name. Xedros' cave is hidden by a thick cloud layer generated by one of the many protective arrays set around the home. Usually, the mana imbued within the mystical clouds keeps techniques like Life Vision from finding the entrance to the lair.
* **Kaduria** (Lost City): the capital of the lost nation of Belamd who followed the religion of the High Sun and hosted the "High Lord," also known as the cursed object Black Star.
* **Othre** (Trade city, House Lanza): the biggest trade city in the Kellar region, also known as the "Warehouse" Othre is divided into three areas: The outer, middle, and inner rims.
	+ The outer rim is the biggest and the poorest one, where the commoners and warehouses are. Unless one possesses many dimensional items, moving huge loads of merchandise requires wagons and draft animals. The former generates intense traffic that makes it almost impossible to walk during the busiest hours of the day despite the large roads and sidewalks, while the latter produces an unpleasant environment. The houses are one or two stories high made of stone or wood based on the owner's income, without a single empty space between them. Warehouses are easily recognizable by their huge size and double doors to allow carriages to easily get in and out at all times. The closer a warehouse is to the city gates, the more expensive it is, whereas for housings the opposite is true.
	+ The middle rim is occupied by merchants' shops, craftsmen's and artists' workshops. Only the middle class can afford a house there. Houses are all at least two stories high, each with a private garden. The middle rim's streets are too narrow for carriages; only stagecoaches are small enough to pass. Small parks are present every few blocks to give some space for the children to play and a place for the travelers to rest in the shade of trees during the hottest hours of the day.
	+ The inner rim is where the rich, the nobles, and the mages resided. There aren't houses so much as mansions. Unlike in Belius, the taller a building, the richer the household.
	+ The sewers of a city as big as Othre are full of places to hide, allowing the underbelly of the society to move and gather without anyone noticing. To find the **black market** requires knowing the temporary code and use first magic.
* **Maekosh** (City, House Enja): a poor city known for its brewing trade that has gone through periods of rapid growth and recessions multiple times over the years. Its inhabitants' fear of outsiders makes them reject any potential investors, driving away any merchants. When business goes well, they are forced to hire people from outside of the city to construct temporary houses. The foreigners are paid less and have to work more hours than the "real" citizens, the outsiders became irate at their treatment and quit, ensuring that their unwavering employers did not reach their quotas. Maekosh produces an ale called Crimson Garuda, though only several barrels a year.
	+ Maekosh looks like a long line of different builders had worked on it on succession and for some reason, all of them had quit halfway through the job. The same city block can host stone buildings and wooden shacks. Some have a lot of space between them while others are stacked on the top of each other. Merchant shops are so close to abandoned houses that sometimes suppliers would bring their merchandise to them thinking they are warehouses.
	+ Village of Trauros
* **Huryole** (Lost City): the abandoned Golden Griffon Academy.
* **Jambel** (Fortress city, House Wyalon): a medium-sized fortress city made entirely of stone. It is too far from the commercial routes to depend on merchants, so it is designed to be self sufficient all year round. Unlike most other northern cities, however, the citizens of Jambel respect those who gain their titles with their own strength.
	+ The city is built near two big lakes, which provide fish and fresh water, while cultivated fields surrounded the city walls until the woods begin. They are the main source for game and wood, so the inhabitants of Jambel treat it with great respect. They plant two trees for each one they cut down and use turnover to give them time to grow. There are no slums - even the poorest houses are solid, the only wood buildings being tool sheds. Jambel's walls are five meters (16') high and wide enough that two armed people can easily walk side by side. They are made of grey stone and smoothed so that during the day they partially reflect the sunlight and blind any aggressors.
	+ The city has a nigh-zero crime rate thanks to the Baron's welfare system.
	+ The Baron's mansion is a two-story manor, something normally one would expect to be a house fit for a merchant, not a city lord. Each floor is barely as big as the Ernas' ballroom. Only brickwork and a small garden separates the Mansion from the surrounding houses, and there is none more luxurious.
		- The hallway is about 20 square meters (215 square feet), with walls and floor covered by white painted wood. There is a cabinet for the clothes and a small fireplace above which are a series of hangers to dry coats drenched by snow. A soft carpet leads to the other rooms, covering most of the floor and keeping the house warm. The furniture of every room is made of high-quality materials, but ther design isn't ostentatious.
		- The dining room is comprised of a long rectangular hardwood table surrounded by several comfortable padded chairs. The linen tablecloth is pristine white with gold embroideries depicting the Baron's exploits. The cutlery and the plates are all made of silver that reflect the light coming from the magical stones in the crystal chandeliers hung to the ceiling.
	+ **Broken Spine**: a discontinuous mountain range.
* **Zantia** (City, House Mergrave - Formerly House Cestor): a medium sized city, famous for being surrounded by a luscious forest where it is possible to find several rare mystical plants. Many magical beasts resides there, keeping bandits and monsters alike at bay. It is one of the few cities in the north to have not faced a monster wave in decades. During the day, dimensional magic is allowed.
	+ As long as they aren't provoked, magical beasts are peaceful but the same can't be said for some aggressive species of plants that keep growing no matter how many times they are burned, cut, or destroyed with magic. Even magical beasts are forced to avoid specific areas of the forest. Merchants have a hard time reaching and leaving Zantia in one piece which creates a vicious circle - as long as Zantia is cut out of the main trading routes, it would never get a Warp Gate. At the same time, without a Warp Gate the city will never be added to the main trading routes.
	+ Unlike most cities of the north, Zantia isn't divided into rims, but into two districts. The eastern one is the residential area. The Noble or rich households are the farthest ones from the city gates, whereas the poor people live in its proximity. The west district is the commercial area, where one can find shops, hotels, and restaurants. The main Church of the Six is located in an old warehouse near the center of the city.
	+ Like most cities surrounded by walls, Zantia expanded vertically rather than horizontally. Most buildings are at least three stories high.
* **Kusha Route**: a heavily trafficked route in the Kellar Region near Zantia. It extends for hundreds of kilometers, passing through the biggest human settlements in the area and connecting them to the nearest Gates. It allows the local merchants to move and sell their goods with the rest of the Kingdom.
	+ The **Snake Tongue** mountain range runs alongside the first part of the Kusha route. It derives its name from the mountain range splitting into two smaller branches at some point. The mana geysers there are located respectively at one of the Tongue's ends and another near the Kusha Route.
* **Xylita**: the smallest city in the Kellar Region to have a Warp Gate due to its flowing commerce.
* **Ynca**: a military training camp. It has a mana geyser close by.

## Laroxya Duchy

Located at the border between the Hessar and Kellar Regions.

* **Crystal mine**: the entrance to the mines resembles a military fort. A tall, round wall made of stone one meter (3.3 feet) thick surrounds an area the size of a village. Four guard towers stand 10 meters (33 feet) tall, allowing the guards to notice incoming enemies from afar. A series of arrays surround the fort. All the buildings within the walls are made of stone and in mint condition. At the fort's very center is an arch made of stone and huge wooden beams that lead to an underground passage.
	+ Since mana crystals are unstable, a Warp Gate can be a liability since bending space for such long distances creates ripples that might cause the crystals to explode.

## Nestrar Region

Nestrar is one of the most fertile regions of the Kingdom.

* **Alten** (City): a city with the closest Gate to Zeska.
* **Zeska** (Agricultural city): one of the most important agricultural hubs of the Kingdom where the majority of its inhabitants are farmers. Their duty is to cultivate the hundreds of acres of fields that surround the city and they are well paid for it.
	+ The outer rim consists of the living quarters of the soldiers and mages that protect the city. They are the nearest to the city walls so to minimize the response time in case of an emergency. Farmers and merchants live in the middle rim, respectively producing and processing the food for their daily necessities.. The food storages are located in the inner rim along with the noble households.
	+ The nobles are responsible for inventorying the harvest down to the last sack of grain and making sure that the city keeps what it needs for the next sowing. All the buildings in Zeska are made of stone to protect both people and goods. Yet while a farmer's or a soldier's house is small, those belonging to mages and nobles are at least two-stories high, some even taking an entire city block. The streets are wide enough to allow two carriages to move side by side with space to spare.
	+ Zeska is equipped with air and earth blocking arrays.
	+ **City Hall**: The City Hall is a three-story building tastelessly furnished, the rooms and corridors on each floor identical if not for the tags that identify them by number. The offices of Zeska's upper echelons are located on the top floor.

## Orthan Region

* **Nunc** (City): regional headquarters of the Talons.
	+ Frothing Mug: a run-down, shady tavern whose customers have a shady reputation and past, if not also shady business to attend to. The clean windows give a clean line of sight on anyone who might get near the Frothing Mug and work as emergency exits whenever police officers burst from the doors.

## Tremen Region

Awakened Regional Lord: Weyss the Naga

Located to the north of the Distar region.

## Weghan Region

Awakened Regional Lord: Ajatar the Drake

A region in the central part of the kingdom.

* **Feymar**
	+ **Feymar Crystal Mines**: the Belin caves, named after the merchant who discovered them, to the crystal veins are close enough to Feymar that it only takes a full day of travel to reach the entrance. The entrance to the caves is located in a small clearing with a hilly terrain around it.

## Unspecified

* **Catreesh**: one of the border cities between the Kingdom and the Desert located west. Catreesh is south and west enough from Lutia to have a much warmer climate despite the season. Thanks to the artificial lights, the roads are lively and crowded with people even after sundown. The city is a hybrid of both cultures whose beauty comes from harmonizing them over the years. Each city block is a perfect square, comprised of rectangular buildings of different heights based on the wealth of their owners. Every one of them has its own garden and another green area on the rooftop. Where Haug's Traveling Tavern is located at Lith's first meeting.
* **Cyrmu**: the city of the orphanage Orpal is from until he bought his Narchat surname.
* **Freshya**: the city Lith brings Aran and Leria to while on vacation and encounters Iskha.
* **Grimatros**
* **Javvok**: an important trade city located in the southwest part of the Griffon Kingdom, only a few hundreds of kilometers from its borders with the Blood Desert. It has a warm climate and abundance of natural resources, and is far enough away from the borders to not have through customs inspections every time a Gate is needed nor restrictions on dimensional magic within the city borders. The lack of strict safety measures allowed the city to grow over time, making it a blend of old and new architectures.
	+ Unlike most cities of the Kingdom, Javvok isn't divided into rims, but into districts. The trading district occupies the center of the city and extends all the way to the four city gates. Shops and their warehouses are usually adjacent to allow the merchants to keep an eye on their supplies since dimensional items are a two-edged blade.
	+ The slum district is right next to the market. The bustling activity and the constant noise make it a horrible place to live, but it also makes the housings so cheap that daily workers can easily pay the rent and need only a few steps to reach their workplace, killing two birds with one stone.
	+ The residential area is right past the slums, using parks as a buffer and to further reduce the interaction between social classes. Farmers live outside the city near the fields they work on, and too far away for the stench their cattle make to affect the citizens.
	+ The numerous guards patrolling the walls and the beautiful sight offered by the luscious forest that surrounds Javvok makes the outer district the most expensive place to live.
	+ The **Golden Dragon** hotel is located in the outer district and occupies an entire twelve-story building. The twelfth floor only has four rooms. Meals are included and the whole hotel is covered by an air blocking array. A room key allows only its owner to use dimensional magic or flight spells while in their room.
		- The rooms look like a five-room apartment with a hallway, a living room big enough to host a small party, a dining room, a sauna, a king-sized bedroom, and a bathroom. The walls are painted sunny yellow and the glass wall provides lots of natural light. The furniture is of simple design but is elegant and of decent quality. Every room is large, airy, and well-lit. There are small cabinets for toiletries and all the common items provided by the hotel but no wardrobes.
		- The hotel has no elevator, it uses a short-ranged dimensional device to allow people to move from a floor to another.
	+ The **Rothar Caves** are a bit far from the city, located deep inside the **Gelugan Forest**.
* **Lochra Mountain**: located in the northwest part of the Kingdom, west of the Ernas Duchy.
	+ **Flying Griffon Resort**: built in a valley and has its own Gate. It connects the resort with the important cities of the Kingdom, allowing it to always have the best foods and provide its guests with anything they might need at a moment's notice.
		- The entire building is soundproofed to not disturb the animals. Those on the ground floor can watch the local fauna through the reinforced glass of the terrace or take a stroll along the lake simply by walking through a door. The apartment is made of redwood and comprised of several rooms. It has a living room furnished with a tea table and sofas to spend some time with friends, a terrace to dine while enjoying the scenery, a huge bathroom, and an even bigger bedroom. Even though all rooms are magically heated, most of them have their own fireplace for ambience and the resort is so quiet that, unless the guests call the room service, they have the impression of living in a mountain cottage in the middle of nowhere.
		- The parquet floor is comprised of wood pieces of different shades of brown that form elaborate mosaics that reproduce the most famous paintings in the three Great Countries and cancels the noise of the guests' steps.
* **Lorion** (House Seket)
* **Ocra**: the city where Awakened Council human representative Raagu Drerian is based and conducts her Council business.
* **Prode**: the granary of the Kingdom, the city where the food is stockpiled for the winter and ready to be sent where needed. Without Prode, one-third of the Kingdom is likely to starve to death before spring arrives.
* **Regharos**
* **Vesta**: a major city in the Kingdom that serves as the main hub of the Dimensional Gate system, holding the database of the coordinates and passwords for every Gate. Without it, transportation between the cities would be much slower because mages would have to input them by hand each time.
* **Vinea** (House Korya): a beautiful city built around a small lagoon. The uptown district is crescent shaped, so that every mansion overlooks the sea. Water separates the city blocks, forming canals that can be crossed either by boat or using one of the many stone bridges. Vinea is located in the south-west corner of the Kingdom.
* **Xenatos** (House Cailon)
* **Yardra**

## References

1. ↑ Chapter 1648: Faith in Numbers (Part 2)
2. ↑ Chapter 1671: Treacherous Seeds (Part 1)
3. ↑ Chapter 1650: Credit and Responsibility (Part 2)
4. ↑ Chapter 1094: Trust Issues (Part 2)
5. ↑ Chapter 1463: Feints and Traps (Part 1)
6. ↑ Chapter 113: Half Truth
7. ↑ Chapter 1632: Domestic Affairs (Part 2)
8. ↑ Chapter 117: Interludium (4)
9. ↑ Chapter 135: Paranoia
10. ↑ Chapter 1115: The Healer and the Beast (Part 1)
11. ↑ Chapter 1287: Away from Home (Part 1)
12. ↑ 12.0 12.1 Chapter 1289: Road Trip (Part 1)
13. ↑ Chapter 1297: Great Minds and Fools (Part 1)
14. ↑ Chapter 1290: Road Trip (Part 2)
15. ↑ Chapter 1291: The Three Branches of Magic (Part 1)
16. ↑ Chapter 1483: Home Invasion (Part 1)
17. ↑ Chapter 164: Domestic Affairs (2)
18. ↑ Chapter 515: Ernas Household (Part 1)
19. ↑ Chapter 522: Unexpected Gift (Part 2)
20. ↑ Chapter 1096: Double Date (Part 2)
21. ↑ Chapter 1271: Family and Gifts (Part 1)
22. ↑ Chapter 1586: Bonds and Chains (Part 2)
23. ↑ 23.0 23.1 Chapter 1587: Bonds and Chains (Part 3)
24. ↑ 24.0 24.1 24.2 Chapter 625: Odd Ranger (Part 1)
25. ↑ Chapter 626: Odd Ranger (Part 2)
26. ↑ Chapter 1656: Divine Beasts (Part 2)
27. ↑ Chapter 901: Predator Versus Predator (Part 1)
28. ↑ Chapter 374: The North (Part 2)
29. ↑ 29.0 29.1 Chapter 423: Mage Association (Part 1)
30. ↑ Chapter 424: Mage Association (Part 2)
31. ↑ Chapter 489: Warg (Part 1)
32. ↑ 32.0 32.1 Chapter 403: Belius (Part 1)
33. ↑ Chapter 486: Meet the Parents (Part 4)
34. ↑ Chapter 373: The North (Part 1)
35. ↑ Chapter 1397: Blade Tier Spells (Part 1)
36. ↑ Chapter 1127: Plots and Schemes (Part 1)
37. ↑ Chapter 426: Dragon's Egg (Part 2)
38. ↑ Chapter 828: Domino Effect (Part 2)
39. ↑ 39.0 39.1 Chapter 493: Prejudice (Part 1)
40. ↑ Chapter 1367: Travelling Tavern (Part 3)
41. ↑ Chapter 500: On the Prowl (Part 2)
42. ↑ Chapter 528: Virtue of the Strong (Part 2)
43. ↑ Chapter 527: Virtue of the Strong (Part 1)
44. ↑ Chapter 971: The Baron’s Hospitality (Part 1)
45. ↑ 45.0 45.1 45.2 Chapter 972: The Baron’s Hospitality (Part 2)
46. ↑ Chapter 529: Unexpected Turn (Part 1)
47. ↑ 47.0 47.1 Chapter 554: Troubling Dead (Part 2)
48. ↑ 48.0 48.1 Chapter 863: Suspects and Theories (Part 1)
49. ↑ Chapter 559: Man in Black (Part 1)
50. ↑ Chapter 571: Borrowed Time (Part 1)
51. ↑ Chapter 852: Commitment (Part 2)
52. ↑ Chapter 871: Old Enemies (Part 1)
53. ↑ Chapter 550: Utter Failure (Part 2)
54. ↑ Chapter 1025: Dragonspeed (Part 1)
55. ↑ Chapter 627: Gathering (Part 1)
56. ↑ Chapter 1637: Chain of Command (Part 1)
57. ↑ Chapter 1638: Chain of Command (Part 2)
58. ↑ Chapter 1644: Citizen McCoy (Part 2)
59. ↑ Chapter 1645: Trouble in Paradise (Part 1)
60. ↑ Chapter 1639: Power Move (Part 1)
61. ↑ Chapter 1647: Faith in Numbers (Part 1)
62. ↑ 62.0 62.1 Chapter 1624: Failure and Success (Part 2)
63. ↑ Legion on Discord
64. ↑ 64.0 64.1 Chapter 1003: Clever Plans (Part 1)
65. ↑ Chapter 1005: Talent and Experience (Part 1)
66. ↑ Chapter 1365: Travelling Tavern (Part 1)
67. ↑ Chapter 1671: Treacherous Seeds (Part 1)
68. ↑ Legion on Discord
69. ↑ Chapter 1313: Hidden Threat (Part 1)
70. ↑ Chapter 342: Enlist (Part 2)
71. ↑ Chapter 787: Javvok (Part 1)
72. ↑ Chapter 788: Javvok (Part 2)
73. ↑ Chapter 1000: Bonds of Trust (Part 2)
74. ↑ Chapter 1001: A Gift Like No Other (Part 1)
75. ↑ Chapter 1304: Bloodlines and Powers (Part 2)
76. ↑ Chapter 192: Helpless
77. ↑ Chapter 740: Menadion's Legacy (Part 2)
78. ↑ 78.0 78.1 Chapter 1389: High-Master (Part 1)
79. ↑ Chapter 363: Brotherly Loathing (Part 1)
80. ↑ Chapter 191: Seething Rage
81. ↑ Chapter 861: Rising Tide (Part 1)
82. ↑ Chapter 272: White (Part 2)
83. ↑ Chapter 286: Scanner (Part 2)
84. ↑ Chapter 1142: Merfolk (Part 2)