Map

## Artésque

The land of Artésque, or *Tésqua* in old tongue is the current home of The Three (Races) and the historical home of the Cáftys (Races). Geographically, Artésque's terrain varies from rugged mountain landscapes, thick conifer forests forest, and rolling hills within its interior and northern regions, and marshlands or arid savannas on its boarders. Climate wise, due to the influence of the Flóff magic Artésque's temperature stays within the high seventies (Fahrenheit) most days. With this said, areas outside of the Flóff control seem to vary, with much warmer and humid climate predominantly in the South. Near 8,000 square miles from furthest edge to furthest edge and boasting only an estimated 60,000 population between The Three, Artésque is relatively small within the world of Éordiarx.

Eight main cities and several smaller outpost dot the landscape, mostly cropping up near some exploitable natural resource.

## Capital

The Únoff Capital is the largest city within Artésque by area, and the second largest in terms of standing population. The Capital itself is home to both the Únoff crown and the Dẃoff head of government. The Capital, as it is commonly referred to as within the series, is the diplomatic hub for The Three and many other foreign entities, despite its less then central location.

Within the city, as shown within the books, there exist three main districts. District one, typically for traders and predominantly filled with inns, taverns, and various types of entertainment for a weary traveler or diplomat. District two, mostly a Dẃoff sector located nearest to the Capital's agricultural center and depicted as being the slums of the Capital. Though, in reference to other Dẃoff settlements, those who reside within the Capital are still shown as being better off. The third district is predominantly Únoff residents and or members of the castle's trusted staff. Beyond this is the castle's grounds, which are settled overlooking the Capital's streets.

Economy wise, the Capital relies on merchants and its rather elaborate and skilled force of workers and craftsmen. While nothing of note is truly created within the city, it the hub of all Southern and Eastern land trade within the land.

### Hold Information:

School of magic: Álter Márjx (Márjx)

Typical building material: Stone & wood (locally collected).

Natural Climate: Humid continental.

Few Lords of Trade.

## Passvórtall

The oldest and most Northern city within Artésque's boarders, Passvórtall holds the last safe passage to and from the Oválll. Depicted in the book as a city built into the mountain and connected by impressive stone bridges Passvórtall is cut into two sectors. The first sector, a trade orientated and common sector and the upper sector dedicated to the elite of the city. Despite boasting the largest Dẃoff population, a notable population of Únoff reside within the upper sectors of this mountainous city.

Being so close to the Oválll provides a unique economic option for Passvórtall. While a well known iron forge resides in the city, and two schools of Únoff Márjx operate within the city,,many of the common folk test their luck with salvage missions within the old lands of the Oválll.

### Dẃoff Hold:

Jartál: **Glortón**

School of magic: Alcreẋ Márjx & Héthteẋ Márjx (Márjx)

Typical building material: Stone (locally collected).

Natural Climate: Humid continental.

Few Lords of Trade.

## HefterÁll

One of the most secluded cites within Artésque's boarders, with the HefterÁll mountain range to the North and the ÉverMoar forest surrounding it on all other sides, HefterÁll is perhaps the safest city within Artésque. Beyond natural barriers, HefterÁll is home to the school of Eñchar Márjx which maintains a magical barrier around the city and a low spell wall between singular road between the Capital and the city.

Due to the city's reputation as a safe haven, many Únoff coiners and banks resided within its limits. Though, while the city's secure location makes for prime real estate for many Lords of Trade, the city itself is not a very renown trading hub.

### Únoff Hold:

Jartál: **Dauth**

School of magic: Eñchar Márjx (Márjx)

Typical building material: Stone (locally collected).

Natural Climate: Humid continental.

Some Lords of Trade.

## VéturVill

While not a very large town, nor a center of trade, VéturVill plays an important role within the realm of trade routes. Being the only sizable town between the Capital and Passvórtall and being the only town with close access to HefterÁll means that VéturVill serves as a glorified pit-stop for many land based travelers.

While typically a sleepy town, VéturVill is one of only three towns linked by a train by book ten, a very important addition to the town.

### Dẃoff Hold:

Jartál: **Caféll**

School of magic: No local schools of magic.

Typical building material: Wood (locally collected).

Natural Climate: Humid continental.

No Lords of Trade.

## GráfUall

GráfUall stands on the Western sector of the Artésque boarders, originally founded as a trading post for dealings with the Drágeff and Fárwift lands. However, after a few years of unending growth and continued expansion with Artésque's Western neighbor GráfUall has exploded in population, yielding the land's largest standing population. Beyond this, the city also receives hundreds of traders a day, being the closest city to Artésque's Western boarder. Originally the site of a large Cáfty tribe, the unique attributes Cáfty have dramatically affected the city (Races).

Created before such good relations with the Western were achieved, GráfUall was created with defense in mind. Being enclosed within a large circular wall with only two main entrances and exits, both of which were surrounded in walls made for an easily defendable position within the open savanna around the city. However, increased population has forced the city's streets to become cumbersome.

### Únoff Hold:

Unknown Jartál

School of magic: Diśtro Márjx (Márjx)

Typical building material: Sandstone, clay, and Stone (locally collected).

Natural Climate: Dry savanna type of climate.

Some Lords of Trade.

## BalláVill

BalláVill sits to the very South of Artésque, being one of the last cites to be settled and being one of the few port cites within the land. Despite the city's slow growth however, many years of trading have brought growth for the city and the surrounding Flóff settlements. While predominantly a Únoff hold, the city itself has many Flóff residents either living within its limits or traveling from nearby settlements.

Economically, BalláVill does not trade with many other cites, aside from the Capital, the closest city to its location. Though, the city does stand as the largest port within the land, making its success of the highest importance for both Únoff and Dẃoff trades.

### Únoff Hold:

Unknown Jartál

School of magic: Coñjro Márjx (Márjx)

Typical building material: Stone and wood (mostly imported from other cites).

Natural Climate: Hot and humid.

Several Lords of Trade.

## Crystoreeñ

(See Crystoreeñ)

The first main city founded within Artésque, and the official hold of the reigning King or Queen of Artésque. Lost for nearly eleven years before being rediscovered and brought back into the natural world during book eight and nine. The city is home to the Stoná as well as the original throne of Artésque before Sheyda's destruction.

## Pegpolis

The throne city of the Flóff empire Pegpolis is the only remaining fragment from the Oválll. Kept afloat by a unique cloud-stone structure harvested by the *Léux (*Márjx)*,* the city has seen many bloody battles both at the hands of Flóff enemies and rival local factions. While mobile, the city in the sky tends to loft above the ÉverMoar forest, where few dear to venture into.