Geography

The Omnian Archipelago, known simply as ‘Omnia’, is the world where KeyCraft’s Roleplay takes place! Omnia’s boasts environments ranging from lush woodlands, sandy dunes, frozen peaks and sweltering jungles. The two largest islands are known as the Twins, separated by a narrow sea called the Rift, which divides the eastern Minnaar and western Verloren. Beyond them, the frigid northern Isle of Heithmark and swampy southern Isle of Ald dot the landscape. The Rift was formed by the Titan-Goddess Shesha the Leviathan during the Emergence, a cataclysmic event that shattered the once-unified islands of Omnia. Shesha now circles the sea-borders of Omnia, preventing any vessels from crossing into the Uncharted Seas beyond. This has made Omnia the ‘known world’ for the last millennia with little knowledge surviving of any outside lands or peoples.

## New Ivyport

### Common Guilds

Adventurers, Merchants, Performers

Nestled at the geographic center of Omnia, the Hearthlands once witnessed many Human Kingdoms before the Emergence. Now divided by the Rift and dubbed Bettlebrook Valley, this Region acts as the Breadbasket of Omnia, responsible for exporting food stock to both Minnaar and Verloren through the City-State of New-Ivyport. A majority of the Hearthlands is under the control of Benedict George Jangles, known also as Archduke Jangles VI, residing in seclusion at the Stadtberg- his family’s fortress.

### Archduchy of New Ivyport

As the largest city-state in Omnia, New Ivyport is an economic powerhouse, rivaled only by the Verendell Protectorate and Low Kingdom of Korindor. Currently ruled by Archduke Jangles VI, the city-state built atop a hidden network of sewers and criminal safehouses, publicly boasts colorful fairgrounds, ancient ruins, communal farms and a vast seaport. The Colosseum, Hunting Lodge, and Sacred Flame Temple are New Ivyport’s landmarks, all centered around the Silver Spruce Tavern. New Ivyport welcomes all races and faiths, so long as they have gold to spend. To no surprise, this Archduchy produces Omnia’s greatest merchants and artists. You can find a list of Laws for New Ivyport here.

## Verendell

### Common Guilds

Sorcerers, Researchers, Paladins

Previously terraformed to suit the pristine glory of the Laore’s Protectorate, the Ilderwood Basin is now home to both the Protectorate of Verendell in Verloren and the Trinitarium in the Isle of Ald. Illunid Bay, an ever-expanding salty marsh that annually swallows more of Verendell into its waters, separates these two islands. Once occupied by the Laore-Hoj’s Protectorate, the Emergence reduced most of the basin to today’s bays and swamps. The region is jointly controlled by the Synod of Verendell and the Triarchy of the Trinitarium. Although the Trinitarium is legally a vassal state of Verendell, it governs itself autonomously.

### Protectorate of Verendell

Verendell was once renowned as the Jewel of the Ilderwood. Here, the remaining Laore-Hoj entertain themselves with the knowledge-filled troves contained in the Archives, sorcery duels in the Jousting Grounds, or the hot spring waters at the Wistful Wyvern Tavern. Though Verendell was once ruled by the Royal House of Rojor from their Majesty’s Castle, their Archons and Knights are now commemorated at the Diviner’s Grove. Instead, the Faith of the Three Headed God, Trimedeism, rules the Protectorate. The Synod and its Order of Arbiters rule from the Keyway Cathedral, searching for the next Archon. As a result, Verendell produces some of Omnia’s greatest Sorcerers and Paladins. Though the Jewel remained untouched by Shesha’s Emergence behind the Trimedium’s Bulwark, the remainder of old Protectorate architecture lies in ruin.

You can find a list of Laws for the Verendell Protectorate here.

## Trinitarium

### Trinitarium Triarchy

The Isle of Ald was once a collection of hills on the southern coast of the ancient Ilderwood, occupied by the Protectorate’s influence and boasting vacation homes. However, following the Emergence, it was surrounded by a moat of marshland deemed too treacherous to reconstruct into its prior pristine woodland. Despite this, the faction that would become the Laore-Tel attempted the feat with the young science of Alchemy, in time succeeding. Count Eredil Dreth would be exiled by Archon Adamus Rojor for his denunciation of Trimedeism, leading the Laore-Tel to establish the Trinitarium as a Pseudostate at the Isle’s heart.

The Trinitarium, a Living City, now stands as a beacon of alchemic progress and genetic enlightenment. It exists as a vassal state of Verendell while maintaining self-governance as a meritocracy. Ruled by a Triarchy, a central ‘Triarch’ exists as a faux-leader to comply with Verendell’s Noble culture. The Trinitarium welcomes all academics but bars all Sorcerers, pushing the boundaries of alchemy, genetics, and silver-smithing within their Apex Spire. Covertly, the Triarchy is rumored to produce the Order of Unseen, unique huntsman who target Fae and their Sorcerer pawns. As a result, the Trinitarium produces some of Omnia’s greatest alchemists and Fae huntsmen.

## The Stalwart Peaks

The Stalwart Peaks, a frigid and unchanging mountain range, dominate the heart of Minnaar. Passage to the furthest west of Minnaar is conducted through its Grimrook Pass, simply going around remaining as a closed option to many due to the mountain range’s colossal size. These peaks are forever covered in layers of snow and ice, their stony surfaces hiding a complex network of woven tunnels beneath maintained and ruled over by the Low Kingdom of Korindor and its Talamh. Once a sprawling and mighty empire, the Low Kingdom's power has now been confined to the remains of Korindor, the final Hold that survived the catastrophic Emergence. Fragmented and collapsed external holds act as vaults, ruins with promises of forgotten technology and wealth feeding the Peaks’ valleys and crevices with the foolhardy adventurers that would seek them.

## Korindor

### Common Guilds

Engineers, Archeologists, Paladins

Located within the Stalwart Peaks’ stone, the Low Kingdom of Korindor has served not only as the Talamh’s ancestral home but also the adoptive home of Humans displaced by the Emergence. With its towering entrance carved into the mountain face, decorated by the Sunwell of Sacred Flame, Korindor today has a fraction of its former glory as the Low Kingdom. Fashioned into a subterranean stronghold by the Titan-God Lassus, Korindor boasts the Titanheart Forge, The Final Museum, and the Communal Mines; all of which are the largest in Omnian history. Korindor functions as an Autocracy and is ruled by an unbroken line of Tsars, the most recent of which is Tsar Titania the Radiant. The Tsar holds absolute power and delegates responsibilities to longstanding Noble Families who have inherited their roles over generations.

Despite its distance from Omnia’s surface, Korindor is most famous for its Treasury- a public bank dating back to the Emergence. Its reputation as Omnia’s most trusted Bank remains untarnished, existing entirely apolitical and impregnable, earning business from Merchants and Nobility from as far as Verendell, Blackhallows, and Anned-Mor. As a result, Korindor produces some of Omnia’s greatest bankers and engineers.

## Moonsrest

### Common Guilds

Sailors, Criminals, Merchants

The Jinxian Wilds are a dense, humid jungle of relatively small size, widely regarded as one of Omnia’s most perilous and untamed regions. The jungle is home to a variety of ruthless fauna, described in the Bestiary, with the man-eating Striga being the worst offenders, said to lurk around an ancient Temple buried at the heart of the verdant maze. This infamous reputation is shared with Jinxia’s titanic volcano, the Phoenix’s Nest. At the fringes of the Wilds lies the Seaport of Moonsrest, a city-state of questionable legality home to Omnia’s piracy. Further south, the submarine Metropolis of Anned-Mor lurks as the ancestral home of the Morians. The Jinxian Wilds operate by the jungle’s law of “eat or be eaten.”

### Seaport of Moonsrest

The City-State Seaport of Moonsrest decorates shores of the western Jinxian Wilds region. Once a humble Human port-village, Moonsrest has been transformed into an illegal city-state at the heart of Omnian piracy, thanks to the strategic support of the Morians and their wealth of treasures and resources. Though not ruled publically, the Anned-Mor Metropolis wields great implicit power here, with organized Morian settlements lying beneath the Moonsrest Seaport’s shadowed waves.

Moonsrest is ruled by an assortment of Warlords and Corsairs all vying for power, ruling not through laws but a guideline of ‘codes’ that enforce functional governance with flexibility for criminal profiteering and usurping rivals. The Metropolis of Anned-Mor continues to feed Moonsrest a steady stream of support, creating a stepping-stone for land conquest whilst fostering a culture of Shesha-devout piracy to combat the Heitha’s naval power. As a result, Moonsrest produces some of Omnia’s greatest pirates and criminals.

## Anned-Mor

### Metropolis of Anned-Mor

To the south of the Jinxian Wilds lies the Metropolis of Anned-Mor, appearing as coral rooftops breaking through cresting waves as the Metropolis inhabits the ocean floor. The Titan-Goddess Shesha commands immense importance in this ancestral home. Anned-Mor is ruled as a theocracy led by a succession of Honored Matrons. The Honored Matron is always feminine, serving as both a spiritual and stately leader for Anned-Mor. The present position is vacant; instead a Conclave of Matrons administrates over Anned-Mor with a matriarchal political system.

Historically, Morians ruled the Heithmark for approximately the two centuries following Shesha’s Emergence, only to be fought off by the joint efforts of the Laore-Glas, Heitha and minority of Morian turncoats. Upon retreating to what eventually became the current Metropolis, they established a strong military presence over the centuries, seducing even seafaring pirates into roles as ‘legal’ Corsairs to combat the Heithmark’s rule over the seas. As a result, Anned-Mor produces some of Omnia’s greatest paladins and sorcerers.

## The Isle of Heithmark

To the furthest north of Omnia lies the Isle of Heithmark, known simply as ‘The Mark’. It rests encased entirely in frigid snow and cruel ice, and has served as the ancestral home of the Heitha from before the Emergence, ultimately housing the Laore-Glas following their fracture from the Laore-Hoj of Verendell. For two centuries following the Emergence, the Heithmark witnessed hostile occupation by the Morians, though were fended off through the joint efforts of the Laore-Glas, Heitha and minority of Morian turncoats. Since then, the Throne of High King has remained vacant by the final High King’s decree.

## Tonnelund

### Common Races

Human (Heitha), Laore-Glas, Morian, Volpi

### Common Guilds

Sailors, Huntsmen, Paladins

The Heitha believe that this final High King, Fyurstir I, took his 22 finest warriors to awaken and battle the Titan-Goddess Shesha, leading to centuries of conflict for control of the seas between the Heitha’s Heithjarl Armadas and the Morians’ Corsair Fleets. In the absence of the High King, the Heithjarls, who are Clan Leaders or sea-faring Captains that have bested their predecessors in challenges, rule the Mark. A Steward is elected from among these Heithjarls to administrate all others, serving as a faux ‘King’.

### Jarldom of Tonnelund

The Jarldom of Tonnelund is the heart of the Heithmark, in truth, boasting the power of a city-state. Housing the Heitha Humans and Laore-Glas, the inhabitants are sustained by the flesh of slain beasts and sea-flora. One of Tonnelund's most notable features is its shipyards, which are renowned throughout Omnia for producing the most durable, maneuverable, and capable seacrafts as well as breeding the greatest sailors to man the mighty fleet. This has allowed Tonnelund to contest Moonsrest’s Corsair Fleets for centuries, despite the Morians’ mastery over waves. Additionally, Tonnelund’s Laore-Glas produce Omnia’s Order of Huntsmen. Masters of the Bestiary, these monster hunters work out of Tonnelund’s Ashen Hall. Many infamous Laore-Tel Unseen, a secretive and skilled group of hunters, trace their origins back to the training received in Tonnelund's Ashen Hall.

## The Marigold Forest

The Marigold Forest, located in the northeastern region of Verloren, is known as Omnia's most infamous woodland, inspiring many an artist and minstrel over the centuries with its fairytale-like appearance. All of the forest’s flora stems from a rhizome, part of a larger whole, as all forestry growing here is connected by an unseen hivemind which Laore-Tel ecologists have labeled ‘The Superorganism’. According to their theories, the Superorganism is a central tangle of roots buried deep beneath the Widow's Woods at the heart of the forest, with each tree acting as one of its branches. Blackhallows holds the most significant control over the region, though as of late a Sanctuary within the Widow’s Woods has bloomed to reveal the Agria peoples.

## Blackhallows

### Principality of Blackhallows

Blackhallows, located at the eastern edge of Verloren, is known as the "Land of the Lawless." Originally, Blackhallows housed a Human Kingdom that was in strong contention with its neighbor, the Protectorate of Verendell. However, during the Aegis War, it was conquered by the Laore-Hoj, and the Emergence decimated the Kingdom's architecture. Eventually, the Laore-Hoj returned the territory to Human settlers as part of the Long Peace Treaty signed by their Archon. In the successive two centuries and establishment by the Farfolk upon this vale of abundant natural resources, Blackhallows contested Verendell’s glory as the “Blackened Jewel” of the Verloren.

However, this glamor faded as Blackhallows’ greatest export, the timber of the Black Cypress, was driven to near extinction by House Lark and their Logging companies. Patronage to the arts which once freely fuelled House Ventiaceli’s “Opera de’ Noir” Theatre, instead lined the pockets of Mercenary Bands that made Blackhallows their home, seeding a culture of organized crime and force. As a result, Blackhallows produces some of Omnia’s greatest mercenaries and criminals. Today Blackhallows is ruled by the “Five Princes” in place of the “Sovereign,” a vacant position last held by the Lark Family. This Principality has a unique relationship with the man-eating Striga, with residents having suffered the ‘Cruor Stigma’ repeatedly over the centuries.

## Widow's Woods

### Widow’s Woods

Whereas the Marigold Forest is described as a living fairytale, the Widow’s Woods are its grimm conclusion. Located deep in the heart of the Marigold Forest, north of Blackhallows; the Widow’s Woods have caused the doom of countless adventurers and treasure hunters, leaving their partners widowed and earning its name. The Widow’s Woods are known as the “adventurer’s graveyard”, largely unexplored and rife with undiscovered ancient treasures, yet far more treacherous than the rest of the Marigold Forest.

The woods host a twisted and rigid woodland crowned by an alien and unnatural arbor. The skies above are perpetually dark, shrouding the Woods in a nighttime gloom that is only slightly brightened by the presence of native luminescent algae and fungi. The Widow’s Woods remain undisturbed by all but the most brazen intruders, making them as dangerous as the Jinxian Wilds.

Only the Agria are left unharmed by these Woods, as they and their Sanctuary located at the Woods’ heart are intertwined with the Superorganism buried deep below.

## Oasis

### Common Guilds

Performers, Adventurers, Merchants

Located at the furthest corner of northwestern Minnaar, the Bogonian Wastes remain one of Omnia’s most isolated regions. Shielded from the nourishing rains of the east by the Stalwart Mountain Peaks, this arid and inhospitable environment fails to support any flora other than cacti and the occasional acacia tree. Despite the harsh conditions, the Bogonian Wastes hold a wealth of hidden archeology beneath the sands, centered around an unnamed and forgotten Titan of ancient myth. Preserved sandstone ghost cities are interspersed by the vibrant shanty towns of the Nomani and their caravan fleets, typically found circling the Oasis known as “Sveralda’s Eye.”

### Oasis of Sveralda’s Eye

Sveralda’s Eye, known to many as just “The Oasis” of the Bogonian Wastes, is the only source of water for many miles of the vast desert region. Originally a natural watering hole, the Oasis is sustained by the charismatic culture of unity among the Nomani, where countless Sorcerers and Alchemists come together to perform rituals of comradery, pooling their magics and sciences to foster the Oasis' existence against the scorching heat of summer. During colder, wetter seasons, the smaller pond expands greatly, sparking countless celebrations of success and relaxation.

These practices began with Sveralda, one of the first Nomani who branched from Farren culture to embrace a more nomadic, spiritual, lifestyle upon encountering the forming Ashavan and their unique culture. As a result, the Oasis produces some of Omnia’s greatest performers and merchants. Sveralda became the first ‘Padishah’, Great Shah of the Moving City. The Padishah is the spiritual heart of the Nomani people, around whom they may always form a home.

## The Latchdon Canyonlands

Located north of Grimrook pass beyond the mountainous veil of snow and pines, the Latchdon Canyonlands are a collection of valleys and cliffs easiest traversed by airship than by horse. Adorned with a pristine, alpine wilderness unlike any other in Omnia, this region is dominated by the Ashavan who first landed here. This region is rare for boasting next to no Pre-Emergence ruins, settled upon only by the Chiefdom of Valoo after the Emergence, recognising its abundance of freshwater wildlife and protective cliffs. The skies above the region are home to a world of their own, interconnected by masses of colorful airships that are said to circulate around mythical floating islands of the Titan-God Naviik’s creation.

## Valoo

### Chiefdom of Valoo

Perched above the canyons in nest-like designs, the Chiefdom of Valoo is the Ashavan’s ancestral home. Built from mineral compounds to make concrete, the spires of Valoo soar to heights unknown to Omnia. Amidst the creaking supports of the Ashavan communal nests, the feathered-folk live out their lives as one homogenous community, nurturing their young and crafting their famous pottery. As such, the Chiefdom is ruled by a flock of Chiefs, each belonging to one of the Ashavan subraces and acting as the voice of opinion for their respective subrace.

The introduction of non-natives to Valoo, namely the Nomani, has led to the creation of precarious bridges and ladders lining the cliffs of  winding canyons. The Chiefdom produces Omnia’s greatest adventurers and explorers, capable of traversing Omnia from skies above. Largely bolstered by the Chiefdom’s Flight School, where Ashavan and non-Ashavan alike are trained to use the unique technology of Gliders. In addition, the Chiefdom fosters close ties with the Talamh of the Low Kingdoms, trading the knowledge of concrete creation for upgraded airship technology, elevating simple air balloons to complex skyships.