<!-- Google tag (gtag.js) --> <script async src="https://www.googletagmanager.com/gtag/js?id=G-G26W6267FY"></script> <script> window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'G-G26W6267FY'); </script> **[Home Page](Home%20Page.md) / [Verum](Verum.md) / [Corvanis](Corvanis.md) / [Corvanis Character Creation](Corvanis%20Character%20Creation.md)** # <center><font size="-1">Quick Access Regions</font></center> >[!column|5 center clean no-i nmg no-t] >> [!info|no-t clean no-i nmg] >> - [The Broken Oaks](The%20Broken%20Oaks.md) >> - [The Demon Wastes](The%20Demon%20Wastes.md) >> - [The Endless White](The%20Endless%20White.md) > >>[!info|no-t clean no-i nmg] >> - [The Fallowlands](The%20Fallowlands.md) >> - [The Free Cities](The%20Free%20Cities.md) >> - [The Ice Flows](The%20Ice%20Flows.md) > >>[!info|no-t clean no-i nmg] >> - [The Misted Lands](The%20Misted%20Lands.md) >> - [The Pale City](The%20Pale%20City.md) >> - [The Razor Cliffs](The%20Razor%20Cliffs.md) > >>[!info|no-t clean no-i nmg] >> - [The Silver Coast](The%20Silver%20Coast.md) >> - [The Three Kings](The%20Three%20Kings.md) >> - [The Twilight Hills](The%20Twilight%20Hills.md) > >>[!info|no-t clean no-i nmg] >> - [The Twisting Pines](The%20Twisting%20Pines.md) >> - [The Weeping Lake](The%20Weeping%20Lake.md) # <center>Corvan Geography</center> ### <center>Regions</center> ## [The Broken Oaks](The%20Broken%20Oaks.md) The Broken Oaks was once a thriving thick forest, filled with life, however over the last few hundred years, it has been ravaged by war and curses. The pieces of the forest that were not harvested for war were lost to cursed soil and now the shadow of the forest that was clings to life in this unforgiving wild. The people that can be found there are mostly travelers trying to get through it. However, there are some that still hold on to some semblance of home in this place. There is one singular bastion of civilization within the cursed realm of the Broken Oaks and that is the Lonely Inn ruled by Elrond Truefire, a retired adventurer. The Lonely Inn serves as the unofficial adventurer’s guild of Corvanis. ## [The Demon Wastes](The%20Demon%20Wastes.md) The demon wastes are a sandy wasteland of demons enclosed by great mountains, guarded by orc tribes, and a vast barrier maintained by Mytheria's faithful. The Demons closer to the center are stronger, tireless, and ever hungry. ## [The Endless White](The%20Endless%20White.md) The northern most tip of Corvanis is an unforgiving tundra known as The Endless White. Massive in its size, as it is cold, it is a place where few can make their living. But many do just that. In the watchful gaze of the Fortress city of Mournhowl, the tundra is used by many not just as a road but a place of hidden bounties. From the white washed forests, to the mineral rich caverns and bounty of the sea of ice, there is more to this place than there seems to be. The Endless White is a massive tundra filled with icy aisles that weave along glaciers, an open tundra, and white-crested mountains known as the King’s Rest Mountains. Secluded away at the top of the King’s Rest Mountains lies the great city of Mournhowl. Writ from stone and hewn from rock, the impenetrable and indestructible city of Mournhowl lords over all within the mountains. It is here a culture of commitment to one’s family and indeed the importance of the ancestral spirit was a practice that was adopted. For many in Mournhowl are able to see the great lights that appear along the edge of the horizon and the coldest places in the Endless White. ## [The Fallowlands](The%20Fallowlands.md) The Fallowlands are a massive swamp on the eastern edge of Corvanis. It contains the ruins of an ancient kingdom that once ruled the East and is filled to the brim with forgotten castles, forts, and remnants of the Barrowking. The three primary settlements of the Fallowlands are Aldafife (the Old Capital), Whisper Wood, and Dark Lake. It is rumored the veil between realms is weaker in the Fallowlands due to the abundant use of magic by the Court of the Barrowking. ## [The Free Cities](The%20Free%20Cities.md) The Free Cities are composed of three cities. The first is Halehorn to the far north, Twist River in the center, and then Saphira, the City of Sapphires, to the South. Each of the three Free Cities is a city-state in their own right with their own dominion and sovereignty. The Free Cities are united against external threats through an ongoing military alliance to deter any potential invaders. The Free Cities allow all religions to congregate within their lands including the Church of Mytheria. ## [The Ice Flows](The%20Ice%20Flows.md) The Ice Flows serve as a natural border between Mournhowl and The Pale City. It is a series of ice rivers and glaciers to the north and center and on the southern section. The people that live there, deal with an uneasy freedom of their religion from the Church of Mytheria, due to the political truce between The Pale City and Mournhowl. The people of this area enjoy trade and relative peace. However, rising tensions between The Pale City and Mournhowl threaten this peace and the people of the Ice Flows are cautious and preparing to ride out the coming storm. ## [The Misted Lands](The%20Misted%20Lands.md) The Misted Lands is filled with dense jungles and verdant life. It is also home to the elves of Corvanis. The Church of Mytheria was never able to find a foothold into the Misted Lands during its 500 year rule. As a result, the Misted Lands is considered a sanctuary for those that consider themselves apostates. However, even here there are politics and rules that must be followed. There are three major druidic factions that govern the Misted Lands. Each of the three circles have different requirements, castes, and belief structures. ## [The Pale City](The%20Pale%20City.md) The Pale City is the most dominantly Mytherian region named after the capital city of the same name. It is located in the north-eastern portion of the continent, and from there all of the Church of Mytheria's influences span across the continent. ## [The Razor Cliffs](The%20Razor%20Cliffs.md) The Razor Cliffs are named after the sharp shale rocks broken and twisted along its coastline. The coast itself is unforgiving with very few places to berth and dock. The Razor Cliffs are home to three cities that are legendary for their warriors and indeed equally as such for their aggression. Gwen’s Gambit, Edgington, and Lafet have long since fought each other as rivals along the sacred stones at the center of the cliffs. However, their ancient traditions and subsequent service to the Church of Mytheria were halted by a singular tower that seemed to appear out of nowhere. The Wayward Tower emanated a storm of terrible magic, not of demonic corruption, but of the undead. Corpses walked and rose from the strange murky marsh around the tower and pushed out among the Razor Cliffs. In the modern day of Corvanis, the three cities along with an alliance with the Church have dedicated themselves to the scientific study and the defeat of the undead menace. However, the Wayward Tower still remains unconquered. Its power not to be toyed with. ## [The Silver Coast](The%20Silver%20Coast.md) ## [The Three Kings](The%20Three%20Kings.md) The Three Kings region is comprised of the Regency of Shaderow, the Kingdom of Flanderton, and the Collective of Saltbriar. The Three Kings, as they are collectively called, were until recently bitter rivals even more so than the Free Cities and were content to fight and squabble among themselves. However, once the Church lost its stranglehold on the continent, they have since decided to ally together to prevent the Church from pressing in on their territory any more than they already have. ## [The Twilight Hills](The%20Twilight%20Hills.md) The southwestern hills of Corvanis are called the Twilight Hills due to the minerals found in its natural resources, these crystals, glow with the mana of the land in a natural form that is both spiritual and powerful. In the ancient past, a monastery once overlooked the valley and protected the people and used the resources of the hills to fuel their combat arts, however with the rise of Mytheria, the monks of the Sunshadow monastery were subjugated and ultimately erased completely, save for the remnants of their monastery itself and the lessons that the people have inherited. However, the twinkling lights of the Twilight Hills at night have been haunted by a shadow and the fall of the church has allowed something to awaken once more. Many of its locals believe the twinkling lights in the hills are the spirits of their ancestors watching over them to this day. The Leaky Bucket Inn is famous for its traveling bards and less reputable denizens. The Brass Baron's estate can be found to the north of the Twilight Hills. ## [The Twisting Pines](The%20Twisting%20Pines.md) The bordering wilds of The Endless White and The Broken Oaks, there lies a section of hard country that contains hidden secrets and forgotten pasts. The Twisting Pines is a home only to the vagabond, the brigand and the wanderer. Its cruel twisting paths and thorny trees offer little refuge except to the hardest of travelers. The Twisting Pines are rumored to contain remnants of old dwarven cities, traitor orcish tribes, and hidden hermits rumored to contain the secrets of Corvanis. ## [The Weeping Lake](The%20Weeping%20Lake.md) The Weeping Lake region consists of Mistyvale, Dukeport, Hykyo, and at its center, Isola. The Weeping Lake is rumored to contain secrets hidden deep beneath its depths. These rumors range from enormous serpents, giant crabs, and all other sorts of dangers. The city of Isola, also known as the Dark City, dominates the Weeping Lake. It acts as a dominating force of the waters of the lake, which has a greater purpose. A center of trade for most of the area and the bounty of the lake is creates a source of wealth for all those that live upon it. The Church has had very little presence within the weeping lake, due to the difficulty of fighting the more water accustomed natives and as such Isola was never fully conquered by the Church of Mytheria. Isola is rife with organized crime due to its lax morals and seedy underbelly. Isola is home to the Weeping Blades Assassin’s Guild of Corvanis. This not so unknown secret has been used many times by powerful nobles in order to try and remove rivals. The Weeping Blades can be found all throughout Isola and are protected by its Duke.