Althaea

Althaea

Althaea is a land of mystical intrigue, political savagery, civil war, forgotten lore, and new discoveries to be made. It is an entire universe forged by its creators: the characters.

5,149 readers have visited this universe since Maree created it. The 275th, and babbysama are listed as curators.

Introduction

ALTHAEA
Althaea is a game where everything and anything possibly conceivable of the mind is allowable. It is a place to release creativity and build upon the skeleton of a world brought before you. Everything action, or word, and possibly thought made by a character will affect the world of Althaea. The entire fate of Althaea is decided solely on the characters that inhabit it, created by you. The world will be molded by their hands, or crushed.

The Genre of Althaea
The genre of writing that Althaea falls into does not exactly exist in a specific definition aside from fantasy. However, science fiction, paranormal fiction, and any other fiction is allowable. Fantasy is merely the largest and most general genre which covers the imaginations of writers.

The Geography of Althaea
The geography of Althaea changes. As stated before, when the roleplay began a bare skeleton was given to start off the players. From there on, after the foundation was laid, the vast geography of Althaea was built solely by the players and their contributions to Althaea via In Character interactions.

For more information on Geography and where you can role play, see the Places Tab.


More Information on Althaea
Culture, Religion, Factions, Nations, and every other element that creates a complex world was also created by the players that have given their precious time and effort to this immense role play universe.

Toggle Rules

Characters: There are not many rules when it concerns characters and their creation. All the Game Maker asks is that the characters originate somewhere on the world of Althaea, keeping the originality of the role play. There is no skeleton, template, or what-have-you that needs to be made in order to submit a character. There is no approval needed in order to start playing your characters in Althaea!

Factions, Nations, Groups, Organizations: If a player decides to submit a nation, or a type of group for the role play, please add it to the Groups Tab.

NPCs: There are no NPCs excluding bartenders, faceless crowds, bystanders. NPCs do not have names. If they are named those NPCs must be made characters by the one who named them. Those who run nations, groups, factions, etc do not play the entire army, group, organization! The only possibility of playing an entire group would be for that player to create and play every single character involved. Include other players into your groups!

Posting and Writing: Posts do not have to be perfect but the Game Maker does expect effort! Take your time and attempt to develop your writing skill. Take constructive criticism to heart if it is shared by the more experienced players. Placing posts in the correct Places is also important. Double check to see where you are posting if doing so via the Activity or Posting Tab.

And as always, RolePlayGateway's rules are enforced in this role play.

Browse All » 53 Settings to roleplay in

The Courtyard of Iracot

The Courtyard of Iracot by Maree

The God-Queen's Dais is a vast courtyard that can hold almost the entirety of Iracot's citizens.

The Crimson Fox

The Crimson Fox by MidnightNoir

A tavern owned by Selwyn Austaire, the Magistrate of the Merchant District and holder of the Merchant Throne.

Althaea

Althaea by Maree

A planet in the far reaches of the galaxy. It orbits a single star named Solarii and has four moons named Alatar, Pollux, Tarandi, and Eridu.

Viridian

Viridian by Maree

The southern continent of Althaea surrounded by the Viridian Sea, Sanguine Sea, the Sea of Menia, and the Sea of Rhylie.

Estisia

Estisia by Maree

The Western continent of Althaea bordered by the Casta Sea, the isles of Tirione, The Sea of Anes, and the Sanguine Sea.

Caerda

Caerda by Flarezone

The Northen continent of Althaea bordered by the Sea of Casta, the Sea of Wrecks, the Furnace Waste, and Zaddushol Highlands.

Sharakzah

Sharakzah by Maree

The Eastern continent of Althaea bordered by the Dragon Sea, the Sea of Rhylie, Viridian, the Sea of Wrecks, and the continent of Caerda.

Isles of Tirione

Isles of Tirione by Maree

A chain of isles that connect Estisia and Caerda bordered by the Sea of Casta and the Sea of Anes.

Iracot; The City of Thrones

Iracot; The City of Thrones by Maree

Iracot is the largest city on the continent of Viridian and its Capitol. It sprawls out on the western most tip of the land, surrounded by the Sea of Menia on three sides.

The Haunted Weald

The Haunted Weald by Maree

A sprawling strand of woods that spreads eastward, away from Iracot; City of Thrones.

Calda Woods

Calda Woods by Maree

A patch of woods heavily traveled by merchants passing from Iracot to other cities and towns for trade.

Pafeld

Pafeld by Maree

A small fishing town on the northern side of Viridian.

The Ruins of Boywick Tower

The Ruins of Boywick Tower by Maree

An ancient tower that was once a stronghold for Viridian before the Theocracy was born. Now it lays forgotten and crumbles more each passing year.

The Dryad Woods

The Dryad Woods by Maree

A patch of woods with mystical beings known as Dryads. Only those who travel without fear dare to cross into the woods.

Ithiliel

Ithiliel by Maree

A city in the trees, created by elves who loved the woods thousands of years ago.

Glassdust Waste

Glassdust Waste by Maree

The furthest point North on the continent. It is the border between Sharakzah and Viridian; a desert wasteland where no one but the nomads can bear to habituate.

The Agricultural Ward

The Agricultural Ward by Maree

This is where the food industry is largely located in Iracot. Machine and Magick work together in order to produce nutrient rich foods for the people of Iracot, and the smaller townships of Viridian, for those that can afford it.

The Merchant Ward

The Merchant Ward by Maree

his is where trade is mostly held in Iracot. Stalls, stores, and street vendors are prevalent throughout the streets of this districts, all attempting people to buy their goods at outrageous prices.

The Guild Ward

The Guild Ward by Maree

The Guild Ward is one of the more flamboyant wards of Iracot. The buildings change according to their purpose, ranging from merchants, mercenaries, explorers, historians, wizards, or even race specific guilds.

The Residential Ward

The Residential Ward by Maree

Most homes in Iracot are found in the residential ward. The houses in the ward range from expansive and architecturally grand homes to houses that seemed to be thrown together with mud and sticks.

The Educational Ward

The Educational Ward by Maree

The schools of Iracot are located in this district. All schools are divided by age of the attenders, humanoid or non-humanoid, profession, and other factors.

The Military Ward

The Military Ward by Maree

The might of Viridian is born and sustained in the military district of Iracot. Here lies the barracks and main training facilities. A special university is located here as well for those who wish to become Officers or Generals in the God-Queen's army.

The Pleasure Ward

The Pleasure Ward by Maree

This district is the most visited district in all of Iracot. Travelers far and wide will come to Iracot, solely to experience the debauchery of the pleasure ward. Some who arrive never leave again.

Palace of Iracot

Palace of Iracot by Maree

At the heart of the city is the Iracot Palace, home of the God-Queen Sarene Iracot.

Darkridge Fortress

Darkridge Fortress by Flarezone

The mighty black iron fortress carved into the heart of the tallest mountain, where the Necromancer sits on his false thrown.

Jericho City

Jericho City by Flarezone

A sprawling metropolitan city which was the original capitol of the realm.

The Fallen Plains

The Fallen Plains by Flarezone

A vast open land, littered with dozens of ruined/abandoned villages. Many rebel militia and clans call this place home. Constantly fighting for territory.

Malice Woods

Malice Woods by Flarezone

A massive forest, this place never sees the light of day. Its thick trees and overgrowth make it a place forever covered in shadow. Filled with monsters and wildlife which stretch the limits of the imagination.

Obero Swamp

Obero Swamp by Flarezone

This place is a relatively secluded place at the far eastern edge of the continent. Many different races co-exist here. Attempting to escape from the violence in the west.

Dracul Mountains

Dracul Mountains by Flarezone

A large mountain range in the north, they are impassible. As noone has ever succeeded in crossing the massive snowy peaks. Legend has it that a large community of giants roam this place...

Arrow Mountains

Arrow Mountains by Flarezone

A highland jungle type place, these mountains contain scattered temples, lost cities and giant animals that are the size of dinosaurs.

Naroth Forest

Naroth Forest by Flarezone

A large forest north of the Obero Swamp. Those who call this place home have carved civilization from within the giant trees themselves. This is considered a "sacred land" by the Elves and they hate intruders

Tower of Janus

Tower of Janus by Flarezone

A large tower-like city which is probably the most diverse place in the region. The Necromancers Demonic hordes have attempted to invade several times but to no avail.

The Estisian Massif

The Estisian Massif by babbysama

A vast swathe of jungle, wetland, and savanna that stretches from the Etsuyo Delta to the foothills of the Oidamat Range.

Celocombo

Celocombo by babbysama

A city-state lying along the Khumaja River in the central wetlands. Renowned for its silk and for the Ritualists, an order of magisters skilled in the art of ancestor magicks. One of the most crucial affiliates of the Amber League.

The Republic of Léonnes

The Republic of Léonnes by babbysama

A state lying along the Casta Sea in the southern plains of the Massif. Famed for their shrewd merchants, naval superiority, and their neutrality.

The Gowa Confederacy

The Gowa Confederacy by babbysama

A waxing commercial and military federation of city-states and commonwealths in the eastern jungle highlands, with its capital at Gowa, the Jasmine City. Their principal rival is the Amber League.

The Kingdom of Yhunkir

The Kingdom of Yhunkir by babbysama

An influential kingdom in the northern foothills, at the very doorstep of the Oidamat Range. A foremost member of the Amber League, they are known for their fearsome archers and javelin throwers, and are guaranteeing the independence of Celocombo.

The Etsuyo Delta

The Etsuyo Delta by babbysama

A broad floodplain dominated by the Etsuyo River--one of the longest in the world-- flowing towards the Casta Sea, and the many peoples that live along its course.

The Oidamat Range

The Oidamat Range by babbysama

Known in folklore as "The Roof of the World", these mountains are the traditional partition that separates North and South Estisia. With transit only available on a narrow seasonal basis through the mountain passes, the Oidamat is a formidable obstacle.

The Banti Corridor

The Banti Corridor by babbysama

A broad valley lying at the western terminus of the Oidamat along the Sanguine Sea. The Corridor has had immense commercial and strategic importance throughout history, and is the nexus of three of the Seven Great Roads.

The Tchanu Desert

The Tchanu Desert by babbysama

An endless, sunbaked expanse, of whispering dunes, volcanic plains, and bleached salt pans lying the shadow of the Oidamat Range, populated only by the flotsam of forgotten empires and hardy desert peoples.

Wadi Bhudrá

Wadi Bhudrá by babbysama

One of the many Wadis in which the desert nomads shelter. Famous as the site of Prince Hdalma's pavilion.

The Topaz Coast

The Topaz Coast by babbysama

A riviera at the edge of the Tchanu Desert along the Sea of Anes.

Lake Ram-Nibo

Lake Ram-Nibo by babbysama

A large, shallow endorheic lake at the very edge of the Topaz riviera. The Lake has long been a summer hermitage for desert nomads searching for both water and asylum from the heat. More a series of wetlands than a lake, Ram-Nibo is often dry in winter.

Isé-of-the-Lotus

Isé-of-the-Lotus by babbysama

The capital of the small Halidom of Isé, Isé-of-the-Lotus is the crown jewel of the Topaz Coast. Its deep harbor on the Bay of Abela has made it a popular port of call and shipping hub, and being the only major city in the region, a crucial caravan stop.

The Plains of Yuna'a

The Plains of Yuna'a by babbysama

A broad land of steppe and scrubland, dominated by the course of the Huanpada River. Renowned for their horse-rearing and fertile tribal river culture, the Plains are home to prosperous urban and pastoral life alike.

The Rivogloné Marches

The Rivogloné Marches by babbysama

A marshland in the interior of the Plains of Yuna'a inhabited by the Ghaupí people. The site of an ancient battle, it is said that the ghosts of Jio'qun the Conqueror's armies still roam the marches, hunting for the body of Prince Makhina.

The Yul Range

The Yul Range by babbysama

A chain of mountains rising in the Plains and running to the coast on the Sea of Jurda, at the very southern terminus of the continent. It is home to a multitude of tribal mountain peoples, but they are scattered and largely at odds with one another.

Bara's Camp

Bara's Camp by babbysama

A neutral zone and trading post at the foot of the Yul Range that is the stopping point of the very few caravans that venture here. Many tribes winter here, for none can endure the roaring ice and snow of the mountains during that season.

The Isle of Halbus

The Isle of Halbus by babbysama

Little more than a pile of rock and ice in the obscurity and icebergs of the Sea of Jurda, the Isle of Halbus marks the southernmost point of the continent of Estisia.

The Story So Far... Write a Post » as written by 13 authors

Characters Present

Character Portrait: The God-Queen's Knights Character Portrait: Lorraine Morellus

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#, as written by Maree
Lorraine slapped Cyrus across the face as a parting gift. It was half a punishment for flying so recklessly and asking so bluntly if she would sleep with him. Of course, Lorraine has suggested as much on the airship but that was just a way to convince the man to take her to the ground.

After she walked away a few paces, Lorraine turned around and blew a kiss to Cyrus. The poor man was just another confused soul left in the wake of Lorraine. He was not the first and would not be the last. The red-headed and fiery woman turned around a corner and disappeared.


The thick haired wolf placed its snout against the stone of the tunnels running beneath the Palace of Iracot. It was a massive creature with paws as large as a man's face. Its fur was an outstanding shade of red with gold eyes peering through the darkness of the tunnels. A growl rumbled low in its throat as the trace scents of blood filled its nostrils.

The red wolf bolted down the tunnels, taking turns that led it directly to where Nyvereth was suppose to be picked up. The smell of blood grew stronger and more distinct as the wolf bounded through the underground passages. There were different smells too; different scents intermingling.

The wolf picked up speed.


At the end of the tunnel Shein was walking down, there was a fork. He could either go left or right, or turn around. It was still several paces before he had to choose.

A shadow emerged from the right passage; a giant wolf with blood red fur. A growl echoed down the earthen hall. Those golden eyes peered at the man holding Nyvereth's body in his hands. Pearl white teeth showed as the wolf's maw pulled back in a gruesome grimace. The hair on its hackles rose and the wolf poised to attack.

The setting changes from Palace of Iracot to The Crimson Fox

Setting

Characters Present

Character Portrait: The God-Queen's Knights Character Portrait: Cordelia Ightlor Character Portrait: Selwyn Austaire Character Portrait: Ianthe al-D'éon Omar

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Ianthe wet his lips with a light swig of wine, and searched Naya's visage with careful inspection. A touch of desire, perhaps? To hold it in her own hands...to feel its warmth about her own neck... And who would not be prey to such a yearning? She was, after all, still a woman, a beautiful one at that. And, Ianthe suspected, still subject to all a woman's desires. Perhaps she was imagining herself "sending a parlor into a frenzy", stunning some man she bore some obviously unrequited love. It was impossible that she had acted upon it. No...she allowed it to fester, to ripen into an obsession, a fervent, boiling passion. Perhaps she regarded his every feature with some unimaginable idolatry: the exquisite glimmer of his upper lip, the infinity of his eyelashes, his effortless curls, the tautness of his breeches, the delicious perfume of his body odor after a hard day's ride...Ianthe chuckled inwardly. However, he began to clutch the necklace with an instinctual sense of insecurity, and found himself giving her hands a quick inquiry. Quick hands, he thought, scratching his beard, "Sparrow hands".

Ianthe could always judge a man, or, in this case, a woman, by the nature of their hands. Or at least, a hasty judgement. A quick judgement. A judgement of the hidden self, of the history that is not always intelligible on the surface. A secret judgement. His were hard hands, hands bolstered with many blisters and many scars, hands weathered by the hilt of the hammer and the blade, hands honed by the edge of dirt and rock and labor. "Your hands are so soft, Innés. I love your soft hands". Naya's, though accustomed to the blade, though calloused by knighthood, were sinewy things, long and slim and efficacious and with busy fingers. Hands of a gutter hound, hands of a street urchin, the hands of one not unfamiliar with thievery. He clutched the necklace tighter.

Don't be a fool. She is a God-Queen's Knight. And yet... When has a Knight strayed away from the unsavory? They might parade around their "dignity" and "honor", and parrot their ridiculous code of chivalry, but we all know what they really are. Ianthe did not feel that he was in any particular danger from this one, considering, but he kept all avenues of possibility on the strictest watch. His suspicions were aroused again, however, by the Knight's words. She reddened, in embarrassment, at the notion, and quickly endeavored to hide it with a mouthful of capon, darting back to her seat. Ahh...right again. A chorus of shattering glass rang through the air, inciting some garbled chortling. A spry young member of the chamber orchestra had taken up his fiddle and accompanied a well hydrated tavern wench as she hiked up her skirts and began to strut upon the top of a table. The courser Knights and aristocrats, with flagons in hand, sung along in lilting unison; it was a bawdy, of course, though one well suited to the bourgeoisie..."A secret warm kiss and a bodice unclasped, a laugh and a sigh as she sits in your lap, the moonlight will shine through the velveteen gap, and the father will be mad in the morning!"

It have tarried far too long. It is well past time that I got what I wanted and left this farce behind me, Ianthe thought, and, more importantly, well past time that I found someplace to pass the night. "Ahh...you are ravished by the sapphire, eh?" Ianthe asserted, tearing off a heal of bread from the loaf; then, with a wholesome chuckle, "You are not the first that has come under its sway, nor shall you be the last, believe me! However, I must regrettably inform you that it is not for sale, at any price. Indeed, as you see, it is priceless. Nor can I lease or loan it, for it is of immense...personal value to me. I cannot bear to part with it, I fear; it would be like putting a dagger through mine own heart. Though it would look exquisite at your neck, Ser Naya, no doubt, it is intended for only one. However, I would be delighted if you would visit my workshop. My grasp upon the geography is unfortunately still unacceptably limited, but I am on...Heron Court. A few streets over from this very establishment. I'm sure you know the one. Ah, but you must stop by, if you are still set on a piece. I'm certain that something can be found to suit your fancy. Perhaps, even, a sapphire?" I pray that she does not intend to take me up on that invitation. He wordlessly replaced the necklace once more in the pocket beneath his mantle; immediately upon leaving his grasp, the warm metal began to cool.

He continued, "But, I have told you of my trade, as you requested; thus, it is only natural that you tell me of your's. There was quite a bit of disarray in the city today, was there not? Following the sacrifice, there was such a racket...brawling in the streets...breaking windows...and, some very disturbing words being flung around: 'denouncement' and 'rebellion'. Can you imagine? Well, ser Knight, has the business been put to rest? I assume it is thus, seeing as you are here, and not out there, showing the rabble the edge of your blade."

The setting changes from The Crimson Fox to Palace of Iracot

Characters Present

Character Portrait: The God-Queen's Knights Character Portrait: Lorraine Morellus

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Shein had been walking at a quick pace, and for quite a long time. When he had reached the cross-roads, he was preparing to turn down the way he felt led out. A faint scent of the outside, the barest amount of light. Signs that few unused to pathfinding would notice.

The biggest sign that he was approaching an exit was the giant wolf blocking his way. Skidding to a halt, he stares at the beast. His heart skips a beat. He would die in these halls, he was certain, but he would not go down without a fight.

It was a simple enough matter to aim downrange, with the limited movement possibilities. Shein does so, firing both barrels of the pistol he bore in his hand. Just as he had done when fighting the Succubus, he throws the first pistol into the air, loosing the second and firing both of those barrels.

Against a creature of the size he was fighting, he didn't expect his simple ball-shot to do any damage. He had special explosive rounds for dealing with heavily armored or particularly large foes, but he hadn't brought any with him. Reaching up, he catches the first of the guns. He was backpedaling though; he knew that if those four shots didn't do anything, he had nothing that would.

"I'm sorry, Nyvereth," he mutters to the drained body on his shoulder.

Characters Present

Character Portrait: The God-Queen's Knights Character Portrait: Lorraine Morellus

0.00 INK

#, as written by Maree
There came several loud yelps from Lorraine as she was shot by Shein. The wolf was slowed but not deterred. A fury shown in its golden eyes that seared into Shein. The wolf's ears perked forward when it caught the murmuring of Shein. It hesitated, looking from Shein to Nyvereth's body.

A growl rumbled deep in the wolf's body. It lifted itself from the ground where it had collapsed and it approached Shein. It limped toward him. Blood matted on its fur, darkening the already red hair. It took one step, then two. It chest heaved in the effort it took to simply walk. The wolf bared its teeth at Shein.

It golden eyes landed on the body of Nyvereth and then swooped down over Shein. The growl in the wolf's throat died to a high pitched whine. Its ears drooped. The mark on Shein's arm was noticed by the wolf and it seemed to tame her. It was no longer the bright glow it had been, but a pale image of the feather.

The fur melted away from the wolf as it collapsed back down onto the ground. A woman was left, naked and bleeding from where Shein had shot her.

"She ... marked ... you?" A tear slid from Lorraine's eye and she moaned in pain. Her hand covered a wound in her ribs. Lorraine's eyes rolled in her skull. The woman's body jerked in mild spasms of sheer agony. The shots would not kill her, but it was not a pleasant experience for Lorraine.

Characters Present

Character Portrait: The God-Queen's Knights Character Portrait: Lorraine Morellus

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Just as he had done before, Shein holsters the first gun and begins loading the second, though with one hand it was significantly more difficult. He hadn't even finished ramming the powder before the wolf before him transformed into a woman.

He goes rigid. A Werewolf. He'd heard that they prowled the dark places of the city, but that couldn't have been more than a rumor... and yet, here before him was one, and he had shot-wounded it. "She... marked... you?" It asks, before moaning in pain and collapsing.

The other gun falls to the ground. It was the first time since he'd left training that he ever let one of his guns fall. He stares for a moment longer at Lorraine, before he holsters his half-loaded pistol and stoops to pick up and do the same to his other one. "She did," he responds simply. He didn't even really register that she was naked. He was half blinded by the bright flash of his guns in the darkness, and was letting himself adjust. He could see the dimly glowing lights of the woman's eyes, however.

Stoic as any good Knight, he walks over to her and picks her up by the waist, grunting as he lifts her up over his shoulder. The two women were almost too much for him to carry, but with one dead and the other possibly dying, he had to trudge on. And so he does, back down the passage Lorraine had come from.

The setting changes from Palace of Iracot to The Crimson Fox

Setting

Characters Present

Character Portrait: The God-Queen's Knights Character Portrait: Ianthe al-D'éon Omar

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Naya sighs somewhat as she breaks her gaze from the gorgeous stone, looking instead to the man. She tries to put on a more lady-like visage, cleaning her face of the food and sitting upright. Swallowing, she looks him in the eye for a moment, before being unable to stand that any longer. Instead she chooses his forehead. "I would love to see your other offerings," she says evenly. It would be a blessing to be away from this party, even if she did tell Calvin she would keep an eye out for their fellow Knight.

"As for my duties... I was on the morning patrols. We are not so few in number that every Knight need be on active duty every waking moment," she says, and that was a truth. "The Night Watch will find the trouble-makers, and they will be dealt with. If they cannot do so, then come morning, I will seek them out." It was a simple matter of fact.

She hadn't really been paying attention to the songs and general revelry around them. Aside from the fact that it was uproarious noise, the content was irrelevant. She also decided not to mention anything more about the beautiful gem, lest she fall into its luster again.

View All »Arcs

Arcs are bundles of posts that you can organize on your own. They're useful for telling a story that might span long periods of time or space.

The Knight-Errands Delivers Grave News

Shein Clovin, the Knight-Errand of the God-Queen's Knights bears a message for Shiabbiaan Xao-Li but first he must withstand the trails of her chambers.

False King of Caerda

When darkness gains a foothold in the realm of Caerda... Who would dare stand against it?

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Welcome home, Promethean. Here, you can manage your universe.

Arcs

Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

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You can create Quests with various rewards, encouraging your players to engage with specific plot lines.

Add Setting » 53 Settings for your players to play in

Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.

Navigation

While not required, locations can be organized onto a map. More information soon!

The Courtyard of Iracot

The Courtyard of Iracot by Maree

The God-Queen's Dais is a vast courtyard that can hold almost the entirety of Iracot's citizens.

The Crimson Fox

The Crimson Fox by MidnightNoir

A tavern owned by Selwyn Austaire, the Magistrate of the Merchant District and holder of the Merchant Throne.

Althaea

Althaea by Maree

A planet in the far reaches of the galaxy. It orbits a single star named Solarii and has four moons named Alatar, Pollux, Tarandi, and Eridu.

Viridian

Viridian by Maree

The southern continent of Althaea surrounded by the Viridian Sea, Sanguine Sea, the Sea of Menia, and the Sea of Rhylie.

Estisia

Estisia by Maree

The Western continent of Althaea bordered by the Casta Sea, the isles of Tirione, The Sea of Anes, and the Sanguine Sea.

Caerda

Caerda by Flarezone

The Northen continent of Althaea bordered by the Sea of Casta, the Sea of Wrecks, the Furnace Waste, and Zaddushol Highlands.

Sharakzah

Sharakzah by Maree

The Eastern continent of Althaea bordered by the Dragon Sea, the Sea of Rhylie, Viridian, the Sea of Wrecks, and the continent of Caerda.

Isles of Tirione

Isles of Tirione by Maree

A chain of isles that connect Estisia and Caerda bordered by the Sea of Casta and the Sea of Anes.

Iracot; The City of Thrones

Iracot; The City of Thrones by Maree

Iracot is the largest city on the continent of Viridian and its Capitol. It sprawls out on the western most tip of the land, surrounded by the Sea of Menia on three sides.

The Haunted Weald

The Haunted Weald by Maree

A sprawling strand of woods that spreads eastward, away from Iracot; City of Thrones.

Calda Woods

Calda Woods by Maree

A patch of woods heavily traveled by merchants passing from Iracot to other cities and towns for trade.

Pafeld

Pafeld by Maree

A small fishing town on the northern side of Viridian.

The Ruins of Boywick Tower

The Ruins of Boywick Tower by Maree

An ancient tower that was once a stronghold for Viridian before the Theocracy was born. Now it lays forgotten and crumbles more each passing year.

The Dryad Woods

The Dryad Woods by Maree

A patch of woods with mystical beings known as Dryads. Only those who travel without fear dare to cross into the woods.

Ithiliel

Ithiliel by Maree

A city in the trees, created by elves who loved the woods thousands of years ago.

Glassdust Waste

Glassdust Waste by Maree

The furthest point North on the continent. It is the border between Sharakzah and Viridian; a desert wasteland where no one but the nomads can bear to habituate.

The Agricultural Ward

The Agricultural Ward by Maree

This is where the food industry is largely located in Iracot. Machine and Magick work together in order to produce nutrient rich foods for the people of Iracot, and the smaller townships of Viridian, for those that can afford it.

The Merchant Ward

The Merchant Ward by Maree

his is where trade is mostly held in Iracot. Stalls, stores, and street vendors are prevalent throughout the streets of this districts, all attempting people to buy their goods at outrageous prices.

The Guild Ward

The Guild Ward by Maree

The Guild Ward is one of the more flamboyant wards of Iracot. The buildings change according to their purpose, ranging from merchants, mercenaries, explorers, historians, wizards, or even race specific guilds.

The Residential Ward

The Residential Ward by Maree

Most homes in Iracot are found in the residential ward. The houses in the ward range from expansive and architecturally grand homes to houses that seemed to be thrown together with mud and sticks.

The Educational Ward

The Educational Ward by Maree

The schools of Iracot are located in this district. All schools are divided by age of the attenders, humanoid or non-humanoid, profession, and other factors.

The Military Ward

The Military Ward by Maree

The might of Viridian is born and sustained in the military district of Iracot. Here lies the barracks and main training facilities. A special university is located here as well for those who wish to become Officers or Generals in the God-Queen's army.

The Pleasure Ward

The Pleasure Ward by Maree

This district is the most visited district in all of Iracot. Travelers far and wide will come to Iracot, solely to experience the debauchery of the pleasure ward. Some who arrive never leave again.

Palace of Iracot

Palace of Iracot by Maree

At the heart of the city is the Iracot Palace, home of the God-Queen Sarene Iracot.

Darkridge Fortress

Darkridge Fortress by Flarezone

The mighty black iron fortress carved into the heart of the tallest mountain, where the Necromancer sits on his false thrown.

Jericho City

Jericho City by Flarezone

A sprawling metropolitan city which was the original capitol of the realm.

The Fallen Plains

The Fallen Plains by Flarezone

A vast open land, littered with dozens of ruined/abandoned villages. Many rebel militia and clans call this place home. Constantly fighting for territory.

Malice Woods

Malice Woods by Flarezone

A massive forest, this place never sees the light of day. Its thick trees and overgrowth make it a place forever covered in shadow. Filled with monsters and wildlife which stretch the limits of the imagination.

Obero Swamp

Obero Swamp by Flarezone

This place is a relatively secluded place at the far eastern edge of the continent. Many different races co-exist here. Attempting to escape from the violence in the west.

Dracul Mountains

Dracul Mountains by Flarezone

A large mountain range in the north, they are impassible. As noone has ever succeeded in crossing the massive snowy peaks. Legend has it that a large community of giants roam this place...

Arrow Mountains

Arrow Mountains by Flarezone

A highland jungle type place, these mountains contain scattered temples, lost cities and giant animals that are the size of dinosaurs.

Naroth Forest

Naroth Forest by Flarezone

A large forest north of the Obero Swamp. Those who call this place home have carved civilization from within the giant trees themselves. This is considered a "sacred land" by the Elves and they hate intruders

Tower of Janus

Tower of Janus by Flarezone

A large tower-like city which is probably the most diverse place in the region. The Necromancers Demonic hordes have attempted to invade several times but to no avail.

The Estisian Massif

The Estisian Massif by babbysama

A vast swathe of jungle, wetland, and savanna that stretches from the Etsuyo Delta to the foothills of the Oidamat Range.

Celocombo

Celocombo by babbysama

A city-state lying along the Khumaja River in the central wetlands. Renowned for its silk and for the Ritualists, an order of magisters skilled in the art of ancestor magicks. One of the most crucial affiliates of the Amber League.

The Republic of Léonnes

The Republic of Léonnes by babbysama

A state lying along the Casta Sea in the southern plains of the Massif. Famed for their shrewd merchants, naval superiority, and their neutrality.

The Gowa Confederacy

The Gowa Confederacy by babbysama

A waxing commercial and military federation of city-states and commonwealths in the eastern jungle highlands, with its capital at Gowa, the Jasmine City. Their principal rival is the Amber League.

The Kingdom of Yhunkir

The Kingdom of Yhunkir by babbysama

An influential kingdom in the northern foothills, at the very doorstep of the Oidamat Range. A foremost member of the Amber League, they are known for their fearsome archers and javelin throwers, and are guaranteeing the independence of Celocombo.

The Etsuyo Delta

The Etsuyo Delta by babbysama

A broad floodplain dominated by the Etsuyo River--one of the longest in the world-- flowing towards the Casta Sea, and the many peoples that live along its course.

The Oidamat Range

The Oidamat Range by babbysama

Known in folklore as "The Roof of the World", these mountains are the traditional partition that separates North and South Estisia. With transit only available on a narrow seasonal basis through the mountain passes, the Oidamat is a formidable obstacle.

The Banti Corridor

The Banti Corridor by babbysama

A broad valley lying at the western terminus of the Oidamat along the Sanguine Sea. The Corridor has had immense commercial and strategic importance throughout history, and is the nexus of three of the Seven Great Roads.

The Tchanu Desert

The Tchanu Desert by babbysama

An endless, sunbaked expanse, of whispering dunes, volcanic plains, and bleached salt pans lying the shadow of the Oidamat Range, populated only by the flotsam of forgotten empires and hardy desert peoples.

Wadi Bhudrá

Wadi Bhudrá by babbysama

One of the many Wadis in which the desert nomads shelter. Famous as the site of Prince Hdalma's pavilion.

The Topaz Coast

The Topaz Coast by babbysama

A riviera at the edge of the Tchanu Desert along the Sea of Anes.

Lake Ram-Nibo

Lake Ram-Nibo by babbysama

A large, shallow endorheic lake at the very edge of the Topaz riviera. The Lake has long been a summer hermitage for desert nomads searching for both water and asylum from the heat. More a series of wetlands than a lake, Ram-Nibo is often dry in winter.

Isé-of-the-Lotus

Isé-of-the-Lotus by babbysama

The capital of the small Halidom of Isé, Isé-of-the-Lotus is the crown jewel of the Topaz Coast. Its deep harbor on the Bay of Abela has made it a popular port of call and shipping hub, and being the only major city in the region, a crucial caravan stop.

The Plains of Yuna'a

The Plains of Yuna'a by babbysama

A broad land of steppe and scrubland, dominated by the course of the Huanpada River. Renowned for their horse-rearing and fertile tribal river culture, the Plains are home to prosperous urban and pastoral life alike.

The Rivogloné Marches

The Rivogloné Marches by babbysama

A marshland in the interior of the Plains of Yuna'a inhabited by the Ghaupí people. The site of an ancient battle, it is said that the ghosts of Jio'qun the Conqueror's armies still roam the marches, hunting for the body of Prince Makhina.

The Yul Range

The Yul Range by babbysama

A chain of mountains rising in the Plains and running to the coast on the Sea of Jurda, at the very southern terminus of the continent. It is home to a multitude of tribal mountain peoples, but they are scattered and largely at odds with one another.

Bara's Camp

Bara's Camp by babbysama

A neutral zone and trading post at the foot of the Yul Range that is the stopping point of the very few caravans that venture here. Many tribes winter here, for none can endure the roaring ice and snow of the mountains during that season.

The Isle of Halbus

The Isle of Halbus by babbysama

Little more than a pile of rock and ice in the obscurity and icebergs of the Sea of Jurda, the Isle of Halbus marks the southernmost point of the continent of Estisia.

Add Character » 27 Characters played by your community

Character Portrait: Orfea Pathen
Character Portrait: Edward Greaves
Character Portrait: Father
Character Portrait: Sven Khagal
Character Portrait: Frederick Greaves
Character Portrait: Cordelia Ightlor
Character Portrait: Lorraine Morellus
Character Portrait: Magnus Ightlor
Character Portrait: Elana Ightlor
Character Portrait: Shiabiann Xao-Lai
Character Portrait: Ianthe al-D'éon Omar
Character Portrait: Sarene Iracot
Character Portrait: Calor Elohan
Character Portrait: The God-Queen's Knights
Character Portrait: Alber Roth
Character Portrait: Selwyn Austaire
Character Portrait: Orion Serpentyne

Orphanage

By marking a character as abandoned, you can offer them to your players as pre-made character sheets.

Character Portrait: Parem' Zel
39 sightings Parem' Zel played by Flarezone
The Last Descendant of the House of Zel
Character Portrait: Kyros Wrath
2 sightings Kyros Wrath played by Flarezone
Necromancer of Caerda, and overlord of the Demonic Hordes.
Character Portrait: Lucafik
1 sightings Lucafik played by Flarezone
Ancient Demon of the Abyss and prime agent of the Necromancer.
Character Portrait: Melody Graven
10 sightings Melody Graven played by Zodia195
A Musician who's more than she seems
Character Portrait: Wraithen
1 sightings Wraithen played by Flarezone
When the armies of Kyros fail... I will not...
Character Portrait: Ariadne and Endaria
18 sightings Ariadne and Endaria played by Maree
Mirror image twin succubi sisters under the employ of Shiabiaan Xao-Li. DECEASED.
Character Portrait: Nyvereth Drak-Sen
20 sightings Nyvereth Drak-Sen played by Maree
A Drak-Sen; a dragon born into mortal form. DECEASED.

Collectibles

By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.

Events

You can schedule events for your players to create notifications and schedule times for everyone to plan around.

The Forge

Use your INK to craft new artifacts in Althaea. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

Notable Items

No items have been created yet!

The Market

Buy, sell, and even craft your own items in this universe.

Market Data

Market conditions are unknown. Use caution when trading.

Quick Buy (Items Most Recently Listed for Sale)

Open Stores

View All » Places

The Courtyard of Iracot

The Courtyard of Iracot by Maree

The God-Queen's Dais is a vast courtyard that can hold almost the entirety of Iracot's citizens.

The Crimson Fox

The Crimson Fox by MidnightNoir

A tavern owned by Selwyn Austaire, the Magistrate of the Merchant District and holder of the Merchant Throne.

Althaea

Althaea by Maree

A planet in the far reaches of the galaxy. It orbits a single star named Solarii and has four moons named Alatar, Pollux, Tarandi, and Eridu.

Viridian

Viridian by Maree

The southern continent of Althaea surrounded by the Viridian Sea, Sanguine Sea, the Sea of Menia, and the Sea of Rhylie.

Estisia

Estisia by Maree

The Western continent of Althaea bordered by the Casta Sea, the isles of Tirione, The Sea of Anes, and the Sanguine Sea.

Caerda

Caerda by Flarezone

The Northen continent of Althaea bordered by the Sea of Casta, the Sea of Wrecks, the Furnace Waste, and Zaddushol Highlands.

Sharakzah

Sharakzah by Maree

The Eastern continent of Althaea bordered by the Dragon Sea, the Sea of Rhylie, Viridian, the Sea of Wrecks, and the continent of Caerda.

Isles of Tirione

Isles of Tirione by Maree

A chain of isles that connect Estisia and Caerda bordered by the Sea of Casta and the Sea of Anes.

Iracot; The City of Thrones

Iracot; The City of Thrones by Maree

Iracot is the largest city on the continent of Viridian and its Capitol. It sprawls out on the western most tip of the land, surrounded by the Sea of Menia on three sides.

The Haunted Weald

The Haunted Weald by Maree

A sprawling strand of woods that spreads eastward, away from Iracot; City of Thrones.

Calda Woods

Calda Woods by Maree

A patch of woods heavily traveled by merchants passing from Iracot to other cities and towns for trade.

Pafeld

Pafeld by Maree

A small fishing town on the northern side of Viridian.

The Ruins of Boywick Tower

The Ruins of Boywick Tower by Maree

An ancient tower that was once a stronghold for Viridian before the Theocracy was born. Now it lays forgotten and crumbles more each passing year.

The Dryad Woods

The Dryad Woods by Maree

A patch of woods with mystical beings known as Dryads. Only those who travel without fear dare to cross into the woods.

Ithiliel

Ithiliel by Maree

A city in the trees, created by elves who loved the woods thousands of years ago.

Glassdust Waste

Glassdust Waste by Maree

The furthest point North on the continent. It is the border between Sharakzah and Viridian; a desert wasteland where no one but the nomads can bear to habituate.

The Agricultural Ward

The Agricultural Ward by Maree

This is where the food industry is largely located in Iracot. Machine and Magick work together in order to produce nutrient rich foods for the people of Iracot, and the smaller townships of Viridian, for those that can afford it.

The Merchant Ward

The Merchant Ward by Maree

his is where trade is mostly held in Iracot. Stalls, stores, and street vendors are prevalent throughout the streets of this districts, all attempting people to buy their goods at outrageous prices.

The Guild Ward

The Guild Ward by Maree

The Guild Ward is one of the more flamboyant wards of Iracot. The buildings change according to their purpose, ranging from merchants, mercenaries, explorers, historians, wizards, or even race specific guilds.

The Residential Ward

The Residential Ward by Maree

Most homes in Iracot are found in the residential ward. The houses in the ward range from expansive and architecturally grand homes to houses that seemed to be thrown together with mud and sticks.

The Educational Ward

The Educational Ward by Maree

The schools of Iracot are located in this district. All schools are divided by age of the attenders, humanoid or non-humanoid, profession, and other factors.

The Military Ward

The Military Ward by Maree

The might of Viridian is born and sustained in the military district of Iracot. Here lies the barracks and main training facilities. A special university is located here as well for those who wish to become Officers or Generals in the God-Queen's army.

The Pleasure Ward

The Pleasure Ward by Maree

This district is the most visited district in all of Iracot. Travelers far and wide will come to Iracot, solely to experience the debauchery of the pleasure ward. Some who arrive never leave again.

Palace of Iracot

Palace of Iracot by Maree

At the heart of the city is the Iracot Palace, home of the God-Queen Sarene Iracot.

Darkridge Fortress

Darkridge Fortress by Flarezone

The mighty black iron fortress carved into the heart of the tallest mountain, where the Necromancer sits on his false thrown.

Jericho City

Jericho City by Flarezone

A sprawling metropolitan city which was the original capitol of the realm.

The Fallen Plains

The Fallen Plains by Flarezone

A vast open land, littered with dozens of ruined/abandoned villages. Many rebel militia and clans call this place home. Constantly fighting for territory.

Malice Woods

Malice Woods by Flarezone

A massive forest, this place never sees the light of day. Its thick trees and overgrowth make it a place forever covered in shadow. Filled with monsters and wildlife which stretch the limits of the imagination.

Obero Swamp

Obero Swamp by Flarezone

This place is a relatively secluded place at the far eastern edge of the continent. Many different races co-exist here. Attempting to escape from the violence in the west.

Dracul Mountains

Dracul Mountains by Flarezone

A large mountain range in the north, they are impassible. As noone has ever succeeded in crossing the massive snowy peaks. Legend has it that a large community of giants roam this place...

Arrow Mountains

Arrow Mountains by Flarezone

A highland jungle type place, these mountains contain scattered temples, lost cities and giant animals that are the size of dinosaurs.

Naroth Forest

Naroth Forest by Flarezone

A large forest north of the Obero Swamp. Those who call this place home have carved civilization from within the giant trees themselves. This is considered a "sacred land" by the Elves and they hate intruders

Tower of Janus

Tower of Janus by Flarezone

A large tower-like city which is probably the most diverse place in the region. The Necromancers Demonic hordes have attempted to invade several times but to no avail.

The Estisian Massif

The Estisian Massif by babbysama

A vast swathe of jungle, wetland, and savanna that stretches from the Etsuyo Delta to the foothills of the Oidamat Range.

Celocombo

Celocombo by babbysama

A city-state lying along the Khumaja River in the central wetlands. Renowned for its silk and for the Ritualists, an order of magisters skilled in the art of ancestor magicks. One of the most crucial affiliates of the Amber League.

The Republic of Léonnes

The Republic of Léonnes by babbysama

A state lying along the Casta Sea in the southern plains of the Massif. Famed for their shrewd merchants, naval superiority, and their neutrality.

The Gowa Confederacy

The Gowa Confederacy by babbysama

A waxing commercial and military federation of city-states and commonwealths in the eastern jungle highlands, with its capital at Gowa, the Jasmine City. Their principal rival is the Amber League.

The Kingdom of Yhunkir

The Kingdom of Yhunkir by babbysama

An influential kingdom in the northern foothills, at the very doorstep of the Oidamat Range. A foremost member of the Amber League, they are known for their fearsome archers and javelin throwers, and are guaranteeing the independence of Celocombo.

The Etsuyo Delta

The Etsuyo Delta by babbysama

A broad floodplain dominated by the Etsuyo River--one of the longest in the world-- flowing towards the Casta Sea, and the many peoples that live along its course.

The Oidamat Range

The Oidamat Range by babbysama

Known in folklore as "The Roof of the World", these mountains are the traditional partition that separates North and South Estisia. With transit only available on a narrow seasonal basis through the mountain passes, the Oidamat is a formidable obstacle.

The Banti Corridor

The Banti Corridor by babbysama

A broad valley lying at the western terminus of the Oidamat along the Sanguine Sea. The Corridor has had immense commercial and strategic importance throughout history, and is the nexus of three of the Seven Great Roads.

The Tchanu Desert

The Tchanu Desert by babbysama

An endless, sunbaked expanse, of whispering dunes, volcanic plains, and bleached salt pans lying the shadow of the Oidamat Range, populated only by the flotsam of forgotten empires and hardy desert peoples.

Wadi Bhudrá

Wadi Bhudrá by babbysama

One of the many Wadis in which the desert nomads shelter. Famous as the site of Prince Hdalma's pavilion.

The Topaz Coast

The Topaz Coast by babbysama

A riviera at the edge of the Tchanu Desert along the Sea of Anes.

Lake Ram-Nibo

Lake Ram-Nibo by babbysama

A large, shallow endorheic lake at the very edge of the Topaz riviera. The Lake has long been a summer hermitage for desert nomads searching for both water and asylum from the heat. More a series of wetlands than a lake, Ram-Nibo is often dry in winter.

Isé-of-the-Lotus

Isé-of-the-Lotus by babbysama

The capital of the small Halidom of Isé, Isé-of-the-Lotus is the crown jewel of the Topaz Coast. Its deep harbor on the Bay of Abela has made it a popular port of call and shipping hub, and being the only major city in the region, a crucial caravan stop.

The Plains of Yuna'a

The Plains of Yuna'a by babbysama

A broad land of steppe and scrubland, dominated by the course of the Huanpada River. Renowned for their horse-rearing and fertile tribal river culture, the Plains are home to prosperous urban and pastoral life alike.

The Rivogloné Marches

The Rivogloné Marches by babbysama

A marshland in the interior of the Plains of Yuna'a inhabited by the Ghaupí people. The site of an ancient battle, it is said that the ghosts of Jio'qun the Conqueror's armies still roam the marches, hunting for the body of Prince Makhina.

The Yul Range

The Yul Range by babbysama

A chain of mountains rising in the Plains and running to the coast on the Sea of Jurda, at the very southern terminus of the continent. It is home to a multitude of tribal mountain peoples, but they are scattered and largely at odds with one another.

Bara's Camp

Bara's Camp by babbysama

A neutral zone and trading post at the foot of the Yul Range that is the stopping point of the very few caravans that venture here. Many tribes winter here, for none can endure the roaring ice and snow of the mountains during that season.

The Isle of Halbus

The Isle of Halbus by babbysama

Little more than a pile of rock and ice in the obscurity and icebergs of the Sea of Jurda, the Isle of Halbus marks the southernmost point of the continent of Estisia.

The Crimson Fox

A tavern owned by Selwyn Austaire, the Magistrate of the Merchant District and holder of the Merchant Throne.

Palace of Iracot

At the heart of the city is the Iracot Palace, home of the God-Queen Sarene Iracot.

The Educational Ward

The schools of Iracot are located in this district. All schools are divided by age of the attenders, humanoid or non-humanoid, profession, and other factors.

The Guild Ward

The Guild Ward is one of the more flamboyant wards of Iracot. The buildings change according to their purpose, ranging from merchants, mercenaries, explorers, historians, wizards, or even race specific guilds.

Althaea

A planet in the far reaches of the galaxy. It orbits a single star named Solarii and has four moons named Alatar, Pollux, Tarandi, and Eridu.

The Residential Ward

Most homes in Iracot are found in the residential ward. The houses in the ward range from expansive and architecturally grand homes to houses that seemed to be thrown together with mud and sticks.

Iracot; The City of Thrones

Iracot is the largest city on the continent of Viridian and its Capitol. It sprawls out on the western most tip of the land, surrounded by the Sea of Menia on three sides.

The Pleasure Ward

This district is the most visited district in all of Iracot. Travelers far and wide will come to Iracot, solely to experience the debauchery of the pleasure ward. Some who arrive never leave again.

Jericho City

A sprawling metropolitan city which was the original capitol of the realm.

The Agricultural Ward

This is where the food industry is largely located in Iracot. Machine and Magick work together in order to produce nutrient rich foods for the people of Iracot, and the smaller townships of Viridian, for those that can afford it.

The Courtyard of Iracot

The God-Queen's Dais is a vast courtyard that can hold almost the entirety of Iracot's citizens.

Darkridge Fortress

The mighty black iron fortress carved into the heart of the tallest mountain, where the Necromancer sits on his false thrown.

The Merchant Ward

his is where trade is mostly held in Iracot. Stalls, stores, and street vendors are prevalent throughout the streets of this districts, all attempting people to buy their goods at outrageous prices.

Pafeld

A small fishing town on the northern side of Viridian.

The Room of Thrones

In the heart of the palace is the Room of Thrones. This is where the God-Queen receives the Magistrates in order to process business.

The Etsuyo Delta

A broad floodplain dominated by the Etsuyo River--one of the longest in the world-- flowing towards the Casta Sea, and the many peoples that live along its course.

The Oidamat Range

Known in folklore as "The Roof of the World", these mountains are the traditional partition that separates North and South Estisia. With transit only available on a narrow seasonal basis through the mountain passes, the Oidamat is a formidable obstacle.

The Kingdom of Yhunkir

An influential kingdom in the northern foothills, at the very doorstep of the Oidamat Range. A foremost member of the Amber League, they are known for their fearsome archers and javelin throwers, and are guaranteeing the independence of Celocombo.

The Gowa Confederacy

A waxing commercial and military federation of city-states and commonwealths in the eastern jungle highlands, with its capital at Gowa, the Jasmine City. Their principal rival is the Amber League.

The Estisian Massif

A vast swathe of jungle, wetland, and savanna that stretches from the Etsuyo Delta to the foothills of the Oidamat Range.

The Republic of Léonnes

A state lying along the Casta Sea in the southern plains of the Massif. Famed for their shrewd merchants, naval superiority, and their neutrality.

The Banti Corridor

A broad valley lying at the western terminus of the Oidamat along the Sanguine Sea. The Corridor has had immense commercial and strategic importance throughout history, and is the nexus of three of the Seven Great Roads.

Celocombo

A city-state lying along the Khumaja River in the central wetlands. Renowned for its silk and for the Ritualists, an order of magisters skilled in the art of ancestor magicks. One of the most crucial affiliates of the Amber League.

Wadi Bhudrá

One of the many Wadis in which the desert nomads shelter. Famous as the site of Prince Hdalma's pavilion.

The Plains of Yuna'a

A broad land of steppe and scrubland, dominated by the course of the Huanpada River. Renowned for their horse-rearing and fertile tribal river culture, the Plains are home to prosperous urban and pastoral life alike.

The Rivogloné Marches

A marshland in the interior of the Plains of Yuna'a inhabited by the Ghaupí people. The site of an ancient battle, it is said that the ghosts of Jio'qun the Conqueror's armies still roam the marches, hunting for the body of Prince Makhina.

The Yul Range

A chain of mountains rising in the Plains and running to the coast on the Sea of Jurda, at the very southern terminus of the continent. It is home to a multitude of tribal mountain peoples, but they are scattered and largely at odds with one another.

Isé-of-the-Lotus

The capital of the small Halidom of Isé, Isé-of-the-Lotus is the crown jewel of the Topaz Coast. Its deep harbor on the Bay of Abela has made it a popular port of call and shipping hub, and being the only major city in the region, a crucial caravan stop.

Lake Ram-Nibo

A large, shallow endorheic lake at the very edge of the Topaz riviera. The Lake has long been a summer hermitage for desert nomads searching for both water and asylum from the heat. More a series of wetlands than a lake, Ram-Nibo is often dry in winter.

Tower of Janus

A large tower-like city which is probably the most diverse place in the region. The Necromancers Demonic hordes have attempted to invade several times but to no avail.

The Topaz Coast

A riviera at the edge of the Tchanu Desert along the Sea of Anes.

The Tchanu Desert

An endless, sunbaked expanse, of whispering dunes, volcanic plains, and bleached salt pans lying the shadow of the Oidamat Range, populated only by the flotsam of forgotten empires and hardy desert peoples.

Dracul Mountains

A large mountain range in the north, they are impassible. As noone has ever succeeded in crossing the massive snowy peaks. Legend has it that a large community of giants roam this place...

The Military Ward

The might of Viridian is born and sustained in the military district of Iracot. Here lies the barracks and main training facilities. A special university is located here as well for those who wish to become Officers or Generals in the God-Queen's army.

The Haunted Weald

A sprawling strand of woods that spreads eastward, away from Iracot; City of Thrones.

Isles of Tirione

A chain of isles that connect Estisia and Caerda bordered by the Sea of Casta and the Sea of Anes.

Calda Woods

A patch of woods heavily traveled by merchants passing from Iracot to other cities and towns for trade.

The Ruins of Boywick Tower

An ancient tower that was once a stronghold for Viridian before the Theocracy was born. Now it lays forgotten and crumbles more each passing year.

Glassdust Waste

The furthest point North on the continent. It is the border between Sharakzah and Viridian; a desert wasteland where no one but the nomads can bear to habituate.

The Dryad Woods

A patch of woods with mystical beings known as Dryads. Only those who travel without fear dare to cross into the woods.

Sharakzah

The Eastern continent of Althaea bordered by the Dragon Sea, the Sea of Rhylie, Viridian, the Sea of Wrecks, and the continent of Caerda.

Caerda

The Northen continent of Althaea bordered by the Sea of Casta, the Sea of Wrecks, the Furnace Waste, and Zaddushol Highlands.

Obero Swamp

This place is a relatively secluded place at the far eastern edge of the continent. Many different races co-exist here. Attempting to escape from the violence in the west.

Ithiliel

A city in the trees, created by elves who loved the woods thousands of years ago.

Arrow Mountains

A highland jungle type place, these mountains contain scattered temples, lost cities and giant animals that are the size of dinosaurs.

Malice Woods

A massive forest, this place never sees the light of day. Its thick trees and overgrowth make it a place forever covered in shadow. Filled with monsters and wildlife which stretch the limits of the imagination.

The Fallen Plains

A vast open land, littered with dozens of ruined/abandoned villages. Many rebel militia and clans call this place home. Constantly fighting for territory.

Viridian

The southern continent of Althaea surrounded by the Viridian Sea, Sanguine Sea, the Sea of Menia, and the Sea of Rhylie.

Estisia

The Western continent of Althaea bordered by the Casta Sea, the isles of Tirione, The Sea of Anes, and the Sanguine Sea.

Naroth Forest

A large forest north of the Obero Swamp. Those who call this place home have carved civilization from within the giant trees themselves. This is considered a "sacred land" by the Elves and they hate intruders

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