Geography & Space


OUTDATED

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The Planet

Terrestrial - Medium - ~11,300 mi equatorial diameter - 50 AU from Ptuolu (star)

Ptitheros has a similar mass composition to Earth but is much larger to hold the larger size of creatures, geological formations, and vegetation that exists on it.

Ptitheros sits at at 50 AU from its star. Due to the universe residing in a fantasy setting, the goldilocks requirement for habitable planets only applies to species that need things like atmosphere and liquid water to survive. The inner edge is at 46.39 AU, the outer edge is 74.20 AU.

Ptitheros receives an optimal amount light and heat, resulting in a planet with four gracious seasons and an equatorial zone. There are deserts near the center and lush jungles, although in the center point where the most heat hits is a zone within the desert called the scorchland- a place so hot it is uninhabitable by almost all creatures. Beyond the deserts and hot jungles are temperate forests and grasslands where the wind blows heavy, stormfronts push, and most life thrives in a temperate and animal-populated area. In the far south and the far north are colder enviorments and tundra, however the rushing warmth coming from within the planet produces an anomaly area called the Pselle Ashland: a tundra covered in purple ash instead of snow.

Due to the A-type star that Ptoulu is, many Ptitheros creatures are able to view into a slim amount of the UV light spectrum. This has evolved in many of the main species in ways that are turned on on-demand, such as their impeccable night vision being a result of this, but in sunlight they view the world in the visible light spectrum.

A year's length is 390 days and a solar day is 24 hours.

Ptitheros has a slightly lighter gravity than the classic Earth. Not as light as seen on the Moon but lighter due to the composition of the planet and its atmosphere. Compared to humans, Ptitheros plants and animals are built much larger for the larger planet they exist upon, and many were created with or evolved the ability to fly. This capability of getting their large bodies off the ground with ease is due to this slightly lighter gravity and atmospheric differences of having lighter gases such as helium existing in higher amounts.

Ptitheros has an axial tilt that allows for roughly four seasons, give or take ones that last longer or shorter than usual when it was last recorded. Ptitheros seasons are as follows:

Onkmet = Winter, Vern = Spring, Erthnetora = Summer, Grikad = Autumn

Each season lasts roughly 3.25 months, there are 13 months in a Ptitheros year, and most months have about 30 days.

Seasons start after a specific eclipse. Each eclipse has a name and meaning behind it based on where the eclipse occurs in the sky.

The Sage's Eye: northern eclipse signals the start of Onkmet. | The Melting Sun: eastern eclipse signals the start of Vern. | The Swaying Moon: southern eclipse signals the start of Erthnetora. | The Blue Star: western eclipse signals the start of Grikad.

Ptitheros has two moons, a centralized moon and a secondary "follower" moon. The main moon is Oyx, a circular moon that is tidally locked to the planet. It is on a monthly revolution period. The secondary moon is Niyx, an asteroid that was caught much more recently than Oyx and still retains its nonuniform shape. It is lumpy and is known as the "imperfection in the sky", however Ptithians view this imperfection as a means of beauty since Niyx is still a glorious silver light in the sky, meaning that with even imperfections anyone can be beautiful. Niyx is also tidally locked and has an 'almost' monthly revolution period.

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Regions

The Far North

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Central Floating Islands

The central islands are the largest. These temperate lands boast a wide diversity of plants with very little amounts of animals aside from fliers and windcatchers who managed to reach the skies. The middle island holds a large hole that drops its dirt into the ocean. A massive wind vortex, salty with seawater, spirals up into this hole, which allowed the early gliding rubasyn explorers to reach the island to investigate.

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Outer Floating Islands

Hovering closer to the ocean, the outer islands display more waterfalls and scenic landscapes. These smaller islands are used as farmland for Nox, but much of it has been left untouched.

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Selle'saut

A small island off the coast of the barren lands of Pselle, Sellesaut is the Iceland of Ptitheros; a strange little world contained within itself where warmth radiates from underground volcanic activity and strong aura-flow. Similar in climate and mannerisms as the Lowlanders of Wyndgale, Sellesaut is a place of natural solitude where monsters are not feared and life is calm and unburdening to those who prefer to stay away from cities.

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Pselle Ashland

A barren wasteland of purple scenery and rivers of frozen distilled aura. The ashland is ripe with volcanic activity from deep within the hearth, pushing the flow of aura upwards into the crust of the landscape. Craggy cliffs and smooth plains crawl across the expanse, welcoming nobody to its territory. However, just east of the ashland is a small island called Pselle Island. This little isle is a territory of Nox and is perfectly habitable, has a wonderful climate, and is home to Ptithians who want a rural life away from the mainland.

  • Steam City
  • Fox Isle
  • The Vortex
  • Pselle Expedition Camps
  • World History Museum

North Shrine Plateau

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Gold-eye Prairie

Expansive plains cover the northern edge of the continent. No cities or towns exist there but many small settlements and dwellings dot the landscape. Dull brown-gray grass that reaches the knee sways in the wind for kilometres ahead of where the eye can see. The fields invoke a sense of peace: like all is well in the world, and if not among the cities, then here it will always be calm. Many believe the plains are blessed, proven likely from the main Cardinal temple being situated on the plateau's far east. Dotted across the flat landscape are small "altar"-like constructions; stones shaped squarely sprouting up along pathways of dirt that have faint rune inscriptions covering their base. No texts explain the purpose of these rocks, but with their proximity to the temple, one can only guess they were important.

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Monolith Heights

Bordering the North Shrine Plateau and Wyndgale territories is a towering mountain range. Believed by all to be the birthing grounds of all landscapes to grow from, Monolith Heights has snow-capped peaks, trails, and roads abandoned and broken, craggy cliffs, and emits the sense of peace from its descending wind and echoes. In the heart of the range is the original Cardinal Temple, where the ancient gods used to meet, discuss, and create.

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Cardinal Temple

One of the oldest buildings in the world. Built from intricately white carved stone from the mountain range it sits within the center of, the temple remains ageless as it stands the test of time and the Monolith Heights' strong winds. Some spires have crumbled and the reliefs of dragons, lefikás, and other ancient individuals of the past have been worn down slightly and dirtied by heavy snowfall, but the inscriptions upon the walls, pillars, and ceilings written in Old Draconic still can be felt and read. A glimpse into the true beginning. The temple only has one massive central room, one with a cylindrical table rising high from the center. Claw marks from the Gods run deep through its stone and ancestral runic symbols scatter the surface. In the old texts it says the table was once a spellspace; glowing with runes and magic that illuminated the entire cathedral without a hint of darkness reaching in. Covering the walls from top to bottom is historic tales of first-hand stories of the Cardinals and their original followers. Small messages from their Collosals and Origin Kin. In small sections even stories about Lindoss are present, making the temple some of the only places in the world where text written in Void can be found and translated.

  • Prairie Stone Circles
  • Sage Altar
    The Sage Altar is a large statue carved from stone and petrified wood made to look like the North Cardinal which stands in a clearing just north of the plateau's main river. Although it used to hold a tablet with ancient Draconic texts carved into it, the tablet was stolen long ago and her blank eyes now look down upon empty hands. The tablet's exact current location is unknown but it is said to be hidden away deep in a cave, locked in a collapsed tunnel. Reasonings for a Ptithian to hide it away are speculative but one theory states that it might be in relation to anti-Sage propaganda in order to demote the affiliation.

North Maw Peninsula

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The Highlands

The high-altitude and mountainous realm of the north. The main settlement resides on the edge of where the highlands drop straight into the lowlands as sheer cliffs of crumbling rock. Wyndgale is often viewed as two layers, despite no cliffs of the highlands attached to the lowlands, they often do it in separate and unearthly ways. Arches, towers sprouting from the ground, some flat for miles and miles and others capped in snowy spikes of rubble. It is a strange landscape higher up in the sky, but most Wyndgale folk love to call it home.

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The Lowlands

The lower altitude prairies of rich green taiga that cover the expansive wilderness of the north. They are a beautiful sight, they stretch forever into the silhouettes of the highlands and slope around the feet of the towers to create an ever-wavering landscape that glistens in the sunlight.

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Sage's Frozen Steps

It is said that in bouts of anger the Sage, Edenlline, would walk out into the North Ocean and shout flames at the sky until her claws became cold from all her heat being used up for the endless fire. She left behind footprints of ice across the waters until she returned to land. Sheets of ice split into stepping stones cover the waters north of Wyndgale. The sheets are large enough to settle fishing camps on, but no settlements have claimed the unstable ice. The sheets recede slighting during mid-year.

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World's Maw

Said to be the mouth of the world due to its shape and location on the Ptitheros continent, the World's Maw is a geological marvel carved from erosion over millions of years from the harsh waves and wind of the northern ocean. The cliffs of the Maw rise high above the sea-level, overlook the vast distance, and often have a layer of clouds grazing the soft green grass of the landscape. Storms with strong wings and salty air are frequent, but it does nothing to push people away. Flight fishers, divers, and more dot the cliff sides each day, making the location popular with tourists, bringing money and population to the towns of Plumei Santos and Maw's Clutch.

  • Ichy Colo
  • Alpha Sentru
  • Plumei Santos
  • Foes District
  • Maws Clutch
  • Aethe Edge
  • Sky-stream Lake
    Towards the middle of the Wyndgale territory is a long river that falls over the grand steep of the Stormwall. This glacial water tumbles down and rushes into the lowlands, flowing into a massive lake known as Sky-stream lake. This lake is said to be an ancient opening to the North Cardinal’s original underground palace; a place built even before Chaveri came to be. Folklore holds up, there are caverns beneath the lake that brings the water out into the ocean and into groundwater tables, however the presence of a lost god palace is undiscovered.
  • The Stormwall
    The stormwall is an extremely tall cliff that separates the Lowlands from the Highlands. The cliff stands so tall that only one road has been built to travel up it for Snapp Carriages, all other travel to get over it or to the Foe District city built into it requires flight.
  • Skylight Valley
    In the highlands, a crack dips deep into the hearth while the mountains still overlap and draw inwards. This creates a cavern with a split ceiling that shows the sky above. This valley cavern used to be a safety house for the people of Ichy Colo, as remnants of pottery and skeletons of caught prey can be found in the dark corners where the sky light does not reach.
  • Pinceten Peak
    One of the highest points in all of the Highlands, this mountain peak is rounded off from wind erosion and overlooks the highlands from so far above that it rests above the clouds. A sea of clouds can often be viewed, many fliers choose to stop at the peak for a quick drink from their canteen before continuing farther north to Deity Isle.
  • Byhy Waterfall
    On the west edge of the Lowlands not far from Aethe Edge is a waterfall that courses into a lake that filters into the underground. During sunrise, the cliffside gives itself to idling the waterfall at the perfect angle, casting a rainbow across the lake, making it one of the most beautiful places to watch the sunrise in the world.
  • Whirlwind Rock
    In the highlands there stands a butte with a massive emerald carved at the top. How the gem got there and why it sits there is unknown but it is speculated a Cardinal's Colossal brought it there to keep it safe. Strong winds pool around the rock in swirling, visible gusts, making it impossible to reach the rock via flight.
  • Alpha Skull Doan
    The skull of the North Maw Colossal was renovated long ago by Galians as a central place for important gatherings and is used as the ceremony location for adorning the next alpha of the kingdom.
  • Sage's Ice Palace Ruins
    Among the dark waters near the Sage’s Frozen Step lies a large glacial cavern with an even larger underground lake of water. Perma-frozen glaciers float within the lake, carved intricately with columns and corridors. A piece broken away from what was once a giant temple built into the ice. Relics and bones rest frozen in the walls and floor.

West Jungle

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The West Jungle

A beautiful shade of green, dense greenery grows among the jungle, trees rise far into the sky, and the rivers that spiral through the land are a crisp, soothing teal. An abandoned kingdom rests near the coast, many smaller tribal communities are found down its overgrown roads. The West Jungle used to be home to many prosperous creatures and trade, but now it stands as a testament to what becomes of hatred.

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Steam-wrought Rainforest

On the far west edge of Ptitheros is a jutting peninsula covered in dense foliage that grows as a healthy pale green. The humidity here is unbearable, rainstorms are common and hardly anybody can be found inhabiting the sickly-humid jungle besides minituries and dangerous insects. Ruins of past Mankian temples can be found around the east edge of the steam jungle, likely built before the entire peninsula was impossible to navigate.

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Mau'zun Mountains

Bordering the western jungle and the dark briar grove is a large mountain chain that reaches around 2k m above sea level. Although short compared to the mountain ranges, Mau'zun makes up for it by being a beautiful location full of thick forests and the rising hills covered in jungle greenery, along with an interesting steppe pattern sloping up its sides. Many old mines can be found at the southern base of the range, as it used to be a goldmine for rare jewels.

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Karst Coastline

At the northern edge of the West Jungle towers a region of karst formations that broke away from the Mau'zun range long ago. These karst mountains thrive with tropical plants that grow up the rocky columns. The region is home to the Ironbramble settlement and some tourist spots. Thin, wooden bridges sway from point to point across the cloud-hazed peaks. Its windward angle to the Mau'zun Mountain range traps rainfall and powerful tectonic motion from before the Pre-history era formed the unique and dangerous landscape.

  • Sequelliyphs
  • Sequendalar
  • Sequano
  • Seree'yaa
  • Selin'bu
  • Ironbramble
  • Whisper Glade
    In northwest Sequ'Manko is an emancipation temple with a massive statue of an unknown worshiped creature. It does not completely resemble depictions of the West Cardinal so it is assumed to be something else, which confuses those who have spent time studying the monument. The monument is a circular temple, similar to the Dome in Tucruitora, but on a much smaller scale and made from andesite blocks, pillars, and crystallized glass that has a composition as if it were made of pure sugar. The purpose of the temple and who built it is unknown at the time, records of the temple and its surrounding area being searched for in the Ancient Archives.
  • Sinking Souls Lake
    The many caverns beneath the Sequ'Manko territories lend themselves to the theory that the West Cardinal originally had plans to make his kin also live underground, however that plan never came to fruition. In one of the many sprawling caverns that cross the Cyme Ruins is a large open area spotted with moderately large lakes with bright teal waters. Swarms of foes glowing a bright, rare blue scatter across the ceiling, casting light throughout the whole cavern. Those who fall into the saturated waters have been seen to be alright until they reach knee-deep waters, as they are then pulled underneath in a flash of light and foes gathering at the surface of the water, buzzing around in a little ceremony. It is advised to stay away from the waters.
  • Cyme Ruins/Room of Parallax
    There exists a room near the entrance halls of the Cyme Ruins that warps one's perception so much it causes insanity or enlightenment. It was originally blocked off and used as a judgement room for the West Cardinal to use on His kin. Those who came out with enlightenment tell of seeing into the world of Lindoss, feeling the thoughts of those in Sallenin, and knowing a higher meaning to their life and love. Those who exit with insanity were left to wander, often getting lost and dying in the underground temple after being abandoned by their god.
  • Canyon Ridge Arena
    Once as popular as the Desert Coliseum, the hanging Arena lost its touch a few decades before The Great Fire, as the battles became less enjoyable to the people of Sequ'Manko. It was carved of dense mountain stone and hangs among a cliff valley within the western edge of the Mankian mountains with nothing but strong vines holding it up. Stadium seats and a small ruined town of shops and inns surround it on all sides, but now all is overgrown with jungle.
  • Temal Lake
    Temal Lake is a warm-water lake fed from groundwater springs that resides in a bed of jungle trees and muddy slopes a few kilometers away from the ocean. Temal was once a popular place for tourists seeking the optimal jungle beach vacation, once run by joyful Sequns from Sequano and an Ironbramble, the vacation homes now lay abandoned ever since the Mankian kingdom fell quiet. Hive residents still debate whether the lake should be readvertised/opened to tourism.
  • The Mosstones
    The Mosstones are massive, slippery boulders that travel out into the sea, curving around a whirlpool past the drop-off of the ocean floor. Water-filled caverns lie unexplored all throughout the boulders' area. They are an excellent fishing spot.

Dark Briar Grove

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The Dark Grove

The Dark Briar Grove is rumored to be a dangerous, dark forest of the north. Monster sightings of all types are common within the thick trees and outcroppings. However, past the threat, the forest is abundant with peaceful wildlife, plants of many uses, and is a quiet, unpopulated place that many daring creatures call home to stay away from the cities and their territories.

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Thorn Alcove

The northern area of the grove, the Thorn Alcove is a grassland-covered area burdened by the holes of a once-massive briar hive that has since died out and moved elsewhere. Wanderers must be careful when walking through the dry grass to not trip into a tunnel that goes nowhere but straight down.

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The Verge

A massive trench on dry land, the Verge is an ancient topological fault that has been a part of Ptitheros since the start of early records. Said to be the entrance to the Beginning Kingdom; a rumored original kingdom of the gods, yet no one has concluded such. The Verge has a sheer drop from all sides, bringing waterfalls into a misty abyss that seems to continue forever. Although no longer feared as the entrance to a dangerous new world, it is now veered away from due to inexplicable activities hosted deep within. At the bottom of the Verge are caverns inhabited by groups and cults that nobody dares go near. The misty clouds halfway from the drop shield their faces and activities from the rest of the world. It is mostly accepted that the main cult that lives in the Verge are those with The Fifth Cardinal or lindost related things.

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The Abscond

Where the Meldra Desert, Dark Briar Grove, and Ulhar Caesin converge... is the Abscond. This massive waterfall is the point recognized as the near-center of the Ptitheros continent. A large lake meets at its foot and mist covers the landscape throughout the morning and afternoon. Sometimes the sun hits the mist at a perfect angle, resulting in a rainbow forming over the towering waterfall.

  • Braeyc City
  • Falhalt
  • Bolden
  • Thistleweed Hideout
  • 5th-Cardinal Encampment
    Any weary traveler who comes to view the natural beauty of the verge may stumble upon the bleak monuments rising out of the fog and water spray. A maze of tents and crude settlements sits near the base of this massive waterfall, home to the 5th Cardinal Cult. A large Altar sits at the center of the encampment, where a number of fanatics can be seen performing rituals and prayers. The entrance to the camp is marked by dark obelisks, presumably attempting to imitate the shadowy dimension of Lindoss. A bustle of activity reveals the dark adornments worn by members attempting to connect to their so-called “5th Cardinal”. The encampment is completely self sufficient; within can be found sleeping and living quarters, food stores, a kitchen and dining hall of sorts, small gardens, and places of “worship”.
  • Draust Hive
    A dozen miles south of Braeyc, slightly within the thinner north section of the grove, is a menacing location. Holes the size of 2 full grown dragons dot the landscape and travel deep into the dark underground. They burrow into a massive underground hive of connecting tunnels and nests, where bones litter the floor and thorns are shed everywhere. It is empty now, but it was once a bustling briar hive. Many fear the brood that once lived here might come back.
  • Skull Circle Grotto
    A strange natural landmark hidden within the grove. A group of trees, one large one centered in the midst of all the others, its branches extending outwards in an umbrella-manner to connect with the other trees that surround it. Its scattered leaves filter gentle sunlight through and grow the ground beneath it into a rich, flower-covered area. It is common for passersby to leave any animal skulls they’ve hunted/gathered at the base of the central tree, as the encircled area is believed to be a safe space amongst the dark grove. Sometimes the skulls of family members are brought to the grotto if the individual believes in its sacredness enough.
  • Caraway's Radio Watchtower
  • The Basalt Fen
    Where the woods and mountains shroud even afternoon daylight, the ghost of a large fen appears just as the sun strikes the ocean horizon. Nearby, a small statue of a fen carved purely from basalt stone sits. Many decaying flowers sit at its feet, once old offerings to it from an unknown person.
  • Forgotten Alehouse
    And old, decripit alehouse rests upon the side of a mountain. Lonely staircases, covered in moss, dot the woods near it, that are so out of place that they cause a sense of dread. The alehouse is said to once belong to a dragon with the most ghostly of scales, long, long ago.
  • The Crossing
    Not many roads go through Briar Grove, but quite a few of said active roads intersect here in order to cross the rivers.

Meldra Desert

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Endless Dunes

In the center of Ptitheros is a desert, dunes blowing smooth forever and clear skies with a warm sun. The Meldra Desert is desolate in many places and is home to some of the most prosperous and rich civilizations in the world. Hardy animals such as karkadanns and sandshufflers are a threat in the beating heat and dusty trails, but reaching the cities is worth every step. Many secrets have been lost beneath the shifting sands.

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Endless Mesa

A range traveling from the peaks towards the Abscond, high rise plateaus and mesa canyons exist across the desert landscape. Crisp sandstone showing off hues of orange and red with stratified lines catching the eye. These areas of the mesa are littered with small caverns, hidden oasis, and is the most popular place for villages and cities to build upon, as the steppe grants coverage from sandstorms and presents well-needed shade for the creatures of the desert.

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Sol Savannah

The Sol Savannah is just south of the Meldra Desert and is a vast landscape of tall, dry grass that could hide a prowling lefika easily. Tall, sparse, massive trees grow across the fields and most are home to small settlements. The air is crisp, animals are abundant, and it carries a sense of quiet with it, making the Sol Savannah an ideal place to live.

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Scorchland

The Scorchland is named after its searing qualities. The temperatures and weather there is similar to living in a burning stove. Heatwaves crash across the area of the desert in a constant motion and not even average desert dwelling creatures like Lefikas can survive there without some form of cooling sorcery. Even then, the heat can pressure through the coldest of skins if given enough time. The land is unexplored, unknown, and perfect for rumors and stories to be grown from its mysterious nature. It is said a kingdom almost as old as Chaveri once stood in the simmering mists of sand but now lies in ruin there, stalked by monsters crafted by magma and fuming hostility. The Scorchland is to be avoided, the research is not worth the risk in a land that cooks anything alive. On the outskirts of the area are massive skeletons of ancient dragons, which does attract people to the further edges of the area- never enough to intice them to go further however.

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Twincub Peaks

Towering mountains separate the Meldra Desert and the East Jungle. Flying over them is dangerous due to their height and the icy environment near the peaks. Tiny settlements can be found amongst the glacial caves. It got its name from the two tallest peaks standing side by side, like twin cubs sitting next to one another.

  • Tucruitora Capital City
  • Stilted City
  • Solluhawh
  • Acaciia
  • Arid Castaways
  • Olamai Nomad Camps
  • Casm Encampment
  • The Hourly Dome
    Built into the cliffs themselves, is a large semi-circle structure everyone calls The Dome. An open-air gate that functions by pulling down into the ground is the entrance, and the only way to reach the platform it is on high up on the cliff is by flight. Landing on it and getting past the guards, one enters the massive dome structure. Within it is the most decorated building beside the Pharaoh's Throne Room, with many teal stained rocks and a long runner rug of turquoise spilling forward to direct the visitor to the shallow and clear watered pool in the center of the room. The pool glitters and a beam of pure light shines down into the center of it, and yet the pool remains decently cool. All around in the walls are statues of the gods, each upon their hind legs and observing the creature who enters the pool. The Dome has no paintings, no banners, but it does have baskets full of offerings at the feet of the god statues that have been left by worshippers who wish not to ever enter the pool. It is a punishment to enter the pool, often those who are criminals or heretics (Lefikas only) are pushed into the pool and slowly pulled upwards by the beam of light into a world known as The Hourglass.
  • The Grand Chasm
    The Grand Chasm is located west of the Tucruitora capital. It is sometimes called the desert's trench, the Melder's resting ground, or "the big sandy hole". Entrance to the chasm is easy but time-consuming for those who don't enjoy flying downwards rapidly. Trails carved into the walls of the chasm have been made to allow roads deep into the sandstone abyss, and at the bottom a small city has been developed over many centuries. Originally, the Casm settlement was part of the Stilted City, just, the half that was in the shadows of the valley. It was a place where creatures with less heat tolerance could live without fear of the desert Sun above. Everything is lit up with lanterns and torches across the settlement, but it's lively enough to never be too dark like a cavern. The settlement has had many uses in the past, from war steads to abandoned grounds, but nowadays it is the home to the Casm members; a large group of people who wish to not tolerate the current royal rule any longer in the Tucruitora territories.
  • Teetering Ruins
    Rumored to have been destroyed by the residents themselves, or, a massive sandshuffler that lurks below the sands of the desert. Nobody knows for sure, but everyone is sure that the place is abandoned and haunted by very rude spirits. Not dangerous spirits, just spirits who prefer to tick someone off using any means possible; they like to throw sand and whisper insults in visitors’ ears. The once-settlement rests on the sheer platform of a desert cliff further into the mesa where beige sand was blown into a flat area by an ancient sandstorm. The ruins are crumbling away, buildings built with such intricate carvings and many barrels and wooden crates are scattered throughout that may have preserved food within them.
  • Mesa Oasis
    Deep within the mesa is the nearest major water source. Smaller ones are scattered everywhere, but the nearest main oasis aside from the one the kingdom has claimed is the Mesa Oasis. A bowl of crisp, turquoise water that sloped underground through a slick, swirling maelstrom at the bottom of the poor. Its source is a beautiful waterfall, showering down from cracks in the mesa cliffside far, far above. A wonderful place to relax, set up camp for a short amount of time, or as a one-stop shop to fill up as many canteens as a dragon could need. However, where there is water there is life. Dangerous creatures of the desert also seek the same precious resources as dragons do.
  • Miadus Caverns
    Though there are many rumors of its exact location, the ancient caves are burrowed beneath the Mesa oasis’ maelstrom. Anything unlucky enough to be caught into its torrent is swept underneath the sands and into a black, inky darkness. Ancient lefikas who are said to have carried treasure had stopped here and carved messages into the rock faces, before the oasis filled. The messages contain a multitude of archaeological wonders, and are even said to carry mysterious powers. Few of them, however, contain the actual clues needed to find the treasure.
  • The Palace
    The Palace of Tucruitora is one of the largest royal buildings in Ptitheros, as it stretches high enough to encase the so-called gods that are worshipped in the Lefika culture. The main halls, the feast hall, the stairways, and the throne room are all massive enough to hold dragons that stagger the heights of redwood trees, but to the Lefikas, it merely assists in showing off their architectural feats and their illustrious use of their many resources. The building is made out of sandstone, carved delicately by architects of the past and with help from their gods. Other materials used were granite, gneiss, and marble, along with quartz littered throughout the throne room walls and in the columns that support the towering ceilings for the sake of making it appear shiny when the hot desert Sun cast through the tall windows.
  • Water Pyramid
    A place is peace. The Water Pyramid was created to protect a water table that was once one of the kingdom's main sources to drink. As time went on and the capital harness the river to fuel its entire population, the table within the pyramid became unneeded. It wouldn't be disregarded, nor the monolith torn down, so the pyramid and water table was turned into a place where people can come to relax. A large, blessed, public pool* type location. Not quite a sacred place like the other pyramids, the water pyramid allows for little markets and buisinesses, resulting in an enclosed enviorment full of Ptithians seeking a fun, cooled down time, where they can talk with friends, get out of the desert heat, and get a smoothie from a drink stand.
  • Physc Pyramid
    Originally the Physc Pyramid was made in assistance with friendly Lindosts, as their strong connection over mind and health was very idolized by early Tucruits. The monument still channels a slight aura straight from Lindoss itself, making it able to cleanse the state of mind of those who rest within its walls for long enough. It is the most empty of the monuments in terms of visitors and workers, as nobody is able to stay inside for too long or they risk over-exposure to the strong Lindoss energy and can suffer health consequences. The pyramid looks the same as the Water and Oynx Pyramid, carved of smooth sandstone and has a pillared inside that is devoid of much more than benches and a few small gardens.
  • Oynx Pyramid
    Following the river down southwest, boat passengers or flyers will arrive at a wooden dock coated in a glittery red sandstone that was brought all the way from the mesa cliffs. One of the pyramids stand aside the river, a megalithic structure just like the Wall and the Coliseum. Made of sandstone and coated in pristine white sandstone, a more square building digs halfway into the pyramid base and juts forward towards the docks. Columns prop the flat ceiling, and large wooden doors block the entrance. Inside is a beautiful space. The floors are lined with onyx, a pure black and reflective floor. The room's purpose has changed over the centuries; from a spa that fed on the water table beneath the pyramid, to a cult gathering spot, and now a Tucruit initiative spot where those who wish to join under the Virtues (no matter the species) may go with permission. The room, besides its elegant floor, is filled with symbolic relics and paintings, chairs made from the same oynx, and pedestals where the leaders of the gathering may speak. Gatherings for those visiting to assimilate always happen after sunrise, never at night. Tucruits have made it difficult to get permission initially, but the initiations are rather short. A small clarification speech from a leader, an oath, and then they are given a special mixture to drink that will reveal their virtue tattoo as a faded pattern under both their eyes. The faded pattern will not go away until those who drank it get at least one of their eyes properly tattooed like all other true Tucruits. Gatherings at night are never part of the Tucruit initiative, and are often either cult oriented or parties by those daring enough to stay after dark on a rural and mystical location. To say one has partied in the Oynx Pyramid certainly gains some popularity points.
  • Festival Mound
    The Festival Mound is a monument built northward of the kingdom where the small mountains begin and cradle the mound of steps and sandstone to protect it the same way the mesa cliffs protect the capital city. Unlike the other triangular pyramids, the Mound is a staircase-shaped piece of architecture with a flat top and a deep hole curled inwards from the flat side of the pyramid and downwards into the hearth. It goes dark, it is dangerous to hop down into it, thus it is fenced off when large events are prepared. Festivals, of course, are common at the Fesitival Mound and have been for centuries, and it is unknown if parties were the intended purpose of the pyramid or its historical beginnings were lost to time.

East Coastline

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Honeycomb Forest

A dangerous forest that fills the northeast of Ptitheros just before the altitude of the landscape rises, the honeycomb forest is full of dense trees. These trees have porous trunks, their roots can grab animals, and their canopy resembles hardened honey rather than leaves. The honeycomb forest becomes denser in some areas, these zones closer to the World's Maw are called the Aurix Caesin.

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Broken Plateau

A landscape that covers the southwestern zone of the honeycomb forest, the plateau was once home to many of the trees but over time became sporadic in its growth. Trees decayed and never grew, the grass became thin and fossilised right after death, then the ground began to break apart. A curse upon the land, the area was once a prized hunting ground for the kingdom of Chaveri, but when the kingdom fell, much of the landscape it called home also followed such disrepair. The plateau has trenches and cracks everywhere, making the lands a dangerous place that must be explored carefully, for falling into a crack would bring a victim into the many caverns that loop throughout the Aurix region.

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Eastern Jungle

The Eastern Jungle is an unclaimed territory zone filled with lush greenery and massive trees. In the undergrowth, it is dark, a place of danger, but there are many copses of trees surrounding areas of grass and large flocks of foes that go about their meaningless lives. The canopy is no stranger to tree-houses of those who like to live off the land, and caverns weaving between the mounds of dirt piled between old trees are common.

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East Volcanic Inlet

The eastern ashland is a volcanic set of islands sprouting from the eastern shoreline. The winds are hot, sharp, and bite at the black sands of the islands, forever pushing them outwards into the sea or up the docile mountains. The main volcano on the central island on the chain is known as the Melder's Volcano, due to the many stories of it once being His preferred home.

  • Chaveri Caverns
    The Aurix region covers a vast maze of caverns that have openings on the surface and can travel all the way down to the subterranean magma zone (close to the first mantle layer). Underground rivers, underground lakes, underground growth, the caverns have many mysteries to uncover and explore. Somewhere within the vast complex are what remains of the Chaveri capital, its ruins standing the test of time in the stagnant environment of the cavern systems. Its residents, too, roam the caverns to this very day. Most Ptithians know these ancient residents as windiages.
  • Great Heart of the Hive
    Somewhere in the deep, deep dark depths of the Honeycomb Forest lies a large honeycomb tree. Its roots span for over a kilometer and dig deep into the forest floor. Rusty orange water pools between the roots and feeds the ancient tree. Weather does not affect this small, strange area of the forest, but a faint pulsing sound can be heard coming from the tree’s trunk. It feels like something more alive than a mere plant is there, but nobody dares cut into the tree. Very few have laid eyes on it, let alone escaped the forest after venturing so far into the Bramble Maze just to see it.
  • Bramble Maze
    They say that those who stray too far into the honeycomb forest without any company may encounter a wall of thorns. Traveling along this wall will eventually lead to an entrance to a maze made of thorny walls. There is no confirmed location to this thorny maze, so research and encounters to pull information from is limited.
  • Aurix Clan Ruins
    When the caverns the Aurix Clan called home collapsed deeper underground, the dwellings and daily life came to an abrupt stop. Venturing into the sinkhole chasm that so many Aurixians once called home, one is met with the crumbled remains of smashed furniture, cabinets still full of preserved food, scratched doors as the Ptithians tried to claw their way to freedom, and the crushed skeletons with bones either cracked or scattered beyond recognition.

Chaarm Bay

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Chaarm Bay

Filtering into the mainland's southwest corner is a large bay with crisp teal waters. This bay used to be a massive lake before the sands were washed away and the freshwater mixed with the southern ocean. The bay is full of sea life, underwater caves, underwater geysers, and of course protects the underwater portion of the kingdom; the main city itself. Waves are never too rough here, and the ancient colossal who once served Swa still resides, swimming peacefully among the unmoving waters.

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Ulhar Caesin

Bright, tall, bubble-topped blue trees extend across the landscape below the slopes that the Unity River separates. The Ulhar Caesin translates from ancient Draconic to blue forest, which is certainly true. The Ulhar is known for being mostly safe to live and explore, with the only common predator lurking being the lazy boslodons. Lots of bioluminescent mosses and ferns grow on the ground and the plants that seep nutrients from the trees resemble coral that has evolved to live on land. The forest often has a fog littered throughout the spring, creating the effect of appearing underwater when one roams through.

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Swali Shores

The calm beaches of the southwest. Swali Shores is a large inlet of sand that circles Chaarm Bay, along with many small islands encompassing the turquoise sea. These shores are home to many beachside towns and boat docks, farms, gorgeous Chaarm architecture buildings, and in the distance the edge of Psolla peaks can be seen through the clear skies. Storms of waves and wind hit the coast during the spring, but during the summer and autumn the towns are a wonderful place to live.

  • Pab'Zuaan Capital
  • Bivnix
  • Hailing Cove
  • Ulharshore
  • The Refuge
  • Henry the Island
    Herundiin is the only known living colossal from ages long past. They do not speak, they merely wander. Their shell is always above water, an island and ecosystem formed upon it. The moving island is lush and protected by law, with the only building on their shell being a small, beautiful palace where important gatherings are held by the Zuaanian government.
  • Oracle Palace
  • Pirate Dock Cave
  • Drvascun Ridge
  • Southern Storm Wall
    In the past, a terrible tropical storm attacked the bay, destroying many homes and lives. In an attempt to salvage things when the kingdom was warned by the shamans about the oncoming storm, Zuaanians constructed a shielding wall from whatever they could find. Constructed to shield the coastal side of Bivnix, it failed miserably and has since remained near the shore as a crumbled, shamble of its former self.

South Edge

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Wurunwa Forest

Sometimes called the Wurunwa Evergreens, this massive forest is remarkable for just how many incidents and missing-person reports arise from those who travel to it. It is a place full of unstable aura, likely the cause of the towering trees, and anomolous properties run wild. But the most concerning piece is what roams these woods. Wurunwa is a deticated soyo-grave, a place that misformed lindosts, called "soyowas" are sent to wander. These monsters are extremely dangerous and unpredictable. Despite this, there are rumors of a community living within Wurunwa, and it isn't the outer werebeast camp.

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Kandle Bog

Mucky, wet, and full of mangrove swamps. Kandle Bog is covered in a misty shroud but is bustling with life and the soft glow of thousands of foes. It is a peaceful place, a place that will never attract the rich or dainty, leaving its residents with a simple life that has remained the same for centuries. Many ancient Ola'mel family groups call this bog home.

  • Rumored Wurunwa Village
  • The Distortion
  • Wildbeast Glow Caverns

Southeast Peninsula

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The Kandle Forest

Most of the island is covered in lush, turquoise and deep green, temperate forest. A place of wondrous hunting and secretive discussions. The forest is full of life and full of dangers, never are children allowed out into the trees without a parent or family friend to guard them, as monsters screech and echo throughout the leaves at night. The forest covers the northeast corner of the Southeast Peninsula and into all the creases between the Falls and the Crevasse.

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Guawsyvern Cliffs

An exact translation from Draconic proves these flattened upper landings of the island are special to the creatures that inhabit these territories. Cliffs of Dreams, the Dream Cliffs, these wannabe mountains make up the area in between the Crevasse and the Hovering Memories, the southwest zone of the main peninsula. These cliffs are where Woariians take their young to teach them to fly, or some even prefer to nest up in the low clouds of the cliffs rather than the caverns far below. A preference depending on the individual, but most like to keep their nests on the ground since there isn't too much risk of keeping them there anymore. Of course, they are safer from predators higher up, but the risk of falling is great.

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Spiral Marsh

A natural phenomenon, the marsh is a beautiful site of water coursing and trailing through the loose white sands that creates swirling streams that intertwine all back together to go back into the sea. A place of Zen, the salty water is inviting and warmed from the sun constantly hitting the shores. Found on the east side of the island, the marsh is easily accessed from the paths that leave the southern end of the Crevasse, or flying proves an easy way to spot the area as well when above the large temperate trees.

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Nairuuthli Caverns

The first entrance to the caverns is a smooth transition of gravel that has an entrance point in the chasm just in between the West side of the Crevasse and Hovering Memories. A slide or surf down the loose sediment opens up into the Nairuuthli caverns with the Stepping Stones being the nearest camp. The second entrance is a hole in the ground big enough to fit through that is found by the river of the Endearing Falls. This entrance drops straight down into the foliage of the Ulhar Corner and is the least used entrance into the caverns. The third entrance, although treacherous for Ptithians the first time, is a rift at the bottom of the shallow sea zone just northeast of the Tailstrike Shores. The entrance is underwater, but it can easily dive into and it shoves those who go in back into the air of the cavern the second they spill down the waterfall of saltwater, where they can find the Plaza room just one tunnel down.

  • Kitte Crevasse
  • Pack Plaza
  • Bramble Verge
  • The Archlen
    A towering stone structure made by creatures of the past, its original base of crumbled ruins and mossy orb was already there when the pack's ancestors came to the peninsula, whoever had put it there was long gone, but they were still very curious as to who was the creator. Perhaps the Melder himself, that would certainly be something to overanalyze if need be. The intuitive Woariians rebuilt the Archlen over time, a decade or two of carving and crafting new ideas as to how to infuse aura back into the blue orb that had been pressed into the hearth. However, inventive spells were unnecessary, all it took was one dragon with a childish idea to simply fly the heavy orb up into the circular hole that the archway held once it was put back up again- it tugged at the dragon's arm and flung itself into its proper position, where it began to pulse and float, bobbing lightly until it stabilized and a relaxing aura flooded the researchers nearby who were building or working to fix it. A thank you from whoever created it long ago, maybe their spirit is free to watch over its land again, the clan members may never know.
  • Endearing Falls
    A busy spot on the northern end of the peninsula, the Falls are indeed a cool rush of gallons upon gallons of water tumbling off the side of a cliff from a river and into another river far below. The rushing water has caused the cliff it courses over to become more indented, curved within like a bowl with ledges where moss and slippery stones have stacked. Dwellers like to perch on these ledges and let the crisp and refreshing water stream over their skin just before they fly off back home or stay awhile in the pooling river curvature below with some friends to relax. Although the start of the river comes from the Southern Sea and begins with salt water, the underground filters backlash it by entering underneath from the other side, this results in a mixed briskish solution by the time the water hits the waterfalls. So those with scales sensitive to seawater don't have to worry too much and can still enjoy themselves in the pools like everyone else. The waterfalls got their name from the first settlers, who saw them as the original crossing point into a new "endearing" life away from their once homeland within the Aurix Caesin. The name struck and is still the title the waterworks retains despite most dwellers just refer to them as The Falls.
  • Hovering Memories
    The name derived from the location's undesired effects, the Hovering Memories is a patch of mid-height floating islands on the southwest end of the island that harbor the densest forest area of the land and the thickest vines holding it to the ground below. The Woariians built chains to keep the islands together and close, not wanting to lose such an interesting place of their territory. Pieces are detached, the ground is shaky and uneven, cracks could appear anywhere, so it's not a safe place for Ptithians to go if they lack the ability to fly. On the largest floating piece is a jutting crystal, deep turquoise, from the ground that splinters into knife sharp edges and spills into small ones all around it. Like a dangerous throne, the crystals show almost perfect reflections of anyone that steps near it, they show the observer memories of their past, usually ones they don't want to remember, and through their eyes the crystals shows those memories on its surface similar to a phone screen, so anyone can see the deeds of their brethren. It's a useful yet dastardly thing.
  • Caesin's Relic
    The third aura-infused relic within the territory, the forest relic is stationed on the very southeast end of the island, not the sand bars, and tends to be the least visited. Hidden deep in bramble and forest, brush of turquoise and green tone, the relic is a blue, pulsing orb like the Archlen and sits nestled, hovering slightly above a large tree-stump that has been hollowed out in the center over time. Similar to the Arch, the orb itself releases an aura while it is floating, but the aura isn't invigorating, no, the aura strikes an eerie sense into anyone who trespasses into its circle of land. Stray Ptithians wandering by it describe it as the feeling of being stalked, observed from the dark trees, and those who go out directly to the orb to attempt to study it describe the feeling as if they are being forcefully pushed away- mentally anyways, no accounts of physical harm has been recorded. Although most report being uncomfortable, a handful of Ptithians say it radiates a calm pulse, however those same Ptithians always say the Archlen has an aura of pain to them.
  • Tailstrike Shores
    Thick sandbars and one mini-island litter the southeast of the peninsula, just past the Swirl Marsh. A one stop shop for anyone looking for a beach to take a nap at or spend time catching marine life. The location got its name from the shape it possesses, a slashing motion, and to be found at the end of the island, the dragons had decided to associate it with a sharp tail slashing at its enemies.
  • Stepping Stones
    A broken segment on the western side of the caverns, the stepping stones are pieces floating above an endless drop into the darkness below. Few have ventured into the abyss of the caves, and even less have returned but they refuse to talk about what they found or observed. Enough light spills in from the Slope entrance to hit the stones and spare torches or firepits create the rest needed to navigate, so those without wings can easily hop across without trouble, for the most part. On the highest shelf sits small burrowed caves and pitched tents affront them to block the whistle of wings that blow through the caverns up from the abyss. A few dragons live there, mainly those who like solace and don't want to sleep around the others of the pack within the Plaza or the Crevasse.
  • Ulhar Corner
    This cavern area has drizzles of water spilling through the ceiling, enough for tree and floral seeds to be carried down with it and grow into a dense underground forest that is supplied with just enough light and soaks up the body heat of the animals tumbling through it. The Corner has two pockets to its cavern area that are filled with trees and foliage but still have enough room for a few Ptithians to sneak in.
  • Lower Ryna
    Translating to "lower lake", it is the first room any dragon is dropped into when they dive through the third entrance of the caverns. It's a beautiful place where water from the underground streams mix into what saltwater is draining downwards from the sea above to create a decently sized lake. Large mushrooms grow around the lake and foliage has taken over the walls that spiral upwards into the entrance rift far above. It is the source of water for those who live mainly in the Plaza dens.

The Deep South

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Icebracc Tundra

The entirety of the south pole’s expansive ice continent. There is nothing but snow, ice, flat lands, and wind spiraling in a powerful anti-cyclone. Nothing lives here permanently, the only life being seavrons lounging on the glaciers that float away from the tundra coastline cliffs. But, a strong aura flows through its grounds, making scientists consider if more life flourishes in the deep underground of the tundra.

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Psollo Timberland

A vast taiga forest full of giant pine trees and cold-loving, bushy ferns. The timberland surrounds the bay where the Kilaan City and its ports reside and pushes inward towards the northern side of the Howling Mountains. The ground is soft with snow and pine needles and hidden, icy waterfalls are found around every corner.

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Howling Mountains

Cold from the base to their peaks, the Howling Mountains cross Psollo and protect the settlement of Howland from dangerous winds blowing in from the tundra. Flying over their peaks is a dangerous quest, their winds are so violent that they howl like wolves and can freeze a Ptithian's wings solid.

  • Kilaan City
  • Howland
  • Hawlbrus
  • Glacial Abyss
    An abyss of ice foretold in ancient texts to be the resting place of a *Colossal assistant who had collapsed into the frozen ocean long, long ago. The abyss stretches deep into the glacial tundra that covers Psollo, with jagged spikes sticking up and inwards as if a meteor had struck it and sent shards spiraling everywhere. Lots of scaffolding and mining has created pathways down into the blue darkness, and a few dozen meters down it becomes pitch black aside from foe lanterns and dust lights were strewn about. Relics from the distant past, pre-history even, reside encased in the ice deep, deep below, making the abyss the most prized place for paleontologists, geologists, and archeologists. Fossils from long-extinct creatures, scriptures written in symbols older than Draconic, things that existed before the E.D era are a great mystery to Ptithians of the present day.

Artemine Archipeligo

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Artemine Outlet

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Saya Mountains

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The Blue Tropics

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There's nothing here, come back later.

Outer Space

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Zariel Space Station

The central unit, stationed past the exosphere of Ptitheros. Station Zariel is the main hub for most space-related occupations and research. With a powerful central aura core and as a collaborative effort between the kingdoms, Ptithians of all kinds and skillsets can travel and/or live here.

CLICK HERE FOR MORE INFORMATION

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Exosphere

Most space messengers and transporters only ever adventure into the exosphere because it is the boundary between the world and the space station. Venturing farther is considered space exploration and what lies out in the void has yet to be researched properly. The moons are considered part of the Exosphere and have small encampments on them.

There's nothing here, come back later.

Region Maps

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