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Northern Alfstadr, Faeheimr
Crystal-based magitech brought by dracokin from their homeland has triggered a boom in technology-level - including indoor plumbing in the major cities. The region to the west of the Dragon's Spine mountains are open for world-building by active members!

(Click for larger image)- The Moors: A vast, untamed marshland surrounded on all sides by the Everdark Forest. This is the home of all fairy/fae creatures, and is currently ruled by Sylv and her mate, Aquilo. To the north lies Ulfstead and beyond. The most common types of fairies are bog goblins, treants, sprites (humanoid fairies the size of a human fist, capable of shape-shifting into normal humans), and dark fae.
- The Everdark Forest: Unless it is winter, light barely penetrates through the canopy of this ancient forest populated mostly by deciduous trees. It is an untamed area where mundane and supernatural creatures alike can be found mingling. There are small villages here and there, but nothing like the cities beyond the wood.
- Ulfstead: Currently ruled from a castle at its center by queen Brigid, this large, sprawling, walled-in city boasts multiple markets where traders come from miles around to trade. There were once great wars between Ulfstead and the Moors, but they currently share a tenuous peace. Dracokin crystal-based magitech has been worked into various aspects of the city, allowing for indoor plumbing in new and refurbished buildings.
The city houses many sights people come from miles around to see, not least of which being Cuthbert College (a place to study math, science, magic, and history), the massive cathedral Church of the Holy Light, the Arbetorum (housing exotic and local flora for study), the bustling local and foreign trade markets, and more.
- Midland: Aptly named, these rolling plains dotted here and there with forests sport long swaths of both unpaved and paved (with cobblestone) roads. It stretches for miles, and takes nearly a week on horseback at a steady pace to reach Faircreek far to the north.
- Upland: More plains, mostly open or claimed by farm/ranch land as well as small villages. The famed Orchard Farms produces its delicious apple cider in the autumn season.
- Faircreek: Built on either side of a pleasant stream lined with watermills, this fishing town is the closest civilization one gets to the vast and mysterious Emerald Sea to its north. While the town used to be known for its famous freshwater and saltwater fish catches, within the last 200 years it has become home to the emergence of the dracokin (Germanic dragon people), their crystal-based technology, and their religion of the Holy Light.
The leaders of the first Church of the Holy Light now essentially run the town, along with Duchess Zahava Morganstern. Influential dracokin families like the Morganstern and Nachtauge vie for riches and power. A mountain range called The Dragon's Spine lies to the west.
- Spiritmarsh: A forbidding swamp constantly swathed in chilling mists, this region is home to countless ruins of failed castles, keeps, and towns. Only adventurers and the mad travel here, now.
- The Nest of Origin: Only capable of being entered by fairy folk and those they trust, this is the home of the god-queen of the dark fae: The Phoenix Mother. It is a vast, floating mountain that hovers 100 feet above the Emerald Sea. Within it lies magically-maintained mini-biomes, such as deserts, jungles, and tundras.
- The Moors: A vast, untamed marshland surrounded on all sides by the Everdark Forest. This is the home of all fairy/fae creatures, and is currently ruled by Sylv and her mate, Aquilo. To the north lies Ulfstead and beyond. The most common types of fairies are bog goblins, treants, sprites (humanoid fairies the size of a human fist, capable of shape-shifting into normal humans), and dark fae.
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Miami, Earth
Downtown Miami & Wynwood: Downtown Miami is the central hub and beating heart of Miami, featuring tall skyscrapers and several varied districts. Wynwood, a historically poorer side of town, was revitalized in the 2000s into a world-renowned art district.
With such locations as Central Business District, Brickell, Historic District, Government Center, Arts & Entertainment District, Dog Spot, Park West, Wynwood Art District, Wynwood Fashion District.
Miami Beach: Despite the greater Miami area being far more than beaches and nightlife, _this_ is the part of town non-locals think of when someone says "Miami!"
With such locations as Art Deco Historic District, Ocean Drive, Mid-Beach [Luxury Resorts, Boardwalk], Chinatown, Aventura Mall, North Miami Beach Public Library, Miami Beach Botanical Garden, Sunset Harbour Neighborhood, Lincoln Road, Oceanside Park, Haulover Park & Beach [dog-friendly park/beach], Basement at the Edition [Nightclub, Dance, Bowl & Ice Skate].
Westchester: This middle-class suburban area is mostly Hispanic in population. It was, like much of south Florida, originally swampland and is now criss-crossed by man-made canals.
With such locations as FIU Main Campus, Tropical Park, Bird Bowl Bowling, Tamiami Park, Flanigan's Bar & Grill, Frankie's Pizza, Dolphin Mall.
Kendall: Another suburb, but within the past decade or so, money has been pumped into the area to create trendy high-rises and upgrade the malls and attractions.
With such locations as Dadeland Mall, Apartments at Dadeland, Zoo Miami, The Falls, Unnamed Golf Club, Unnamed Mini-golf Course, Kendall Ice Arena, Arcade Odyssey, Palmetto Bay Skate Park, Baptist Hospital, Miami-Dade College Main Campus.
Coral Gables: Described by many as "bohemian" and "artsy," this is where the hipsters and other alternative youth seem to congregate. It wasn't planned for car traffic especially well, leading to hours-long jams on the winding, tree-lined streets. The city's shifters congregate here because of the Miami Therianthropic Full Moon Facility (called various forms of "The Loony Moony bin" by some locals). Matheson Hammock is an enclosed lagoon beach where families tend to go to avoid bigger, more adult-oriented beaches.
With locations such as Farmer's Market, Actor's Playhouse, Fairchild Tropical Garden, Venetian Pool, The Biltmore Hotel, Matheson Hammock Park & Beach, Miracle Mile [Smoothie Bar], University of Miami, Miami Therianthropic Full Moon Facility, Matheson Hammock Park.
Key Biscayne: Only a short 15 minute drive from Downtown, this sandy/beachy barrier island tends to attract the very wealthy, as well as families looking for Crandon or the Seaquarium. Crandon is known as one of the places to go when you hate the noise and crowds of Miami Beach!
With locations such as Crandon Park & Beach, Bill Baggs Cape Florida State Park [Include Cape Florida Lighthouse], Biscayne National Park, Biscayne Bay, The Seaquarium.
Coconut Grove: Ritzy and rich, this is where a lot of mansions are. It's also where vampires tend to congregate, outside of Downtown, at least.
With locations such as Vizcaya Museum & Gardens, CocoWalk, Little Bahamas, Mangrove Park, Anatomy Gym, Bayshore, Sailing/Yacht Club, Books & Books, Miami City Hall.
Little Havana: Unlike Westchester, which has a little more of a blend of cultures, Little Havana is almost strictly Cuban and Caribbean in culture. Drink cafecito in the morning with your ham or cheese croquetas, watch the veterans play dominos all day, then dance the night away at one of the night clubs.
With locations such as Calle Ocho, Domino Park, Azucar Ice Cream Shop, Cubaocho Museum & Performing Arts Center, Tower Theater, Calle Ocho Walk of Fame, LoanDepot Park [Miami Marlins baseball team home], Versailles Restaurant, Cafe La Trova, Ball & Chain, Hoy Como Ayer.
Homestead & Redlands: This very southern area is known for its farmland, many parks, and the airforce base. It also has a Miami-Dade College campus for those who don't wish to travel to Kendall.
With locations such as Coral Castle, Biscayne National Park, Fruit & Spice Park, Homestead-Miami Speedway, Homestead Air Reserve Base, Knaus Berry Farm, U-Pick Fields, Monkey Jungle, Equestrian Society.
South Glades & Key Largo: The southern tip of the Everglades may not have what the north has, with Seminole tribes taking care of it, but it still has things to do! Nature trails to walk and bike (with boardwalks or paved asphalt for the larger ones), seas of swaying swamp grass to kayak or rent an airboat to traverse, chickee huts to have picnics under, and so, so many alligators. Shifters and therianthropes run wild here, managed only by their own packs, clans, and tribes. Beware the less touristy areas! Key Largo is famed for its beautiful coral reefs, visible by snorkeling and diving. You can also fish and feed those huge tarpon here! It's generally just a good place to vacation and chill out - life feels slower here.
With locations such as Everglades Alligator Farm, Cape Sable, John Pennekamp Coral Reef State Park, Jules' Undersea Lodge, Nine Mile Pond Trail, Southern Glades Wildlife and Environmental Area.
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Other Off-Limits Locations
- Valhalla: Realm of the honored dead which is distinct from but closely connected to Asgard.
- Heven: Home of the angels. A paradisal realm, Heven was cut off from the other nine by Odin during a brutal war against Asgard.
- Hel: Realm of the dead, both dishonored, and neither honored nor dishonored. It is a land of ice, mist, and cold. Ruled by Loki’s daughter, Hela… though some say she walks amongst Midgardians at times.
- Valhalla: Realm of the honored dead which is distinct from but closely connected to Asgard.
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Other Locations
- Midgard (Earth): Home of the Humans. Loki’s son, Jormungandr (the “World Serpent”) is said to dwell in the seas, capable of shifting his size from humanoid to long enough to wrap around Midgard twice. His destructive powers are kept in check by runes imprinted on his flesh. Fenrir, another of Loki’s children, is also bound to Midgard by runes.
- Asgard: Home of most of the Norse gods, known as Aesir or Asgardians. They call Earth ‘Midgard’ and all Earthlings are called “Midgardians.” The floating realm’s main claims to fame are a bustling city with a massive golden palace, along with the bifrost (a rainbow-colored bridge capable of inter-dimensional travel). Odin, his Valkyries, and Lady Sif are tasked with protecting the realms.
- Jotunnheim: Mostly a freezing-cold land (though there are more temperate regions) of Norse giants called jotnar (jotunn singular) and their canine-like companions, jotunnhundar. Enormous beasts called bilgesnipes roam the frozen plains. The massive Mount Utgarde is where the palace is.
- Vanaheim: Land of the Vanir, a sister-race of the Asgardians. Lush, medieval plains and forests make up most of the land, with small villages here and there. Their warriors are famed for horse--back combat.
- Alfheim: Land of the light elves, an ethereal place with floating cities and magic permeating the air.
- Svartalfheim: A place of eternal dusk, the dark elves call this place home. Despite the forboding nature of the realm and the intimidating features of dark elves, it is a mostly peaceful place.
- Nidavellir ("The Dark Fields"): Home of the dwarves. Only they are capable of smithing god-smiting weapons and other metalwork imbued with their own magic, as well as, sometimes, Aesir galdr runes. Some say dwarven magic (and their massive forges) is sourced from the fiery Realm Below.
Realm Below: A scorched land where demons originated; the Eldjotnar (fire giants) and Eldhundar (fire hounds) are kept captive by dwarven-built barriers imbued with Aesir galdr magic.
- Space/Knowhere: Space is self-explanatory - taking place somewhere in outer space. Knowhere is a den of ne’er-do-wells and the black market, built out of the inside of an ancient Celestial’s skull.
- Midgard (Earth): Home of the Humans. Loki’s son, Jormungandr (the “World Serpent”) is said to dwell in the seas, capable of shifting his size from humanoid to long enough to wrap around Midgard twice. His destructive powers are kept in check by runes imprinted on his flesh. Fenrir, another of Loki’s children, is also bound to Midgard by runes.
