Nótios (No-ti-oes)

The Southern Continent

Nótios is the southern continent of the world.   This is the land of legends and mystery, with wide expanses that saw exploration by the Divine Races in the distant past but it is teaming with life and wild energies. Due to this, it saw the single largest amount of devastation from the Eldritch War but even so, it hosts an incredible variety of peoples, wildlife, and secrets. To the north is a long belt of islands called the Zóni, to the south and east is the Blessed Isle. The very southern areas of Nótios are covered in ice and snow, with a glassy layer of ice that extends out into the ocean. The extent of its reach is unknown as those who have tried to travel it before quickly find themselves under it; while easily broken from above, it is incredibly difficult to break from below. Struggles between races occur frequently here over land and resources but they are often small in scale, originating from vast differences between the social structure of the inhabitants. During the Eldritch War, the inhabitants of the great Forest of Mytos suffered the most as the initial opening of this gate was not known for several weeks, it was a quiet event that did not gain notice until it was too late.  
Black Swamps
Chromatic Peaks
Crumbling Wall
Deadzone
Djinn Ruins
Edge Tundra
Either Tundra
False Mirror
Forest of Mytos
Greenflows
Heaven's Mirror
Island of Blessings
Lake of the Five Paths
Ocean's Edge
Oracle's Seat
Scorched Plains
Shimmer Ridge
Strangeway Flats
Sunset Fields
The lands of the Black Swamps are wild and unpredictable, with little to no shelter for the weary traveler. The name comes from the thick black mud that covers the ground. This substance is the source of many sinkholes and is often unpredictable as it draws structures and vehicles in, to never be seen again. Many have theorized that the swamp may have a form of sentience that actively opposes too much industrialization or civilization from the world outside. Though it seldom affects the large trees or natural greenery that live within its borders, some of these species have shown a particular resistance to magic, fire, or even the bite of steel. No true roads exist here beyond ancestral trails that are used by the native residents of the area to circumvent the deep swamps, bogs, and hidden sinkholes that permeate the area with a vengeful attitude toward outsiders.   This swamp hugs the northern end of the Lake of the Five Paths. This place is bordered to the north by the Scorched Plains, with a western and eastern border marked by the Greenflows with the Path of Iron and Path of Silver respectively. This area is oversaturated with water; only the plants that can tolerate a flooded environment can thrive here. The swamp is named for the soil and mud that holds a pitch, tar-like color and consistency. Despite this, the ground retains an immense amount of nutrients that is said to be a derivative of ancient rituals conducted that connect the land to a primordial swamp Elemental from the area. The Black Swamps are full of trees, wetland wildlife, bogs, and species that are well-suited for life in a harsh environment. Despite the ample amount of water, this area is generally considered unfarmable, save for a few aquatic species of plants and those that are skilled in the art of fisheries. Despite being full of life, the Black Swamps is seldom considered a place of beauty but rather a place that is wild, untamed, and dangerous for many to travel through.   Travelers generally attempt to circumvent this area and avoid it unless they have specific business with the Reptilians and the Anura. Of these two, the Anura are considered the more peaceful but also the more suspicious of outsiders. Those who travel here will often stick to the outskirts or try to stay along the banks of one of the Greenflows to avoid becoming lost or trapped in the treacherous landscape. This has not been an unnoticed trend by the native inhabitants; some more sinister individuals often seek to take advantage of the perceived safety that comes with proximity to rivers. Even stranger still, some come to research this area or attempt to understand its landscape beyond what the Avian Mapmakers can from above, and their efforts often end as quietly forgotten failures.
Black Swamps
The Black Swamps of Nótios are known for thick black mud that covers the ground and the unpredictable nature of everything in the swamp. Danger lurks here around every corner, even though the Reptilians and the Anura choose to make this place their home.
The Chromatic Peaks are the counterpart to the "Metallic Council" on the Northern Continent. They are similar in geographic footprint and height, surging out of the Forest of Mytos and marking the last bit of green before the land turns frigid. The Chromatic Peaks are bordered by the Forest of Mytos to the north, east, and west, while the southern border is marked by the Either Tundra. The river that flows through the Chromatic Peaks is called the Frozen Path. This flows from the ice in the south, through a deep canyon in the mountain, before finding its end in the Oracle's Seat. The peaks are twelve in number, having a reddish hue to them that immediately identifies them as different.   Each of the peaks is dedicated to one color of Chromatic Dragon. On occasion, the assignment of these peaks has shifted depending upon the importance or the ranking of a species or a certain member of a given type of Chromatic Dragon. Each peak is designated as a nesting ground, heavily warped by magic to be the ideal location for nesting and depositing Dragon eggs for future generations. These peaks are also treated as palaces for the most prominent member of each color of Chromatic Dragon, with a hoard built up not only from that Dragon's exploits but from tribute forced upon their given color of Chromatic Dragon over the many thousands of years they have existed. These peaks are said to have more treasure than anywhere else in the world, consisting of gold, jewels, magical items, and whatever else the Dragon may have a fancy for or desire. Due to their greed, the sheer expanse of these hoards is considered to be larger than those of the "Metallic Council", according to rumor, but it is unknown if that is truthful.   Only fools traverse here. This area is incredibly hostile to travelers, not only because many young Dragons section out caves and homes for themselves in these peaks, but also because of the Chromatic Dragon rulers themselves. Despite being creatures of dark creation, the Chromatic Dragons are incredibly powerful beings, magical by nature and cunning in all things. Sneaking into this place is a feat that no one takes lightly, as even the rumor of it is enough to prompt the wrath of a prideful Dragon. Above all else, the pride of a Chromatic Dragon holds the reins to their anger and wrath. The mountains here are treacherous and scorched, and plant and animal life is either adapted to the conditions or nonexistent.
Chromatic Peaks
On the border between the lush Forest of Mytos and the frigid Either Tundra, the Chromatic Peaks are home to jagged peaks and the Chromatic Dragons who fight over them. These mountains are the southern counterpart of the "Metallic Council".
Along the northern edge of Nótios, the land does not gracefully come to meet the water but towers above it menacingly, such that the stamina of an ordinary man is not enough to scale it, given three days. From the western corner of this shore, there are jagged and looming cliffs that block off the Southern Continent from the vast oceans to the north. For some sailors, this means long days of travel east or west to navigate around the cliffs to more hospitable shores, but those with good relations with the Avian Kingdom can make port off the coast and coordinate the movement of passengers and goods. This is accomplished through the use of vast pulley systems that can move loads between the water and the settlements hidden away, high up in the cliffs. It is not uncommon for large chunks of stone and earth to fall into the sea without warning. Because of this, the settlements are often simple and transitory, with the ability to relocate quite easily. The weather here ranges vastly, with high temperatures throughout half of the year and cold winter storms with violent waves from the sea, though snow is a rarity.   The Wall is near the Lake of the Five Paths, the Greenflows have three rivers that cut through the Crumbling Wall with the western edge of the area marked by a river from the lake called the Iron Path. A river called the Golden Path comes through the center of the area and ends in a terrific waterfall that dumps cold water into the ocean from a height of ten thousand feet and finally the eastern edge of the Crumbling Wall is marked by a river called the Setting Sun. The primary inhabitants of the cliff cities in this area are the Avians. Even on the side of the land facing away from the ocean, it is steep and inconvenient for most species to make their homes because of the constant rock slides. Most pathways on the inland side of this area are steep and rocky with tough grass and sparse vegetation. Despite this, the area is welcoming for a species that can fly more easily than they walk and gives them a high vantage point over the open sea that allows some of the stronger fliers to reach the Zóni without issue during good weather. This is a center of communication and knowledge in the form of mapmaking, Avians contribute excellent cartography due to their natural mobility and superior eyesight that allows them to cover ground quickly and survey it from above. There is also a central organization for sending messages quickly across the world, along with small parcels, by commissioning professional fliers who know geography and travel routes well.   Travelers moving through this area recommend using known landing points from the sea or well-traveled roads from inland due to the difficult terrain. It is not uncommon to see Avians flying above or the occasional traveling Mage that has sent something overseas. On the cliff side, it is rare to see anyone attempting to scale the obstacle without being on a "pulley path" regulated by the Avian Kingdom. These pulley paths are always set to pass through or near a settlement that is set into the cliffside so that they can be monitored to ensure safety for travelers and those that live in the Crumbling Wall. These pulley paths are long sections of cliff that allow a person to tie themselves off and slowly scale the vertical expanse several hundred feet before reaching a resting point and then embarking on another. There are often half a dozen of these pulley paths set together, each within about ten feet of the other, so that they are near enough for travelers to render assistance but not immediately fall under danger in case of equipment failure.

Crumbling Wall
A center of knowledge, here you find the Avian species taking up residence on vast cliffsides. There is a sophisticated method for travelers to navigate this area as they make their way high into the sky to arrive at the Crystal Nest.
Before the conclusion of the Eldritch War, this area was a conglomeration of three different regions that included the Sunset Fields, the Forest of Mytos, and the Djinn Ruins. It is a vast desert where no water, no plants, and no animal life can be found. The name Deadzone refers to one of any number of areas where an Eldritch Titan entered this world and caused irreparable damage to the land that rid it of magical energy and the ability to sustain life. This Deadzone expands thousands of miles and covers an area nestled between the Sunset Fields, the Forest of Mytos, the Strangeway Flats, and the Djinn Ruins. The temperature in this area sees extremes that shift between sweltering heat and freezing cold, though no snow or ice will fall upon the area, which makes it deceptive and difficult to prepare for until you experience it directly. Nothing willingly enters this area from the Animal Kingdom, though Chromatic Dragons will often lay claim to sections of it.   The touchdown site for the Deadzone is said to be near the ancient ruins of Leyline, a city that once stood as the capital of a nation constructed by Djinn though left abandoned for thousands of years before the start of the Eldritch War. Some strange turn of events caused the Deadzone to expand westward instead of eastward as if repelled by an unknown phenomenon from expanding too far into the ancient country of the Djinn. This is likely to be the most extensively explored Deadzone as the Pachyderms led numerous expeditions in recent years to see what remains of southern regions that once belonged to the Sunset Fields. Those who attempt to travel through this area are met with hardship and things that reject the idea of life and death itself. This was once a crossroads of three beautiful regions.   At the height of its glory, this area contained grand cities, beautiful lands, and dangerous sections of the Forest of Mytos. Creatures that ranged from Dragons to Majinn were said to live in this area, sometimes struggling and sometimes thriving. Many of them sought the ancient secrets that the Djinn left behind on the physical realm of Isekai. Little is known of what may or may not be left under the shifting sands of the Deadzone, though there is little hope of recovering anything of value, tainted or otherwise, by the Eldritch Titans.
Deadzones
The Deadzone does not naturally support plant life by definition; it is devoid of energies both magical and natural. This area is endless sand with few residents aside from twisted creations and constructs that may be unearthed unwittingly.
The eastern coast of the continent is covered in ancient ruins of a sprawling metropolis in an arid environment. Here, the environment has mostly fallen to deep jungle vegetation with unpredictable weather and strong plantlife that has sprouted up over the old structures. Father, towards the south, there are areas rich with moisture that turn completely to deep jungle as the plants and animals have all but claimed what was once a vast civilization of magic and majesty. This area is largely unsettled, but many of the crumbling or surviving structures are reminiscent of palaces with precious metals, tapestries, treasures, and hidden secrets at every turn. The scale of most ruins is the same as what could comfortably house Giants, with few areas truly unimproved. It seems that at one point in history, the entire area was one large city that spanned the vast area. The few structures that have not fallen into ruin are notable landmarks used for navigation and grand palaces that are nigh impenetrable due to strong magic that still inhabits them and stand guard waiting for the true masters to return.   The country has a northern border that is the coast of the continent. The eastern border is also a vast, sandy coast that holds several areas that used to be deep ports for ships that have long fallen into disuse. The southern border of the country is shared with the Strangeway Flats, and most of this area is devoid of ruins that have not fallen completely to the passage of time. The western border is the river of the Trickling Past that separates this area from the Deadzone on the mainland. Despite not being a heavily populated area, the Djinn Ruins are still thought of as an abandoned country with both treasure and danger. Small pockets of population have moved in along the edges of the country, or along the coast to act as a halfway point for traders, but the interior of the country is largely abandoned by organized civilization. It is dangerous to travel here not only due to wildlife but also due to lawless looters that seek to rob treasure and magic from long-dormant structures.   These lands are considered dangerous but desirable. There is a wealth of knowledge, magic, treasure, and history within these ruins that have yet to be discovered by mortal Scholars. The dangers come from the wildlife, the plant life, the looters, and the ancient magic that permeates the area to defend certain structures. That is to say nothing of the maze-like roadways that end in quicksand pits, hidden ravines, old magical traps, and terrain that is difficult to navigate for the inexperienced. It is common for people to avoid this area altogether or to hire experienced Adventurers or military contingents to protect research expeditions. Few trod these grounds alone.
Djinn Ruins
Vast ruins as far as the eye can see, a city made for giants and overflowing with magical technology beyond current understanding. Once inhabited by a species whose existence is synonymous with magic, it now stands empty and perilous to would-be travelers.
Just south of the Forest of Mytos is the Edge Tundra, a peninsula that tapers to a point along the southern edge of the landmass, pointing towards ever-expanding open seas. While it does not mirror the extremely harsh temperatures found in the north, the cold climate here has the land covered in deep snow and the waters frozen solid along the surface. Even off the coast, there is a strong sheet of ice that reaches out a mile into the ocean. Despite this, there are a few ports along the coast of the Edge Tundra where ships with strong metal blades crack the ice and make landfall. Making land in this area is an operation, but it is considered one of the safer places to halt, as the Chromatic Dragons do not seem terribly interested in this region.   The Edge Tundra is the southernmost point of the mainland for the Southern Continent, and to the north is the Forest of Mytos. Both the Shimmer Ridge and the False Mirror are features that reside partially in the Edge Tundra. The rivers in this area are called the Path of Bronze and the Bronze Branch. They come from high elevation in the eastern portion of the tundra before feeding a river that only appears frozen on the surface. The thick ice over both of them and other water sources in this area is generally safe to drive loaded carts or wagons over without any issue. Despite the temperatures, this area has small settlements and is seen as a travel hub for those sailing around the continent by way of the south. In historical times, when the Island of Blessings was populated, this was a major trade route that saw frequent shipments of jewels and magical artifacts from distant lands.   There is no ruling body in this land beyond what individual townships have created; this is both a blessing and a curse. It means that there are few regulations and processes for traveling or shipping goods. This also means that there is a lack of organized resources to shelter travelers or provide responses to monsters or turf wars that may erupt between factions or townships. The exception to this is the Crystalline Pillar. Located on the southernmost point of the land is a magical spire of great renown that houses one of the great magical minds of this era, Teralax, the Lesser Celestial, an expert in divination and strategy.
Edge Tundra
A frozen wasteland that is inhospitable to most life above the ice, creatures that thrive here are able to tolerate the cold waters and remain hidden from view. While currently free from the oversight of a major country, the Crystalline Pillar remains a single point of authority in this region.
Along the southern border of the Forest of Mytos is the Either Tundra, a peninsula that tapers to a point along the southern edge of the landmass. Here, the winds are strong, and the cold is bitter; the strong trees from the forest immediately stop as if a boundary has been drawn where they dare not grow. No matter what time of the year it is, the snow is deep and the wind is cruel enough to slice through most manners of winter garb. Aside from the base of the Chromatic Peaks, this area is irregularly flat to the point that it looks like a lake of ice that stretches out far into the sea.   The Either Tundra is not the southernmost point of the Southern Continent because there are no sheets of ice that extend out into the water; it ends abruptly in a series of short but jagged cliffs. To the north are the Chromatic Peaks and the Forest of Mytos. Three rivers flow through this area, they are the Southern Switchway, Strangeway Run, and the Frozen Path. None of these rivers is frozen, aside from the Frozen Path; they are waters that come from deep underground that are laden with heavy minerals and geothermal heat. Near the source where these waters rise to the surface, they are highly toxic; they flow inland due to a mystical force from the Forest of Mytos that causes them to flow swiftly along a sharply cut canyon in the otherwise flat landscape. The Frozen Path is an exception, while it is also fed from an underground source, it holds no geothermal heat. At its source, the waters seem to be unimaginably cold, to the point that drawing near to them inflicts the feeling of burning upon exposed flesh. Past reports of those who have touched the water detail gruesome tales of instantaneous freezing, living flesh becoming brittle like glass, and quick death. The cause of this has not been researched enough to determine if it is natural or magical in nature; these properties seem to persist away from the source several miles before they are filtered out by some property of flowing through the Chromatic Peaks.   This would be considered a no man's land if it were not for the persistent presence of Chromatic Dragons in the area. They favor the harsh winds and seem to pay no mind to the cold for the most part. Despite housing few natural land-faring creatures, Dragons have been reported to drag great sea creatures onto the ice before devouring them. This area is considered extremely dangerous for travelers and is not suggested for anyone to linger in if they are determined to cross it. For merchant ships, there is a necessity to round the point; this area is considered highly dangerous due to plentiful and aggressive megafauna from the depths of the sea.

Either Tundra
A flat expanse of snow and ice known for high winds and toxic waterways. Few find themselves with a desire to travel here, and those who do are immediately exposed to the dragons that reside in the Chromatic Peaks
The False Mirror is a large lake that sustains itself entirely from snow runoff and rain. It is connected to the ocean through various subterranean passageways that are large enough to allow for water-faring Dragons to move through with ease. Historically, this area was the site of magical research into teleportation circles, magical transportation, and planar research. Since the early days, mortals have always been fascinated with what lay beyond the boundaries of the mortal realm and if they had the capability to reach towards the stars. The False Mirror was aptly named as a contrast to the Oracle's Seat and the Heaven's Mirror because it was an artificial creation of ancient magic. Where it stands today used to be a forest that gave way to tundra and ice slopes until a group known as the Star-Minded occupied the area and conducted a wide-scale ritual in conjunction with the ruling Chromatic Dragon, Teghun the Eternal Flame. Mass terraforming was not a normal occurrence, even where Dragons were concerned, and as a result, political tensions and conflicts ensued.   Plant life in the warmer, northern section of this lake is rich and abundant, with marine life following suit. Strangely, this water is not used by land-dwelling creatures as drinking water despite having no biological reason. Even magical creatures avoid the water, birds do not hunt in it, and trees do not grow near the edge of the water. The colder section has less marine plant life, but the waters are just as alive with marine creatures. Dragons are the only creatures that seem to have no fear or aversion for the water, or perhaps they understand something about it that the rest of the world has yet to learn. In the last ten years, it has been reported that this water no longer renders a reflection of sentient species.   Today, this lake is a thriving area that shares a property with the Shimmer Ridge, in that the barrier here between different realms is thin, and the water that has been employed in hundreds of thousands of rituals serves as a conduit to those 2ho know how to use it. While the exact details are contested, many agree that this is the area that the Horrific Lords first used to make contact with denizens of Isekai because the Star-Minded had grown skilled enough to send a call out into the unknown to see what existed. Even today, it is theorized that these waters can be used to traverse areas in the cosmos near the mortal realm. Some believe it can be used to reach the realm of Caspian, while others are convinced that it has since been thoroughly blocked off by Ivala's Labyrinth. If indeed it is blocked off, then it can still act as a passageway to the Wandering Forest or the waters of the Lost Paths, both of which are hardly desirable destinations save for the most prepared of travelers.
False Mirror
A historic site of rituals where the water is said to act as a catalyst for those who would scry upon or even travel to distant lands beyond the mortal realm. Creatures that walk on the land avoid the glassy water for an unknown reason, but the lake has abundant marine life.
The largest bulk of the continent is taken up by vast forests, ranging from the familiar trees of the north to the more tropical trees expected of a jungle climate, depending on the region in question. This forest spans hundreds of miles, making it the largest forest in the world as well as one of the oldest. Trees tower overhead, knitting their branches together for several stories and casting the light into an odd green hue even when the noon sky is directly overhead, while casting other areas into complete darkness. Plant and animal life is diverse enough to fascinate the most well-traveled, but many things unknown and ancient lurk beneath these boughs. It is said that more than one civilization has been lost to time within the great forest, though not due to malice but rather apathy of the titanic trees that preside over the land. Roads in the forest often shift, twisting and turning with reason that have been lost to time while concealing histories that may never again become common knowledge.   The Forest of Mytos touches nearly all the other lands on the continent, making up the bulk of its center. The northern border of the forest runs along the Path of Silver to touch the Lake of the Five Paths and the Scorched Plains. The western border runs along the Path of Bronze to touch Ocean's Edge before wrapping around to the coast itself and encompassing the northern part of the Shimmer Ridge mountain range. The southern border touches the Edge Tundra, the coast, the Either Tundra, and the Chromatic Peaks where Chromatic Dragons are known to preside in conspiracy. The eastern border touches the Strangeway Flats and the Deadzone. It is separated from the Deadzone by the Strangeway Run. These lands are difficult to navigate and considered highly dangerous even for the prepared Adventurer.   While dangerous, it is a destination that is braved by the foolish and the curious, as many things are concealed within this forest. Of note, the Oracle's Seat lies in the southern portion of the forest just before reaching the Chromatic Peaks. It is rumored that one gate to the Southern Library exists within this area, though the location of it is difficult to determine. Many Scholars have asserted that it has fallen into disrepair and may no longer be accessible or functional. Chromatic Dragons frequent this forest, claiming vast areas and hunting grounds to satiate their immense appetites, though there are parts of the forest that even the powerful Dragons will avoid. While most of the trees are said to be apathetic to the passing of time, it is rumored that some have a festering impatience about them that gives way to an unnatural inclination of movement and malice towards creatures that upset the peace of the forest.
Forest of Mytos
The largest forest in all of Isekai, spanning nearly the entire continent and touching vastly different territories with each border. Ancient things lie sleeping here, and the trees have a watchful eye. It is said that if the wrong traveler strays off the path, then a quick end would be a desired mercy.
The Greenflows is the name given to the many rivers that cover the Southern Continent, aptly named because they bring life to many warm environments. These rivers are known to be wide, deep, and strong, but they cut through soft banks and seldom have areas of rough water. The slow-moving waters are full of life, originating in some cases from deep underground, and they are full of nutrients that promote the growth of rampant plant life both along the banks and under the waters. This has made the rivers a prime location for discovering rare plantlife that has medicinal or mystical properties. Researchers have suggested that drinking from the waters near their source promotes longevity and vitality in a variety of the Animal Kingdom races.   The Greenflows are found all across the continent, they are known by their names and by the lands that they cross:  
  • The Path of Iron starts in the Lake of the Five Paths and divides Ocean's Edge from the lands of the Black Swamps and the Scorched Plains.
  • The Path of Gold starts in the Lake of the Five Paths and divides both the Black Swamps and Scorched Plains in half.
  • The Path of Silver starts in the Lake of the Five Paths and flows east separating the Scorched Plains and the Forest of Mytos from each other before joining the Setting Sun and Strangeway Run rivers.
  • The Path of Copper starts in the Oracle's Seat and flows north through the Forest of Mytos separating it from Ocean's Edge before joining the Lake of the Five Paths.
  • The Path of Bronze starts in the Edge Tundra and flows far to the north being joined by the Bronze Branch and ending in the Lake of the Five Paths.
  • The Setting Sun starts in the Oracle's Seat and is joined by the Southern Switchway before flowing through the Forest of Mytos and eventually joining the Path of Silver near the western edge of a Deadzone where it separates the Scorched Plains from the Sunset Fields.
  • The Trickling Past starts in the far south coming from the Either Tundra and flowing through the Strangeway Flats before crossing into the Djinn Ruins along the eastern edge of a Deadzone and eventually ending along the eastern edge of the Sunset Fields.
  • The Frozen Path starts far south in the Either Tundra and flows north through the Chromatic Peaks before dumping into the Oracle's Seat in the Forest of Mytos.
  • The Southern Switchway starts far south in the Either Tundra and flows north into the Forest of Mytos before joining the Setting Sun.
  • The Bronze Branch starts far south in the Edge Tundra and flows north into the Forest of Mytos before joining the Lake of the Five Paths.
  • The Strangeway Run starts far south in the Either Tundra and flows north along the western edge of the Deadzone separating it from the Forest of Mytos before it joins the Setting Sun and the Path of Silver.
Greenflows
The Southern Continent has a host of rivers that grant life and, in some cases, death to the varied lands. It is said that the rivers were named by Djinn in the far flung past, and the names were passed down through the current people in the form of stories and fables.
This lake is located towards the center of the Blessed Isle. Historically, these waters have been sought after since ancient times due to their immense healing properties. It is unclear if the water is magical or if this is a scientific phenomenon, but it was considered a large factor in the success of the civilizations surrounding it. The Lesser Celestials used this resource to great effect to trade and sustain their cities.   The lake is situated on a plateau, which is the highest natural point on the island and is fed from subterranean water sources. The rivers that now exist, flowing towards the north and south, had not existed for thousands of years as they were dammed and rerouted for use in the city. After the annihilation of the Lesser Celestial civilization during the Eldritch War, these rivers began to flow again. The waters that flow from the lake do not appear to possess any healing properties other than being incredibly pure and free of contamination. The exact use and employment of the water seems to be questioned with conflicting information from Scholars around the world due to the nature of how remote the location is considered now and the factions surrounding the lake.   The lake is covered in a thick layer of ice, while the plant and animal life that were historically found here have had mixed reports of thriving or dwindling. Some sources say that a thriving ecosystem exists under the thick ice, but others say that it has died out completely. The validity of these claims is shaky at best. The ice cap covering the lake is over six feet thick and has uncommon properties that make it resistant to conventional and magical means of destruction that experienced tundra explorers would normally employ. This, coupled with the general safety concerns in the area have left it shrouded in mystery, though not quite making the top of anyone's research priorities. Rumors in the area suggest that a primordial Elemental has taken up residence in the area recently, though it has currently been written off as the wild stories of those who wish for the island to remain a remote destination.
Heaven's Mirror
Once, a body of water that was lauded as the purest in the world, able to cure disease and curse alike for those who consumed it. Stories go further, saying that it could grant supernatural abilities to certain species if they consumed it for lengthy amounts of time.
The Island of Blessings is the largest island in the world. In the not-so-distant past, it was considered a paradise of unparalleled beauty. This is the ancestral homeland of the Lesser Celestials, once home to a grand civilization of enlightenment in magic, the arts, and trade that supplied much of the Southern Continent with naval assets and safe passage for travel. Since the Eldritch War, the island's climate shifted; whatever natural or mystical properties that kept it at a temperate and tropical climate changed in favor of an icy wasteland. Much of this landscape mimics that of the Either Tundra now with deep snow, harsh winds, and ruins of grand cities dotting the island.   The Island of Blessings is situated closest to the Strangeway Flats. There are no natural land bridges to the mainland. It boasts one lake, Heaven's Mirror, and a set of rivers that flow out of it towards the ocean whose names were never formalized. The rivers did not exist before the Eldritch War, they were created from the destruction of dams and aqueducts that made use of the ground spring-fed lake and its relatively high altitude compared to the rest of the landmass. To the east of the lake is a Deadzone, this area once housed the capital of the small country and was known as Heaven's Landing. The Deadzone differs from others because instead of common sand, the earth seems to be comprised of millions of glass shards that have reached a dust-like consistency from being pulverized. The rest of the island is covered in snow and ice that gently slopes down into the ocean and provides a safe landing for ships or wildlife that seeks refuge on the beaches.   There are a few small settlements on this island still; they act as independent governing bodies that rely on each other for survival. Some of them are hopeful that they may be able to rebuild the grand cities and restore the natural climate of the island someday, while others are pirates and drifters looking for an area where few kingdoms have the care to chase them. Because of this, conflict is common in this area, and merchants only make their way here with the promise of riches or heavy protection. Despite being a snowy, desolate landscape, the island still has many natural resources beneath the casing of ice, including the water of Heaven's Mirror, which is said to be a near-cure-all that is capable of absolving curses. This area is not considered safe for travelers, but there are brave ones that make the journey from time to time, including Dragons that have been afflicted with terrible conditions seeking the healing waters of the lake.

Island of Blessings
An isle of once great beauty, the Island of Blessings has changed to a landscape of ice and snow as the events of the Eldritch War greatly changed the once amazing magic that was there.
The largest body of water on the Southern Continent is the source of water for many areas nearby. Whereas many lakes are the gathering place of water from many places in the world, the Lake of the Five Paths is unique in the respect that it is fed from deep wellsprings under the ground in addition to rivers that come from the icecaps far away in the south. Its ridges are elevated with large cracks that cut through the sides to reveal the pathways for five large, powerful rivers that bring life to the rest of the continent. The immediate area around the lake is green with rolling hills that eventually melt into different biomes as the regions split. The lake is deep but not considered bottomless. This freshwater source is warm and full of life, with a variety of fish and water plants. It is considerably wide, but in many areas, the bottom can be seen, except in the southern portion of the lake, where the depth is considerable.   The lake has a northern border with the Black Swamps where the green hills are quickly swallowed by mires, bogs, and thick wetland trees. The western border simply extends far towards Ocean's Edge, becoming drier and arid in places but retaining good soil quality overall. The southern and eastern borders of the lake are encompassed by the ancient Forest of Mytos, where the large trees hold sway over the land, creating tight and thick areas with few natural glades. The rivers that flow to and from the lake are powerful driving forces that cut cleanly through most natural features and act as natural routes that allow merchants to navigate areas accurately, though the safety of these routes can be dubious depending upon the area itself. The waters of the lake are known as the Greenflows because they are warm and full of natural minerals that encourage aquatic life in the form of both plants and animals.   The lake itself is an area that is frequented by many travelers, it is often used as a route to bypass the Scorched Plains or the Black Swamps so that goods can be moved from east to west. Ferries exist that can take travelers from one of the five rivers to the next, often referred to by the names Paths (Gold, Silver, Bronze, Copper, and Iron). The communities directly around the lake often reflect the nearest geographic region that they hail from, though they are more varied in some respects, with a variety of species that moved towards the water in order to be safer from the fits of fire-breathing Chromatic Dragons. It is common for people in this area to make homes built into the ridge around the lake or other sod buildings that take advantage of the waterways in order to stay hidden from large flying predators.
Lake of Five Paths
The largest lake on the continent that supplies the five major rivers in this area that flow across many lands. It sports many small settlements, as travelers see the lake as a less intense hub that they can use to circumvent some more dangerous lands as they move goods from one country to another.
The lands of Ocean's Edge are full of incredible architecture showing a connection between the native inhabitants and the mysterious culture of Sphinxes. These lands are full of green rolling hills, high plateaus, and gentle breezes from the western seas that create a natural paradise. The soil is rich here, the waters clear, and life is good for those who have built cities and villages with a heritage that is closely tied to the Divine Race of Sphinxes. Grand structures hewn from stone, wood, and mystical materials can be found here, with vast underground complexes that stand out as works of art the likes of which are absent in the rest of the world. Towards the center of the country, there are quiet farms, along the coast, there are bustling cities for trade, and along the inland borders, there are well-organized fortresses that stand watch over the peace guarded within.   Ocean's Edge makes up the western border of the continent, it has a large oceanfront to the west while its southern and eastern borders are marked by the Forest of Mytos, the Path of Bronze, and the Lake of the Five Paths. This area has a small border to the northeast with the Black Swamps and the Scorched Plains. This border traces the Path of Iron. The inland borders are heavily guarded against monsters and enemies of a more nefarious kind, even the passages that would lead underground into the vast expanse of Káto are heavily guarded. These safeguards take the form of not only weapons and magic but complex structures that reject the passage of intruders; these mechanisms are built with ancient knowledge passed down by the Sphinxes.   These lands are considered safe for travelers, often attracting researchers who have an interest in the gates of the Southern Library. Though only one gate exists here, it lies near the center of the area, not far from the Lake of the Five Paths, and is surrounded by a myriad of settlements. Lifestyles in this area vary from the quiet to the busy, and roads are well kept with little chance of becoming lost due to the plentiful travelers and settlements throughout the countryside. There is a large presence of artifacts and research groups in this area due to it being one of two renowned locations that were heavily influenced by one of the Divine Races. The most dangerous areas are considered to be the borders that are just up against the wild forests, swamp, and plains, where monsters have a higher presence and skirmishers from the Scorched Plains or the Black Swamps are diligently repelled.
Ocean's Edge
Home to legends and structures left behind by or inspired directly by the Sphinxes. The whole of this region is a desirable destination for researchers and travelers, often considered safe when compared to the more wild lands on the continent.
A prominent and sacred body of water on the Southern Continent is the Oracle's Seat located deep in the Forest of Mytos. It is positioned just north of the Either Tundra and rests at the base of the Chromatic Peaks. Despite having a river that feeds the lake and two that depart from the lake, the water is unmoving in the lake itself, whether this is magic or illusion is unknown. This area is rumored to be the most peaceful in Isekai if you are able to access it. Even those that fly will have difficulty in reaching it, firstly because of the Dragons that claim the sky as their territory and secondly because of a perpetual fog that surrounds the Chromatic Peaks. Navigation in this area is considered almost impossible unless moving by foot along ancient pathways that allow you to reach the sacred lake. It is said that anyone who makes the journey will find peace and wisdom from a Sphinx that has chosen to remain on the physical plane to watch for all eternity.   The Oracle's Seat is rumored to be a clear, calm lake that is devoid of movement. It is so still that it can be mistaken for glass; the slightest movement or presence of life is not only reflected on its surface, but its very presence will disturb the waters. The shore of this beach consists of white sand that is speckled with a silvery, metallic mixture that is a component of some artifacts for scrying and divining the future. It is said that this area was once considered holy by the Elder Races and those belonging to the Animal Kingdom because of the presence of the Sphinxes and because of an ancient ritual lost to time known as the Challenge of the Mirror.   Travelers desire to reach this area greatly, but the journey often proves more laborious than many are willing to try. The entire area is surrounded by a fog that appears to have been created long before the existence of Elves, Humans, or Dwarves. Those who wander into it will always find themselves lost, sometimes finding themselves in completely unrelated locations in the world. The only way to traverse this area is to be a being of great magic such as an Ancient Fey, Djinn, Sphinx, or Dragon, though it is no small feat for them either to find the old paths that the gods walked. These paths take several days to traverse, starting in various parts of the forest that are far from the Oracle's Seat, but attempting to skip ahead or shortcut the path will invalidate it, leading to the traveler becoming lost when they draw close to the lake.
Oracle's Seat
A mystical place with a serene body of water that was involved in an ancient challenge long lost to time. Navigation in this area is impossible for most mortals and lesser creatures; a dense fog confounds all travelers regardless of magical tools or expertise in pathfinding.
Just south of the Crumbling Wall, after the land goes through a steep decline in elevation, there is a wide grassland known as the Scorched Plains. This area earns its name from great wildfires that have plagued it in the past, most notably those created at the whim of powerful Chromatic Dragons. Because of this, there are no large kingdoms here, and it is often considered a no-man's land that is quite dangerous for the unprepared. The species that makes their home here are the Gnolls, a cursed species that is said to have fallen into near complete madness due to tragic events of the past. The Gnolls make their homes along waterways and in underground dens with networks of tunnels that connect far below the surface with many natural and artificial entrances into Káto. It is unknown how many of this species there are due to the fact that they control the land both above and below with frightening ferocity. Despite their aggression, many would-be travelers still will skirt the edge of this territory or attempt to slip past the various tribes of these enemies in order to reach the Crumbling Wall or the western shore known as Ocean's Edge. The northern border of this land is the Crumbling Wall, the western is the river the Iron Path, the eastern is the river the Setting Sun and the southern is the Black Swamps and the Silver Path that separates the plains from the Forest of Mytos.   The Scorched Plains are full of tough, dried, yellow grass. Despite being torched over and over, as the name implies, it is not a plain of ash but rather one that still rises up despite the fires with a resilient landscape. The areas here are mostly flat, giving a wide range of vision above the grass that only reaches up to three or four feet in most places. There are often holes, around three feet in diameter, that will have no warning but will be encountered abruptly while navigating this area. While manageable for travel, this acts as a great cover for ambushes, let alone the unique quality of the Scorched Grass that deadens the footfalls of any member of the Animal Kingdom that moves through them. In the distant past, before the Gnolls were cursed, it was said they were masters of Green Magic and specially bred the grasses across their land to not only grow back after the most horrific of fires but also to give them complete stealth while moving about.   Travelers often avoid this territory; it is advisable only as a destination of absolute necessity that can often be avoided entirely or skirted closely depending on the situation. Many merchants and would-be Adventurers have simply gone missing in this area, never to be heard from again, and seldom does anyone go looking for them. The assumption, and sometimes proven reality, is that they were devoured by the voracious inhabitants of the Scorched Plains. Because of this, the surrounding areas will often have their own version of a patrol that surveys the edges of the Scorched Plains that touch their own homelands to ensure that any large movements do not go unnoticed. The care that most take when circumventing the plains often necessitates that the inhabitants venture forth to satiate their hunger, despite them having no qualms about giving in to cannibalistic tendencies.
Scorched Plains
A wild and dangerous area that is inhabited by a cursed species, the Gnolls. While many older trade routes that offer direct passage might be tempting, travel through these lands is not advised. It is said that at one point these lands were beautiful beyond compare, but what is remains is not.
The Shimmer Ridge is a mountain range that stretches from north to south. This collection of peaks is not known to be the highest in the world, but rather to be the most mysterious. They reach an average height similar to that of the Chromatic Peaks and host their own thriving population of Dragons. They are bordered by the Forest of Mytos on the north, to the east is the lake called False Mirror, to the west is the ocean that is met with steep cliffs and few paths, while the south is bordered by the Edge Tundra. This mountain range has numerous peaks that seem to shift and change position from season to season; the time of year seems to have an effect on the viewer unless they have the ability to perceive the truth.   The Shimmer Ridge is a mysterious place, they are a collection of high points with narrow dips and hidden valleys that give off the appearance of the backbone of a prehistoric titan. It is said that creatures existing more properly in the Wandering Forest, entities, and Elementals that do not function according to the usual rules of cause and effect. Here, the barrier between dimensions wanes thin; many things may be found that leave an Adventurer with immense regret. It is said that this area was once used for experiments in magic, temporal travel, and dimensional exploration by the Divine Races, though none of them corroborate the legend in modern times.   Raving lunatics are among the largest population that return from this area. Despite being the subject of many conversations among the intellectual, this is an area that few will consider worth traveling to. Chromatic Dragons may be the tamest of creatures that make their home in this area of Isekai. The true danger lies in the environment and the unknown. Simply put, no amount of preparation seems sufficient when the Shimmer Ridge is in such a constant state of chaotic flux, and it is difficult to discern if the situation is illusory in nature or not. This site is credited as the birthplace of the dark atrocities and occult practices that gave way to the Eldritch War.
Shimmer Ridge
While an exotic destination that has held significance in the past, this area is ill-advised for travel. This mountain range hosts many creatures that otherwise should not exist in the mortal realm, and just being within proximity to them causes a change in creatures that tends towards deadly.
The Strangeway Flats may be mistaken for a peaceful location by those who have braved the Forest of Mytos and hidden from the gaze of Chromatic Dragons. There are gentle hills and quiet fields of grass that hold sinister creatures of nightmares. The trees here are tamer than the ones found in the Forest of Mytos, they seem almost hollow in a way. Giant creatures roam here that take on uncanny mannerisms that their smaller counterparts are not typically known for, many of them taking advantage of their size to become apex predators. Spiders are the most well-known creatures from the flats, with a particular breed that stands incredibly tall so that its legs are often mistaken for trees or limbs. This titan will hide in clumps of trees waiting for unsuspecting travelers to seek shelter from threats that frequent the meadows, only to snatch them from the ground.   There are no evergreens in this area; seasons fluctuate differently here, with the leaves turning golden just as winter ends to leave bare branches and sickly wood at the height of summer. The flats are bordered in the north by the Deadzone, in the west by the Forest of Mytos, in the east by the Djinn Ruins, and the south shares a coastline with the Either Tundra. The rivers of the Trickling Past and the Southern Switchway supply this area with water, contributing to minor swamplands. Towns here are almost non-existent, though a few brave souls do carve out a living in the flats; these towns are often subterranean, as any structures above ground are razed before the sun can rise and set again.   In terms of navigation and travel, the flats are considered easy to move through, but the threats often deter the less experienced travelers. The terrain consists of small areas of forest with wide open spaces, and the weather is usually temperate, though it seems unintuitive at all times. During the winter, it is warm, the trees are full of color, and the plants are quite alive, yet when the summer month comes, the entire place is consumed with death. This is quite distant from the cheery hibernation that one would associate with a gentle autumn and a serene winter; the entire air feels as if death has truly gripped it. Some Adventurers and magicians have noted that it seems that the entire place, though green at times, never truly feels alive.  
Strangeway Flats
An eerie if not tranquil area on the surface, not often the end destination of travelers, but it stands as a gateway to distant lands offshore. Travelers who move through these lands know to keep their stay brief; those without arachnophobia often have good reason to develop it with only a short trip here.
A beautiful expanse that resides on the northern shores of the continent, the Crumbling Wall tapers here to allow for only a short section of cliffs that flow down to wide and gentle beaches. The soil is rich, and the climate is temperate here, with high temperatures in the summer and warm winters that do not see snowfall and seldom see strong storms. Farmlands prosper, and villages see quiet and peace; warfare is a sound that has not graced the centers of the plains in many a year, though it is not from the efforts of idle hands. The plains are covered in gentle grass that ranges from green to hues of deep red that seldom reach above two feet in height as light winds caress them. This land has prominent and well-kept roads that are easy to navigate, making travel a pleasure rather than a chore for most. These lands are noted for their breathtaking beauty and their abundance of crops, making them a must-see destination for travelers and the center of trade for connections to the Zóni and across the sea.   The Sunset Fields are on the northern coast of the continent towards the east. Its western border is the river of the Setting Sun and the eastern border is the river known as the Trickling Past. Their northern border is the sea; only a small portion towards the west still bears the rocky cliffs of the Crumbling Wall that quickly dissipate into sandy shores and lengthy beaches. The southern border of the Sunset Fields previously extended much farther with a historical border that touched the great Forest of Mytos but those days have long since passed as the border now meets a sea of sand where it is said that life may never grow again, a Deadzone. This has long been a subject of research for the natives of this land, the Pachyderms; a people of great stature and great intellect that have long led the world in the study of magic set into motion by music.   These are, by and large, safe lands for travelers with few monsters that move about during the day. A variety of wildlife makes their home in these lands, mostly the kind that prefers to avoid the cold, including a large variety of birds, grazing animals, Giraffes, Rhinos, and Elephants. Though of no claimed direct relation to the Pachyderm species themselves, they have a distinct fondness for the larger animals, distinctively saying that their slower pace of life is worthy of perspective in a world that has been through so much. There are a few entrances to Káto from this region, many of them are heavily regulated and closed off from the general public in the name of safety, and they keep strict watch of their western borders in anticipation of trouble from the Scorched Plains during the first lapse of vigilance.  
Sunset Fields
A beautiful and temperate destination that acts as a safe haven for the Southern Continent, most intercontinental trade and travel will move through these lands. Here you will find large cities, sprawling farms, and the best naval assets in the world.

Nótios

Animal Kingdom Races

Considered the birthplace of many Animal Kingdom races, the Southern Continent has seen the appearance of species adapted for a wilder part of the world, with many of them coming into existence from gaining divine recognition. The species on this continent are even more varied than those of its northern counterpart, giving a home to Anura, Avians, Canines, Felines, Reptilians, Pachyderms, and varying populations of the Elder Races. Chromatic Dragons also call this area home, having held out for thousands upon thousands of years against the other species of the world as they spread calamities and schemes from the Chromatic Peaks.   The Animal Kingdom races defined the political boundaries, tamed the lands said to be left abandoned by the Djinn of ancient legend. Nótios is seen as the wild land of secrets and history that has yet to be unraveled; while the Northern Continent has a host of species directly created by the gods, each of the Animal Kingdom races came about through the exploits of an Animal Lord that gained divine recognition through their exploits. The tenacious will of these people has allowed them not only to survive but to thrive in harsh environments and dangerous areas; their pride in themselves and in their homelands is well earned.

Eldritch War

The Southern Continent saw catastrophe during the war, due to vast areas that were unpopulated or surveyed by reasonable species; the gates that opened on this continent were difficult to pinpoint. Some of the most complete annihilations took place in this area, including the Island of Blessings, which once supported a civilization entirely composed of those that held ties to the divine. The species known as the Lesser Celestials was nearly wiped from history. Despite boasting incredible magical power, they fell to the Infinitely Shattered One in a day. It is said that scatterings of consciousness can still be found roaming the seas that surround the island.   The species on this continent formed strong alliances overnight, alliances wrought out of necessity and not agreement. They found themselves set about on two sides as the Chromatic Dragons sought to take advantage of the ensuing chaos to establish themselves further, using tactics from outright destruction to subversion of the shaky alliances formed to combat the invasion of otherworldly horrors. As the war drew to a close, it was confirmed that the greatest loss of life occurred on this continent, while the technology and advancements in magic may have been preserved in secret places, the people of this area paid dearly for each town or city they defended.   After the war, many of the species looked inwards and turned away from the hasty alliances that had been formed. While trade still existed, the countries of this continent pulled all their attention to their own so that they could rebuild and heal.

Advancements

Nótios is the wilder continent, home to many secrets that have yet to be unraveled and more still that have been lost to time or to conflict. The largest point of interest is the Djinn Ruins that still contains advanced knowledge and magic that has yet to be understood by the rest of the world. It is an area that, while dangerous, is a constant destination for the aspiring researcher.   Life on this continent is harsh; while towns and cities are recovering, there is always the constant threat of monsters and the Chromatic Dragons. Even now, while things have finally begun to recover from the long war, creatures of darkness seek to establish footholds and gain sway. Challenge is a way of life.   Art and extraplanar knowledge are found abundantly here, to say nothing of the vast secrets that lie in the Djinn Ruins. While full of peoples that are constantly struggling, these species have grown strong and have created some of the largest structures in the world, and boast the most accomplished artists in the disciplines of sculpting, painting, and architecture above ground. Despite everything, the people of this continent are proud and continue to move forward, with some making advancements in research that could reverse the effects of the Deadzones.


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Feb 24, 2026 11:12 by Dr Emily Vair-Turnbull

This is an absolute masterpiece. I don't know why, but the Greenflows section is my favourite, though I enjoyed reading about all the other different places too.

Emy x
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