Caller's Guide to the Radiant Region
Welcome, storyteller and weaver of the the ways. Just as we share the tales if the times before the Disc and knowledge of what lies beyond the storms, we must remember and share knowledge of all that lies within the Light. Theis guide will help you in your wanderings throughout the region, and lead you along three of the Starlit Paths. Take care in your travels, and embrace all knowledge, no matter where it is found.
17th Edition: Contacts updated for 215 ET
17th Edition: Contacts updated for 215 ET
The Windy Path
Eldrest
There is no known Eldyr residing in or around the village, despite the full Eldyr Guard stationed there. It is unknown why they remain in the village without disbanding or joining a new ruling, and they are not inclined to share. While they will not speak of their Eldyr or station, they are happy to teach of the time of their forming. This guard was formed in the days before the first airship crossed the storms. They are a living record of the storm wall during our modern era.
The village of Eldrest is also worth visiting for its unique design. The village itself is built within the ground at the center of their fields. The edges of the village slope up to create ramps down into the village proper. The subterranean village is open to the sky along roadways and some larger spaces. While this lets in some light, most of the light in the village is provided by the natural glow of native flora.
There is a small Sanctuary on the outer edge of the village, so that most of the building is above the ground and facing discward. The Sanctuary houses a Shelter Maiden and a Heartlight Maiden at all times. One Radiant Maiden travels into town each month to complete rituals of light but leaves again with the same caravan. It is easy to move about the village without ever crossing paths with an Order member.
Places of Interest to Visit:
Feast Garden • Builder Ruins • Storm Market -----------------------------------------------------------
Sleepers Veil
The most famous of the farming villages outside Greslek, Sleeper's veil is home to the Field the Sleeps. There are many rumors and tales surrounding this field and the statues within. Local elementine like to embellish many of these stories but if you find yourself spending extended time in the village you may learn the true story. the Orders' presence is highest during the weaving festival for the field blankets. Anyone wanting to participate in the festival should be careful to avoid the blessing ceremonies.
Places of Interest to Visit:
The Field that Sleeps -----------------------------------------------------------
Greslek
Greslek is the first point in this Starlit Path, but the hidden ways are often damaged in ares which cross into the desert. For this reason, more Callers following the Windy Path choose to travel over land until reaching the next point in the path.
Places of Interest to Visit:
Commerce Greens • Caravan District • Artist's Ring -----------------------------------------------------------
Hall of Good Tidings
The Hall serves as both a public way station and a Starlit Path. Hallmaster Lornen manages everything in the outpost. It is the singular outpost within the Scouring Sands, so nearly everyone taking the desert route to or from the capital will cross through. There are very few paths that go around the outpost, and they are dangerous and unreliable. Within the Hall itself, there is a strict peace agreement. Origin and nature do not matter when staying within the Hall. If anyone is violent or aggressive to another being, they are immediately expelled from the hall. It is very important to maintain your best behavior when in the hall. Both parties will be expelled if there is a conflict.
To access the Starlit Path, speak to Hallmaster Lornen. He can usually be found either behind the bar or making rounds throughout the hall. If he is not visible in the hall, consider him to be unavailable and do not ask after him.
Places of Interest to Visit:
Sand RacesThe Stone Path
Tremliff
Built into the stormward cliff face of the Roaming Ruin Basin, Tremliff is a small but expansive village. The central point of the village is the Orders' Sanctuary. It is cut into the cliff with a grand opening framed by pillars. The recessed sanctuary opens toward the Disc. The basin is very close to the storm band and most of the view toward the capital is blocked by the Skyreach Mountains. The disc expansion some fifty years ago expanded the Disc's rim beyond the peaks, and very mild fading progression has been noted on all structures in line with the increased light.
All Callers should visit Tremliff at least once. The unique shifting of the basin is a wonder to behold, and the Stonewatch Eldyr Guard stationed along the rim of the basin share tales of the great Eldyr who was struck down in the basin during the second expansion.
Places of Interest to Visit:
Cliffside Sanctuary • Roaming Ruins • Stonewatch Cairn -----------------------------------------------------------
Acferton
Established during the second expansion, Acferton is the most unique of all cities run by the Orders. Known as the City of Waterways, its structure was established long before the Orders' influence grew within the city. While there are now homes and Sanctuaries built on the surface, most of the old city is built along the massive waterways beneath the surface. The city's Daylight Fountain is the only one to extend beneath the ground and into the waterways. It was placed in the central market area of the original city and the surface section of the city was designed around it in the modern fashion.
Even with the Daylight Fountain illuminating large sections of the lower waterways, most of the Orders' members prefer to stay up in the surface districts. The old city is relatively safe to travel openly. Callers with strong elemental endowments will want to avoid the central waterways as they are highly infused with Radiance from the Daylight Fountain. The Trickling Tavern in the old market district is a waystar to enter the Starlit Path toward the Prismem Mines.
Places of Interest to Visit:
Submerged Fountain • Water Streets • Trickling Tavern -----------------------------------------------------------
Kendaria Village
Much of Kendaria Village is inaccessible to travelers, to protect the secrets of their silk techniques. They are particularly watchful of any Callers within the village, fearing that stories of the village will spread. Do not hide your movements or intentions while there. Relations with the village elders are carefully maintained. It is important for all Callers to be on their best behavior while in the village. The only stories allowed to travel outside the village limits are those approved by the elders.
Places of Interest to Visit:
Lonely Lagoon • Prismem MinesThe Ocean Path
Remembrance Workshop
Located deep in the marshlands where the oceanic tail of the Skyreach Mountains is lost in the storms. The Remembrance Workshop is the site of research into dense algae grown in the prismem- and oas-rich marsh. The workshop is the original source of glim, and the only known source of void core tools. It is a good stop for learning about the void element. They also often have resources which can help those with strong elements remain safe close to the capital. It is recommended that anyone without a Flesh body ring stop by the workshop before planning travel to the capital.
Places of Interest to Visit:
Salt Marshes -----------------------------------------------------------
Farxina Villa
The Plainskimmer's Respite is a tavern run by the Farxina family, built into the cliff face of the Sinking Canyon. The Farxina family is very welcoming to all travelers. Visiting during the dry season is a wonderful opportunity to learn about the region and the history of the canyon and the Mourner's Floodplain at its base. Visit during the flood season to join in the crab harvesting festival. The festival draws in travelers from all areas of the lighted realm and serve as a wonderful gathering point.
Places of Interest to Visit:
Plainskimmer's Respite -----------------------------------------------------------
Sanctuary Cove
The hidden city. Sanctuary Cove is only open to approved trading partners. If your cynosure has permission to enter the cove and to bring you in, they will provide specific contact and details for moving around. Sanctuary Cove is full of the lost, and very old elementine. They tell tales of a time before the seas were so violent. A time before the deadly serpents that call the dark waters home. Some of the old tales suggest that the stone the cove is carved from has been aware for many years and opened the space for travelers to build up into the village it is today. Some villagers who wandered in without a guide swear that the stone spoke to them and guided them to the village.
Places of Interest to Visit:
Seaside Market • Scalesmith Pavilion -----------------------------------------------------------
Glorstea
More resort than town, Glorstea is a relaxing stop for any traveler. The hot springs the resort were built around are a popular attraction despite the difficult travel needed to reach them. Glorstea can be reached by climbing up through the Skyreach Mountains' most coastal point. The combination of narrow shores, ocean storms, and hostile Flowing Elementine make the route treacherous. The preferred route is Heaven's Pass which crosses over the Skyreach Mountains from Chronwhorl’s Sheltering Gate.
The pass is a Starlit Path through the mountains. Constellations should seek out a waystar along the coast. Resting at the resort before walking the path is encouraged, for the path is dark and filled with peril.
Places of Interest to Visit:
Hot Springs • SmugglerunChronwhorl
Avoid the Shing Roads and the the base of each spire. If you must travel in these areas, remove your Caller's robes or layer an additional grey garment over them. You will still stand out, but will not be imediately identified as a Caller.
The Nightstar maintains a list of establishments within the Fog Zone which are safest for Callers to perform at, and her Fogwalkers can help to traverse the city with minimal attention. The Orders' eyes are everywhere within the city. Individual travel is not considered safe but can be done if all Caller iconography is hidden and the proper formalities are maintained. Holy greetings are strictly enforced within the city and are expected within the Fog Zone as well.

Comments
Author's Notes
Thank you for exploring some of the most prominent locations that humanity has established on Oabos. Eventually this guide will have images of each location, but those spaces are currently held by the placeholder images you have seen.