Raphtspire is a continent teeming with creation and has become one of the world's leading innovators in steam technology, thanks to the development and discovery of a wonderful material called Axio Resin.
Though for the rest of the world, they know it is known for the demonic infestation they're currently facing, being the closest to the gates of hell despite not even being connected to it by land, being a short boat ride away from the Barren continent of Thalith, where the gate first appeared.
Altros – The capital city of the continent and nation known as Raphtspire. It holds a mostly clockwork infrastructure as of the current age, most buildings having some form of steam-tech modification. Most notably, the giant clock tower in the center is said to be the key to the city’s impeccable defenses, though few know how. It also holds the current OC (Church Collective) headquarters after Dagresh was lost. It is the shining star of hope for the continent.
Rookshaw – Said to be the first and greatest line of defense between mankind and the demonic territories. The fortress city lies on the border separating demon-held lands from the rest of Raphtspire. It is where Burn Units from various churches are trained to purge corruption, and serves as the main branch location of the Knights of the Sun.
Dragnor – The bustling port city that all of Raphtspire relies on for trade and travel with foreign nations. Heavy fortifications protect the harbor from demonic sea-raids and infernal infiltrators, making it one of the most militarized ports in the known world.
Dagresh – The fallen holy city and former capital of Raphtspire. Once the spiritual center of the Church of the Almighty, it now stands corrupted and overrun. Only the central temple remains protected by divine wards, housing the few faithful who refused to abandon the city. The rest of Dagresh is a twisted, blasphemous ruin crawling with heretics and infernal horrors.
Damasque – A corruption-soaked port city squatting along the Hargrave Coast, Damasque survives by embracing what the rest of Raphtspire rejects. Witches, infernal traders, smugglers, and exiles thrive here beneath flickering ward-lamps and burning sigils carved into stone. No single power rules Damasque; instead, it is governed by a fragile balance of gangs, covens, and mercenary captains.
Gersha – A colossal mobile city-factory that crawls slowly across Raphtspire, Gersha is less a city and more a living act of worship. Operated and sanctified by the Priests of Mechanum, Gersha relocates annually to undergo maintenance, resource extraction, or divine calibration.