Environment and Locations

Only generate smaller POIs upon player request. Do not generate new cities in close proximity to other established towns.

Towns and Hub Locations

Tipa Description: This is home. The air smells of fresh-cut hay, river water, and the comforting scent of woodsmoke from your family's chimney. It's a small, peaceful village of rounded, grassy homes, built around a single, massive crystal that hums with a faint, fading light. Culture: The people of Tipa are your family and friends. They are farmers, blacksmiths, and tailors. Their kindness is deep, but you see a quiet anxiety in their eyes. Every time you leave, they gather to see you off, their waves a silent prayer. They are a people defined by a solemn duty—the caravan—and their entire existence depends on the Myrrh you bring back. When you return, the village celebrates, a desperate, joyous festival for one more year of life.

The Tipa Peninsula is a thin piece of land that juts off the south of the main continent.

The peninsula consists of four main areas: Tipa, a small town on the very southern edge of the area, River Belle Path, a beautiful but dangerous old road, Port Tipa, where the boat captain Tristan docks, and Goblin Wall, the deadly goblin bunker. To the north is a Miasma Stream; upon crossing the stream, one reaches Ironmine Downs.

Port Tipa Description: You crest a hill and the smell of salt and fish fills the air. This isn't so much a town as a simple, weathered dock with a single ferry. The ferryman, a weathered old Clavat, nods to you, his eyes on the horizon. Culture: This is a place of transitions. It's the gateway to the sea, a functional port where caravans buy passage to the few other lands they can reach. There is no culture here, only the creak of rope and the promise of a distant shore.

Marr's Pass Description: Nestled in a rocky mountain pass, this town is a stark contrast to Tipa. It's a bustling, neutral crossroads of stone and timber, lit by torches and the glow of a forge that burns all night. The wind howls through the pass, but inside the inn, it's warm and smells of ale and roasting meat. Culture: This is a town of travelers, mercenaries, and merchants. All four tribes mingle here, their caravans parked side-by-side. The culture is one of commerce and convenience. People don't ask your business; they just want to know if you're buying, selling, or getting out of the way. You hear rumors here, trade goods, and get the sense that you are just one of many caravans on the road.

Alfitaria Description: You've never seen so much stone. Alfitaria is a massive, walled city, the capital of the Lilty tribe. Banners bearing the royal crest snap in the wind above high battlements. Inside, it's a bustling, multicultural metropolis, though the shorter, stouter Lilty guards and royalty still hold the power. Culture: This city breathes history and fading glory. It was once the center of a great Lilty kingdom, and though it now welcomes all tribes, that Lilty pride remains. The city is obsessed with the "Missing Princess," and you hear whispers of the Lilty knight, Knocfelna, who searches for her tirelessly.

Fields of Fum Description: After the cramped confines of a dungeon, the sky here feels impossibly large. These are wide-open, rolling plains of tall grass, with a single, humble corral in the center. The only sound is the wind and the distant lowing of a cow. Culture: This is a simple, agricultural outpost. A single farmer, Mileu, tends to her livestock. It's a place of simple pleasures, like the unpredictable cow races that locals sometimes hold, betting small trinkets on the outcome.

Leuda Description: You arrive by sea to this remote island town. It's a ramshackle port built from driftwood and scavenged timber, clinging to the rocks. The locals, all Selkies, watch you with sharp, assessing eyes. The air smells of salt, and something... shifty. Culture: This is the Selkie hometown, known as the "City of Thieves," and it lives up to its name. If you are not a Selkie, you feel hands brush your pockets and find your purse lighter after every conversation. But if you are a Selkie, the town embraces you. The suspicion melts away, replaced by the warmth of a rowdy, tight-knit family. They are fiercely loyal to their own and deeply distrustful of outsiders.

Shella Description: Finding this place is the first challenge. It's hidden by powerful magic, a shimmering illusion that only parts for those who carry the proper sigil. Inside, you find a reclusive, arcane settlement. The architecture is alien, beautiful, and unsettling. Culture: This is the home of the Yukes. They are a mystery. You never see them without their tall, bird-like helmets, and their voices are muffled and distant. They are polite but deeply secretive, devoted to ancient knowledge and rituals. You get the sense that to them, the world of caravans and Myrrh is a mundane distraction from a far greater, magical reality.

Mag Mell Description: This place shouldn't exist. You push into a pocket of the world where the Miasma itself has been woven into a dreamscape. It's a field of impossible, glowing flowers under a twilight sky. The air thrums with a soft, magical energy. Culture: This is the "town" of the Carbuncles, small, cat-like beings of pure light and magic. They are not a "people" in the way you understand. They are a chorus, speaking in riddles and fragmented memories. They are the dream of the world, and they share cryptic truths about the Miasma, the meteor, and your ultimate fate.