The Shattered Seas: an ocean of islands, pirates, and danger—Dominion law fades and treasure calls.
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Created | 10 days ago |
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Asharak
A fortified city built into the side of a colossal desert spire, Asharak is both a military outpost and a thriving hub for scholars and historians. Its towering walls and elevated defenses make it nearly impossible to breach, yet the city is renowned for its vast libraries and study of ancient Solvaran texts. Scholars and relic hunters often come here to study the lost civilizations of the desert, though few ever leave with answers. Asharak is also a key strategic location, controlling access to one of the most valuable underground water sources in Solvara. Its leaders are wary of outsiders and have a long history of defending the city against would-be invaders, often hiring mercenaries to bolster their defenses.

Aurelia
Aurelia is the iron heart of the Aurelian Dominion—an unforgiving land of storm-carved cliffs and gilded cities that gleam with stolen wealth. Heavily fortified and relentlessly industrialized, it serves as the throne of the Empress and the nerve center of Dominion power. From its fortified harbors, fleets are launched to crush dissent, control trade routes, and impose imperial law across the central seas. The Dominion views the Kavarians as decadent, impractical, and dangerously indulgent

Aurelsport
Aurelsport serves as the gleaming heart of the Aurelian Dominion, a city of imposing splendor perched atop sheer coastal cliffs that command an unbroken view of the open sea. From the moment one glimpses its skyline—an array of alabaster domes, sunlit terraces, and gilded spires rising like spears of light—there is no doubt that this is the seat of imperial power. Grand avenues of polished stone wind through its tiered districts, connecting opulent temples, bureaucratic palaces, and military command halls in precise, calculated order. Beneath the cliffs, the vast harbor stretches like a blade across the coastline, protected by a network of breakwaters and sea gates. Here, the High Navy’s shipyards churn endlessly, their drydocks alive with the clang of hammers and the bellow of overseers. War galleons, patrol cutters, and ironclad leviathans are forged and repaired in this maritime crucible, their hulls reflecting the Dominion’s disciplined ambition.

Azure Fang
Azure Fang is a sharp, shark-fin-shaped island located in the eastern seas, characterized by its steep cliffs and rocky shores. The island is surrounded by treacherous currents and is home to territorial sea wyverns that patrol the waters, making it a dangerous place for unwelcome visitors. At the peak of the island stands a ruined lighthouse, a remnant of a bygone era, now overgrown with seaweed and moss, offering a haunting view of the turbulent sea below.

Bastion’s Reach
Bastion’s Reach is a heavily fortified island outpost of the Aurelian Dominion, featuring towering iron structures and formidable defenses. Chained sea gates and artillery emplacements protect one of the few Dominion naval bases in the treacherous outer seas, making it a critical stronghold against potential invaders.

Blacktide Cay
Blacktide Cay is a rough and untamed pirate island hidden in the Outer Isles, known across the Shattered Seas as the last true sanctuary for outlaws and freebooters. The island rises from the sea like a jagged tooth, its shores surrounded by coral reefs and the broken ribs of sunken ships — a natural barrier that keeps out most naval forces and unwanted guests. Though technically leaderless, the island is held together by a fragile understanding among the most feared captains, known collectively as the Pirate Lords. Power here is earned through violence, charisma, or coin — sometimes all three. The air is thick with the scent of salt, smoke, and rum, and the atmosphere is always on the edge of violence. It’s a place where blades are drawn over spilled drinks, fortunes are made in the roll of dice, and secrets are traded like silver. For many, Blacktide Cay is dangerous. For the desperate and the daring — it’s home.

Blackwake Isle
A craggy island perpetually shrouded in storm clouds, Blackwake Isle is known for its black sand beaches and an eerie silence that envelops the land. The island is said to be cursed, as no birds fly overhead and compasses fail, leaving travelers disoriented and uneasy.

Brinehold
Brinehold is a bleak prison island carved into jagged black rock, isolated by violent currents and perpetual storms. The Dominion uses it to house traitors, pirates, and political dissidents too dangerous to kill outright. The fortress-like prison looms over crashing waves, its rusted watchtowers manned day and night. Inside, disease festers, food is scarce, and violence is constant. Prisoners are worked to the bone in iron forges and stone quarries, their chains echoing through grim corridors. Escape is nearly impossible—but whispers of rebellion grow in the depths, passed in code and carved into cell walls.

Caer Thalos
Once a stronghold for military defense, Caer Thalos has transformed into a luxurious enclave for the elite. Its imposing gun batteries and fortified walls now serve as the backdrop for opulent manors, where Dominion admirals and aristocrats indulge in lavish lifestyles, overlooking the bustling harbor.

Cannonreef
Cannonreef is a flat reef island, constructed from the remnants of shipwrecks and salvaged artillery, creating a unique fortress that serves as a stronghold for a notorious pirate captain. This floating city thrives on trade, plunder, and the camaraderie of its diverse inhabitants, all while being fortified against naval threats.

Cauldron Reef
A treacherous ring of jagged coral islands encircles a steamy, bubbling lagoon. Volcanic vents and sulfur pits create a hazardous environment, yet the area is abundant with valuable alchemical reagents and rare pearls, attracting adventurers and alchemists alike.

Cerulean Sea
Cerulean Sea (Central Sea) Character: Vast, lawless, and ever-shifting — the true heart of the Shattered Seas. Description: The Cerulean Sea stretches across the central map like the lifeblood of the archipelago. It is a place of opportunity and peril in equal measure — a churning thoroughfare where merchant vessels, pirate brigs, and Dominion warships often cross paths. Though dotted with trade lanes and sea charts, the currents change without warning, and storms boil up from the deep. Islands here rise like teeth from the water —some mapped, others lost to time or deliberately left unmarked. For many, this sea is where legends begin — or end.

Cutlass Cay
Cutlass Cay is a crescent-shaped island characterized by its towering cliffs and a network of hidden caves. Once a thriving privateer haven, it is now a lawless territory inhabited by outlaws and desperate scavengers seeking to exploit its forgotten treasures.

Cutthroat Cay
A lawless haven of debauchery and deals gone bad. The main dock is always lined with patched-up ships, and taverns spill with drunken brawlers. If you're looking to hire a crew or fence stolen goods, this is the place.

Dead Man’s Wake
A treacherous current that ensnares ships, pulling them into a graveyard of wrecks. The water is thick with salt and silt, and the eerie silence is punctuated only by the creaking of old wood and the whispers of lost souls.

Driftbone Isle
Driftbone Isle is a hauntingly eerie stronghold, constructed from the remains of colossal sea creatures and the wreckage of countless ships. The island drifts through the waters, held together by the bones and timbers of its past, creating a formidable base for pirates under the rule of a mysterious captain who wears a mask made of bone.

Driftjaw Atoll
Named after the massive, barnacle-crusted jawbone found jutting from the coral reef. A dangerous but strategic point for ambushing merchant ships, often held by whichever pirate crew is strongest that month.

Dunehaven
Built around a massive underground network of canals and hidden wells, Dunehaven is a secretive city hidden beneath the desert’s surface. Only a select few know the exact routes to its hidden entrances, and it is often seen as a city of refuge for those fleeing danger or seeking to disappear. The people of Dunehaven are expert survivalists, using the underground canals to navigate and thrive in the otherwise inhospitable desert. The city’s isolation allows it to operate under the radar of most other powers in Solvara, making it a haven for criminals, exiles, and traders dealing in illicit goods. Rumors abound that the city holds ancient relics that predate the great desert civilizations, hidden deep beneath the shifting sands.

Embercoast Sea
Embercoast Sea (East/Northeast, near Kraken’s Crown and Hookjaw Rock) The Tension Line. Running along the edge of contested waters, the Embercoast is hot — in both climate and conflict. Its tropical seas sparkle by day and erupt in cannon fire by night. The Passage is rich with trade, but choked with danger. Merchant convoys bribe pirate captains to sail in peace, while Dominion ships prowl like wolves. Forts line the larger isles, but control is fleeting. This is a sea of tension — beauty laced with violence, opportunity edged with fire.

Galehollow Sea
Galehollow Sea (West of Mistmere and Aurelia) Windswept and Wild. Named for the constant, roaring winds that surge through its open waters, Galehollow is a sailor's proving ground. It's where pirates test their mettle and merchant captains double their crew's pay. Storms ride on the gales like beasts set loose, but the brave find speed and fortune in its currents. Known for fast crossings and violent encounters, it’s a sea of pursuit — where sails appear on the horizon like ghosts, and wind becomes both ally and executioner.

Gildershade
Gildershade is a seemingly idyllic island bathed in sunlight during the day, with lush greenery and vibrant flowers. However, as night falls, the atmosphere shifts dramatically; eerie lights dance in the sky, and haunting voices echo from the waves, creating an unsettling ambiance. The island is notorious for the mysterious disappearance of a research crew last season, leaving behind only whispers of their fate.

Golden Gate Market
The Golden Gate Market is a vibrant bazaar at the southern entrance to Asharak, bustling with merchants and travelers. It serves as a crucial trade hub between the Aurelian Dominion and the Solvaran desert, offering a rich tapestry of goods and cultures.

Goldstray Sea
Goldstray Sea (Southern sea) Where Legends Drown. Remote, lawless, and largely unmapped, the Goldstray Sea is where exiles disappear and treasure hunters vanish chasing myths. Whirlpools spin over sunken cities. Ghost ships drift beneath moonlight. The sea runs dark and warm, concealing both secrets and salvation. Pirates call it freedom's final frontier. The Dominion calls it a myth. Goldstray is an enigma — rich, unknowable, and utterly untamed.

Grathmoor
A dark, industrial port city shrouded in thick smoke and soot, Grathmoor is the Dominion’s war machine in motion. Forages roar day and night, churning out warships, cannons, and gunpowder, while the docks bustle with activity. Slavery runs deep in Grathmoor. Captured citizens and prisoners of war are forced into grueling labor in the forges, on ships, and as personal servants to the elite. Entire districts are controlled by slavers, and the cries of the oppressed echo through the city. While the Dominion maintains a firm grip, crime and corruption flourish in the shadows, where gangs smuggle slaves, bribe officials, and trade in forbidden goods. The seed of revolution brews quietly among the oppressed, though none yet know when the chains will break.

Gutter’s Wharf
A decaying section of the port infamous for smugglers, dock fights, and off-the-books crews. Bars, brothels, and cheap supply shops line the crooked wooden planks. The local watch rarely comes here unless bribed—or unless someone bleeds too loudly.

Hollow Bay
A crescent-shaped island surrounded by high cliffs, with a calm bay that’s safe for anchoring ships. Hollow Bay is often used as a refueling station for pirates and traders, where food, water, and supplies can be replenished. A small, hidden cave system runs beneath the island, rumored to hold ancient, unclaimed treasure.

Hookjaw Rock
A jagged rock formation resembling a monstrous jaw, notorious for its dark history as a pirate execution site. The waters surrounding it are treacherous, and even the Aurelian navy steers clear, fearing the legends that haunt the area.

Iron Drift Sea
Iron Drift (Northwest frontier) The Sea of Shipwrecks. Jagged reefs, violent squalls, and treacherous currents define this forsaken stretch of ocean. The Iron Drift is where old ships go to die, their bones left half-buried on black rock. Storms howl with uncanny regularity, and only the desperate or foolish attempt to cross. Some say the Dominion once tried to colonize its islands, but all that remains are ruined outposts and haunted wreckage. It's a brutal place — full of hidden dangers and whispered curses.

Karvossa
Karvossa is a land of fierce beauty and bold contrasts—a cold northern continent shaped by jagged fjords, snow-draped mountains, and windswept pine forests. Its volcanic soil makes the lower regions fertile in summer, allowing vineyards and spice fields to bloom briefly but brilliantly. Hidden hot springs and underground caverns pulse beneath the frost, offering warmth and wonder to those who know where to look. Though the cold bites deep, the Kavarians thrive here, living life loudly and vividly, with traditions of honor, storytelling, festivals, and artistry running deep in every village and grand hall. Kavarians see the Dominion as soulless, tyrannical, and obsessed with conquest. There are no Dominion Soldiers on this Continent.

Kasvyrn
Built into the cliffs above the Sea of Echoes, Kasvyrn’s open halls and balconies allow the wind to carry song through its stone streets. Musicians, poets, and duelists gather here, where even a dispute might end in a ballad. Its markets overflow with rare herbs, smoked meats, and flame-roasted sweets. Known For: The Choir of Steel (duelists who sing as they fight), open-air concerts, and cliffside taverns lit by lantern chains.

Khav’Tal
Khav’Tal is a fractured continent steeped in mystery, once home to a great civilization now lost to time. Its coastline is dotted with crumbling ruins, dense jungles, and ominous temples, while tales of living storms and cursed vaults deter most from venturing inland.

Kraken’s Crown
A cluster of jagged spires rises from the ocean's surface, resembling a broken crown. Beneath the waves lies a sunken palace, rumored to be the lair of an ancient sea god or a slumbering leviathan, filled with treasures and dangers alike.

Mirror's Deep
Mirror's Deep is a vast expanse of glass-like water that perfectly reflects the sky above, creating an illusion of endlessness. Beneath its surface lies one of the deepest trenches in the world, where strange, ethereal lights occasionally flicker, hinting at the mysteries that dwell below.

Mistmere Atoll
A crescent-shaped island shrouded in a thick, permanent mist, Mistmere Atoll is home to a tribe of reclusive seers who claim to communicate with the ocean's depths. Visitors often find themselves plagued by strange dreams and visions, as the island's mystical aura influences their subconscious.

Port Vultaire
Port Vultaire is a sprawling, ramshackle town clinging to the southern curve of Blacktide Cay’s natural bay. Built from the bones of wrecked ships, scavenged Dominion stone, and decades of pirate labor. Crooked buildings lean into each other, balconies sag over alleyways, and rope bridges stretch across rooftops where drunken pirates dare to race for coin. The docks are wide but uneven, built atop stacked hulls and lashed-together beams. Sailors offload stolen goods while drunkards sleep among fishnets. There’s no customs, just bribes. No harbormaster, just whoever yells the loudest. The center of town is a sloped mess of muddy streets, sloshing with runoff and booze. Taverns, brothels, gambling dens, and open-air markets choke every corner. Music and shouting never stop. A place where every soul is hustling, scheming, or hiding from someone. Port Vultaire thrives in its own brutal rhythm — there’s no law but what you enforce yourself.

Redwater Cay
Redwater Cay is a hauntingly beautiful coastal lagoon, its waters tinted crimson by the vibrant algae that thrives in its depths. The sands are stained with the blood of countless duels, raids, and executions, making it a notorious site for settling scores among locals.

Sable Key
Once a bustling smuggler haven, Sable Key now stands as a haunting ghost town. Its buildings, though intact, echo with the memories of a vibrant past, while eerie lamps flicker to life at night, illuminating the fog that conceals phantom ships sailing silently through the waters, crewed by long-lost souls.

Sapphire Sea
Sapphire Sea (Southwest, near Solvara) The Beautiful Graveyard. Sapphire-blue shallows shimmer with deceptive serenity. Coral reefs bloom like underwater gardens, and the sunsets paint the sea in gold and violet — but the Bight is treacherous. Hidden shoals and jagged limestone teeth have claimed countless ships. Islanders whisper of sea beasts and glowing wrecks. To the untrained eye, it’s paradise. To a sailor, it’s a siren’s snare. Navigating it takes cunning, nerve, and a map inked in blood.

Scallop’s End
A quiet, misty island with a hidden lagoon. Perfect for hiding treasure or laying low. Locals say the waters whisper, and some claim to have seen ghost ships drifting silently in the fog.

Serpent’s Spine
Serpent’s Spine is a long, narrow island that twists and turns like a great sea serpent. Once the heart of an ancient maritime kingdom, its crumbling ruins are now entwined with dense jungle, where massive snakes slither through the underbrush, guarding the secrets of a forgotten era.

Shalehaven
Shalehaven is a merchant-controlled island thriving on a bustling black market, where hidden coves serve as secret meeting points for pirates and traders alike. The island is heavily fortified by bribes to local authorities, armed gunships patrolling the waters, and a network of hired privateers ensuring the safety of its lucrative trade routes.

Sharktooth Shoals
Surrounding a cluster of sharp reefs, this series of tiny islands is treacherous to navigate. Local captains claim it's the resting place of a dozen sunken ships, their holds still full of forgotten loot.

Shroudveil Sea
Shroudveil Sea (Southeast, near Cutthroat Sound) The Fog-Choked Labyrinth. Forever cloaked in mist and riddled with narrow channels, Shroudveil Sea is a haven for outlaws and smugglers. Sound carries oddly, and sight fails early — perfect for ambushes and vanishing acts. Isles shift in the fog like specters. Navigation relies on instinct and rumor. Even the Dominion rarely sails here without fear. It is a sea of whispers, smoke, and mystery — a knife in the dark for those unprepared.

Skullbay Isle
Skullbay Isle is a notorious pirate haven, shaped like a human skull when viewed from above. The island is divided into territories controlled by rival pirate crews, each vying for dominance, creating a tense atmosphere ripe for conflict.

Solvara
Solvara is a vast desert continent defined by towering rock spires and endless, shifting sands. Punctuated by hidden underground oases that sustain nomadic tribes and bustling trade cities. These cities, often built around the oases or along ancient caravan routes, serve as neutral hubs where merchants, adventurers. The true wealth of Solvara lies in its forgotten past—ruins and ancient temples scattered across the desert, holding relics and secrets from once-great civilizations. Relic hunters brave the desert’s dangers in search of these treasures, but many are lost to the harsh environment and deadly creatures. Nomadic tribes, deeply connected to the desert’s rhythms, mediate disputes and guide outsiders, even they tread carefully in the face of the land’s dangerous forces. There are no Dominion soldiers on this continent.

Sundrift
A sprawling trade city built around an ancient oasis, Sundrift is known for its sprawling markets and vibrant merchant culture. The city’s buildings are constructed from sandstone, with terraced rooftops and winding alleyways where traders from across the seas meet. Sundrift serves as a neutral ground where rival factions, mercenaries, and adventurers come to broker deals, making it a city of power plays and intrigue. Despite its peaceful appearance, dark undercurrents run deep, as relic hunters, smugglers, and spies seek to uncover or steal secrets buried beneath the city. Sundrift’s location makes it a vital stop for those crossing the desert, and it has become a hub for both commerce and conflict.

The Bronzeward
A dense, functional quarter filled with barracks, foundries, and training fields. Legionnaires march in formation along the drill roads, and the rhythmic clang of blacksmiths echoes constantly. Not as glamorous as the Spire Quarter, but every bit as vital.

The Caravan Way
A major trade route that leads out of Asharak and into the heart of Solvara. It is a winding road through the desert, protected by Asharak’s own mercenary companies. Merchants, scholars, and travelers use this path to move goods, knowledge, and artifacts between the city and the outside world. Along the way, there are small, temporary settlements and trading posts where travelers can rest and resupply, though the road is dangerous due to sandstorms, predators, and occasional raids by rival factions.

The Crimson Expanse
The Crimson Expanse is a vast stretch of water, its surface a deep, unsettling red, rumored to be stained by the blood of countless sailors lost in naval battles. Despite its eerie calmness, ships that dare to cross often vanish without a trace, leaving behind only the haunting remnants of wreckage that occasionally resurface—burned, shredded, and eerily empty, as if the sea itself has claimed its due.

The Dockline
The beating heart of Aurelsport’s maritime power. Massive drydocks, cargo cranes, and warehouse towers crowd the waterfront, where warships are birthed and merchant convoys offload tribute from across the Shattered Seas. Smog and salt fill the air as forges blaze day and night under the watchful eye of Dominion engineers and navy overseers. Private access piers lead to secure Dominion vessels; public areas are tightly patrolled.

The Glasshearth
Bathed in constant light from the rising sun, the Glasshearth is a district of artists, scholars, musicians, and high-society patrons. Its structures—made of shimmering white stone and glass mosaics—glow at dawn and dusk. This district hosts galleries, amphitheaters, music halls, and conservatories, drawing nobles and tourists from across the Dominion. It’s also discreetly home to some of the Empire’s most refined propaganda.

The Golden Line
The Golden Line is a direct and unbroken maritime trade corridor stretching from the Dominion’s fortified port town of Viremouth to the Solvaran desert stronghold of Asharak. It is the only officially sanctioned route between the two rival powers, carrying immense strategic and economic weight. Origin: Viremouth, Dominion coastal trade hub south of Aurelsport Destination: Asharak, Solvara’s key inland trade city Traffic: Heavy merchant traffic under escort, with frequent convoys Purpose: Exchange of Dominion craftsmanship and coin for Solvaran relics, dyes, rare minerals, and desert flora Smugglers, pirates, and desert-backed raiders frequently try to intercept vessels near Solvaran waters. From Viremouth: machined parts, firearms, inks, ceramics, wines, and coin From Asharak: uncut gems, relic fragments, alchemical sands, rare herbs, spices, and dyes Hazards: Deepwater predators in the Breathless Expanse Unpredictable sand-choked storms on the approach to Solvara’s coast

The Grand Spire
The Grand Spire rises like a gleaming spear from the heart of the capital, its polished stone and golden filigree catching the sunlight and casting a long shadow over the harbor below. It is more than a palace—it is a monument to the Dominion’s enduring supremacy, visible for miles across land and sea. The spire itself pierces the sky, its slender, towering form etched with swirling carvings of imperial victories and the divine right of the Empress to rule. Each level of the structure grows more lavish the higher one ascends, culminating in the Empress's private chambers and throne room, said to overlook the entire bay. The outer walls of the palace are made of pale stone veined with silver, lined with ornate buttresses and sharp towers where sentries keep constant watch. Elite soldiers in polished armor patrol the grounds, their discipline and vigilance unmatched, for within these walls dwells the most powerful figure in the world.

The Hearthstone
Nestled at the center of Aurelsport, the Hearthstone is where daily life hums steadily for the city’s permanent residents. It’s a warm, lived-in district of stone plazas, shaded courtyards, bakeries, bookbinders, and public bathhouses. Music drifts from open windows and neighbors gather around communal fountains to share stories or gossip. This is the “soul” of Aurelsport—less grand than the Spire, but rich in tradition and community.

The Maw
The Maw is a swirling, uncharted whirlpool in the open ocean, known for its insatiable pull that drags ships and sailors into its depths. Legends speak of it as the mouth of an ancient sea creature, and many adventurers seek to uncover its secrets, though few return to tell the tale.

The Outer Isles
A ragged chain of wind-beaten islands beyond the reach of the Aurelian Dominion. Here, pirate captains carve out fiefdoms, smugglers run rampant, and the only law is the blade. Some isles are mere rocks with hidden coves, others house thriving black markets, shipyards, or rowdy tavern-towns where coin talks loudest. Dangerous beasts stalk the jungles inland, and rumors swirl of cursed wrecks and sunken treasure waiting just offshore. Few who sail here do so for peace—most come seeking gold, freedom, or vengeance. There are no Dominion soldiers here.

The Shattered Seas
The Shattered Seas is a vast oceanic expanse dominated by treacherous waters and scattered islands. The Aurelian Dominion controls a small cluster of bustling islands, while the rest of the map features lawless regions, mysterious archipelagos, icy depths, and ancient sunken ruins, creating a sense of isolation and danger for any who dare to navigate its waters.

The Silverweft
Bustling with middle-class merchants, skilled craftsmen, and foreign dignitaries, the Silverweft is a blend of wealth and artistry. Balconies overlook the sea, shops display fine textiles and Dominion glasswork, and open-air cafés serve spiced wine under arched awnings.

The Spire Quarter
This is the symbolic and literal peak of Aurelsport. Marble palaces, bureaucratic towers, and golden temples to state-sanctioned deities dominate the skyline. It's where the Empress resides when in the city and where major decrees are issued. Access is restricted, and guards in gold-trimmed armor stand watch at every gate.

Thornreach
Built along the inland edge where the cliffs begin to level into dry plains, Thornreach supplies Aurelsport with fresh produce, livestock, and hardy workers. Wind-beaten farms and terraced orchards cling to the rocky soil, and windmills spin in the salty breeze. This district has a grittier, more independent feel; it’s home to ex-soldiers, freefolk, and workers who maintain a cautious loyalty to the Empress.

Tibral
A city perched on the edge of the Great Salt Flats, Tibral is known for its vast salt mines and trading posts that handle goods from across the continent. The people of Tibral have adapted to the desert’s harsh conditions, using the salt deposits to create intricate carvings, weapons, and even architecture. Salt is the primary currency here, and traders come from all over to barter for the precious substance. Despite the city’s prosperity, it is also home to a growing underground movement of rebels and dissidents, disillusioned by the city’s ruling elite who control the salt trade with an iron grip. Tensions are rising, and many fear that a revolt is imminent.

Valekar
A once-prosperous city now in ruin, Valekar stands as a testament to the fleeting nature of Solvara’s great empires. Its massive stone walls and towering obelisks are now crumbling, overtaken by the desert’s relentless winds. Valekar was once the capital of a mighty maritime kingdom, but after a cataclysmic event, it fell into ruin, and its once-proud streets are now haunted by ghostly echoes of a forgotten past. Some say the city is cursed, as strange and unexplainable events occur within its walls, with mysterious figures seen wandering the streets at night. Relic hunters from across Solvara come to search its ruins for valuable artifacts, but few leave unscathed, with some vanishing without a trace.

Varnhold
Varnhold is a fortified inland city characterized by its imposing walls and arid surroundings. It serves as the Dominion's largest garrison and weapons foundry, renowned for its brutal discipline and the production of efficient war machines that dominate the battlefield.

Velarose
Velarose is sheltered from the harshest arctic winds by jagged cliffs. Subterranean geothermal vents keep the city warm enough to grow delicate flowers and maintain its famed heated springs year-round. They built Velarose as a place where emotion, memory, and beauty would guide life. Music is always in the air, or the hum of love songs sung beneath balconies. It's a city where glances last longer, and words are chosen like jewels. Kavarians of Velarose view love in all its forms—romantic, familial, tragic. Disputes are settled through artistry or passion, not violence. White marble and pink quartz dominate the city's buildings. Balconies are perfect for musical serenades. The Binding Flame – A winter ritual where couples declare their love before a fire that never goes out. The Midnight Waltz – Every new moon, a citywide dance is held where masks are worn and names are never asked.

Velbrine
Velbrine is a bustling merchant city, thriving on the wealth generated from strict taxation and trade. Exotic goods from distant lands fill its markets, while a powerful navy patrols its waters, ensuring the flow of commerce amidst a backdrop of corruption among trade officials.

Velkarra
The capital of Karvossa, Velkarra is built upon geothermal springs nestled in a mountain basin. Grand halls of obsidian and ice house roaring feasts, courtly duels, and endless music. Murals carved into black stone tell epic tales of love and war. The city is famed for its Firewine, brewed in volcanic cellars and said to “warm even a frozen soul.” Known For: Political intrigue, passionate courtship rituals, fire festivals, and the Great Arena of Blades.

Viremouth
A bustling trade town on the southern fringe of the Dominion, just south of Aurelsport. Viremouth sits low on the rocky coast, surrounded by terraced warehouses, salt-crusted docks, and merchant offices flying the banners of powerful trading houses. Unlike the grandeur of the capital, Viremouth is gritty and pragmatic, built for throughput. Goods from across the Dominion are funneled here—metals, fine cloth, coin, weaponry—and packed into heavily guarded ships for the journey across open sea. Dominion customs agents and naval officers patrol the town closely, watching for smugglers or unsanctioned relic hunters.

Vornic Reach
Vornic Reach (Northwest, Dominion homeland sea) The Dominion's Backbone. These steel-gray waters lap against the cold, craggy coasts of Aurelia and Brimhold, where black-iron citadels cast long shadows. The Vornic Reach is frigid, disciplined, and ruthless — a mirror of the Dominion itself. Patrol ships sail in ordered formations, and fortified watchtowers rise from rockbound islands. Pirates rarely venture here; those who do vanish beneath the waves or reappear in chains. The Reach is a sea of control — silent, powerful, and deadly in its efficiency.

Windwhisper Isle
A small, rolling island known for its perpetual winds that make it an ideal stopover for passing ships. Sailors often rest here, taking refuge in its sparse taverns and humble shelters. The island is a hub for information, as many pirates pass through to exchange news and secrets.