Geography
Kúri/Kuri - The World
Karchan - The Mainland
Everything that falls under this placement is subject to the rule and laws of The Knights of Karchan.
- The Road - tag: geography - road
- The main hangout for most people in The Land of Karchan, at least, in days gone past.
- The Public Board: The Public Board resides at the road, and it is where people leave messages for others to read. It clears once a week, every Saturday.
- The main hangout for most people in The Land of Karchan, at least, in days gone past.
- The Enchanted Forest - tag: geography - enchanted forest
- This is the most well-known forest in Karchan and lies just west of the road. Many a roleplay has transpired in these leafy clearings throughout the years. Other places of note within the Enchanted Forest include the Grove of Nature, and Milady's Dungeon.
- The Hut: The location of the 'roleplay board'. Any posts that are made here are out-of-character by default and usually deal with ideas for new roleplay, rants about roleplay or advertisements for alts that need someone to play them.
- This is the most well-known forest in Karchan and lies just west of the road. Many a roleplay has transpired in these leafy clearings throughout the years. Other places of note within the Enchanted Forest include the Grove of Nature, and Milady's Dungeon.
- The White Castle - tag: geography - white castle
- The White Castle, located north west of the road -- across the Snake River, was the ancestral home of the Triste Witches. When it was built remains a mystery, and it seemed to have fallen into disuse.The exterior structure appears to have eight equidistant towers, forming a perfect octagon with two towers each facing the geographical compass points of North, South, East, and West. For many years, only the southern facing side of the castle could be seen from the area around the grave yard. More recently, however, a newly constructed bridge has allowed access to the northern part of the castle and the surrounding grounds. There are no obvious entrances, and any attempt to beat down the barred doors is met with strong magical resistance.
- Snake River - tag: geography - snake river
- Snake River is the river that begins in the northern mountains and winds all the way down through Karchan's valley, feeding two waterfalls, only to retreat underground near the gates of Tiassale village. It's most commonly known in game as the five rooms that lie south west of the main road, begun by Snake River Falls and crossed by a bridge that leads to the Western Woods. The HQ for The Rangers of Karchan is hidden with the southern waterfall.
- Western Woods - tag: geography - western woods
- This is the forest that can be found by traveling west across Snake River bridge. There are many places of note to be found in this heavily wooded area that include but are not limited to the hot springs, the Haunted Castle, Korinase's Hut, the Drow Caves, the Blue Mountain, a cabin shelter belonging to The Rangers of Karchan and the swamps that lead to Crocodile Cove. The sea can also be reached by heading west towards the harbor.
- The Dark Forest - tag: geography - dark forest
- In olden days, the dark forest outside of the city of Pendulis was an impenetrable terrain of gnarling, twisted trees and dangerous animals. It created a natural barrier, barring the city closed on the east side. Then one day, someone cleared a road. This opened the city to the wide world to the east, and the dark forest itself bloomed into something more than simply a barrier. The Wild Elf was opened just east of the city, providing a safe haven for all sorts of characters who are as dark and shady as the forest surrounding it. A strange bazaar was opened to the north of the new little road, providing those brave enough to venture out a unique selection of goods. It has been rumored that vampires have been seen in the darkest parts of the woods, and perhaps this forest would be ideal for witches and werewolves and other strange creatures. In spite of this, the road has been well traveled by nomads, merchants, explorers, and all types of adventurous souls.
- Calenwood Forest - tag: geography - calenwood forest
- The road that was cut through the heart of the dark forest revealed the gem of the Rangers of Karchan: Calenwood Forest. A green oasis of peaceful bird song and old growth trees, the forest was first properly discovered by Kass and remains protected as an ecological paradise by the Rangers of Karchan. The road through Calenwood Forest further opened the way to the relocated village of Dunholm and the wide world beyond. The Calenwood Pack, a formerly roaming family of werewolves, have settled in the forest and made it their home. They now assist the Rangers in protecting it as a wildlife habitat, and they will tell you that the most important wildlife in the forest is themselves! Other individuals or small groups have at times made camp in the forest, set up homes deep in the woods, or attempted to settle the land in one way or another. But Calenwood Forest is and will always be a wild wood, and only those who respect it can remain for long.
Major Cities
- Khneo tag: geography - khneo
- (Pronounced Kih-Nay-O) Located south of the harbor by the lighthouse. It is ran by the six Witches of Khneo, daughters of the Goddess Baymeth. It is a magical area with both a mountain and a long beach.
- Pendulis tag: geography - pendulis
- Pendulis was one of the first cities in Karchan. It has a long history and been a hub for roleplay for years. The Pendulis Watch keep an eye on the town, which is near Ammerville, Calenwood Forest, and the Southlands.
Cities
- Frosthaven
- Frosthaven is a city mired in perpetual winter. Its patron deity is the divine polar bear, Bjorn, who resides over all things cold in nature. The town has a forest surrounding it called The Westersnow Wilds, and because of its frosty climate, tourism here is minimal.
- Sjolen
- Sjolen is a small county on a large mountain. The town of Lochstad hugs Lake Sadira on its side, while the forests of Sjolen are located on the other side of the lake. Rumor has it that Tumma Kyusia has territory out there, but due to hunters, their locations are not given out.
- Tiassale
Towns/Villages
- Dunholm - tag: geography - dunholm
- Located at the southeast of Calenwood, Dunholm was once the picture of liveliness and commerce. Aside from the werewolves, the town of Dunholm is generally regarded as the responsibility of the Rangers of Karchan. They are the guardians of travelers, after all, and Dunholm forms the current eastern boundary of the land.
- Elusen
- Gimmerton - tag: geography - gimmerton
- Though the some village of Gimmerton practically borders the independent City-State of Ammerville that is just north of it, this quaint little town does not fall within Ammerville's jurisdiction.
- One of the fastest ways to get to Gimmerton is to go directly east from the road into the cave where you can pull chain and jump in lake. This town is just a bit north-east from there.
- Though the some village of Gimmerton practically borders the independent City-State of Ammerville that is just north of it, this quaint little town does not fall within Ammerville's jurisdiction.
- Howlswealde
- Howlswealde is a cozy little town ran by The Morrow Coven. They have a university dedicated to teach magic, as well as a clinic and mostly magical-themed shops.
- Solol - tag: geography - solol
- Located to the south of Tiassale, what once was a quaint village is now a cursed land with creatures of the dark roaming the cobbles.
- Styxx Gorge - tag: geography - styxx gorge
- Located to the southeast of Ammerville, Styxx Gorge is nestled into a nearby mountain. It has a mysterious Zoo and several odd locations to visit.
Separate Governments
- Ammerville - tag: geography - ammerville
- Snippet about Ammerville here.
- Crocodile Cove - tag: geography - crocodile cove
- A port town that lays past the swamps that are located in the south-west corner of the western woods. It is rumored to be heavily influenced by a gang known as the Red Rogues though there is no confirmation of that. At one point the area did fall under the jurisdiction of The Knights of Karchan but it has since achieved independence.
- Haavi - tag: geography - haavi
- The Sultanate of Haavi is a desertous region comprised of its capital city, Feryoth Oasis, and the broad expanse of the harsh Galila Dunes. It is ran by the Sultana, and the locals have adopted Cinash as a patron in addition to the ancestral spirits Kashti and Sarva.
- Rajan
- The Empire of Rajan is a country centered around the worship of dragons. Four towns serve as compass points along the island, with a forest and mountain separating all four towns. You can easily get from one area to the next by using the local rickshaws in each town, however. It is ruled by the Emperor Tsubasa.
- Saparta
- The Dreaded Isle of Vurr
- Vurr is a haven for evildoers from all walks of life and all dark religions and practices. It's currently ran by Queen Illanaera, a fearsome demon.
- Tiros
- Tiros is a bad place for anyone who can shapeshift, specifically into animals. Cats are the worst. It's a small country with a horrible reputation, but was once a very popular destination to learn magic and seek apprenticeships. Those times are all past, however, as the country has devolved into a catalyst for the destruction of shifters.
The Islands of La Mer
- Blackmyre
- The Island of Blackmyre is one ran by a Coven of Good-Aligned Vampires called The Sanctum of Sanguine. They are known to take in orphans and raise them, and they live in harmony with willing blood donors that they are very protective of.
- Gyllene
- Gyllene is an island that is autumnal entirely. It is ran mostly by the count, but falls within the Knight's jurisdiction. There are many sights to see and the weather is perfect for treks through the forest and hiking all year around.
- The Isle of Mahtohs
- Mahtohs is referred to as the Isle of Lust as the locals there follow the deity Almahvius.
- Mythopolis
- Small Island off the coast of Saparta
- Sharana'ar
- The Island of Sharana'ar is where the kelpie race was born, and it is where the temple to Shara resides. The women there are usually kelpies, and they can be either too nice to the menfolk that travel there or may try to eat them fresh off the boat. As such, anyone dealing with trade there should be female for safety reasons.
Other Realms
- The Dreamworld
- The Sky Realm of Esmeraulde
- A once lost realm in the clouds that has recently been revealed. If you can find it, you probably belong there!
- The Spirit Realm
- The Spirit Realm is a place traversed by the newly deceased. It is a place of comfort to most, and the direct opposite of Osnodon's Underworld.
- The Underworld <----Victoria to Write
Last modified on January 23, 2023, 17:54:04