Athernyx — World Bible
CANON — Geography, Biomes, Settlements
The Supercontinent
Shape: Pangea-style landmass — wider in the north, tapering south. Western peninsulas, eastern frontier, central mountains.
Oceans: Aquamarine seas surround the single continent. 97% of the planet is water.
Sky: Pink clouds drift across pale skies. Purple aurora at night.
Reference: map_sketch.jpg in assets
Major Regions
The South — Citadel Territory
The Citadel
- Seat of power, capital city
- Walled city with bridge entrance — controls all access
- Year 314: Gleaming beacon of civilization, marble and gold
- Year 600: Prison state, concentration camp aesthetic, oppressive
- Year 619+: Restored to glory
- The Grand Exchange is here — must travel to access
- Lazerin's throne (Year 600)
Southern Gulf Coast
- Where the mountains meet the sea
- Mild climate, fertile land (controlled by Citadel)
- Wealthier villages, closer to power
Biome: Mediterranean — warm, coastal, cultivated
The Center — The Spine
The Mountain Range
- Climbs up from the southern gulf coast
- Runs through center of continent
- Natural barrier between regions
Travel Options:
- Dangerous passes — quick but deadly. Bandits, Mana'mals, terrain.
- Safe routes around — longer but survivable. Trade caravans use these.
Biome: Alpine — rocky peaks, snow caps, treacherous paths, scattered mining settlements
Story Use: Classic choice — risk the pass or take the long way?
The Northwest — Port City Territory
Gale Haven
- Major maritime hub
- Trade from across the seas (and later, the stars)
- Ships, merchants, sailors, diversity
- Less controlled than Citadel — commerce trumps ideology
- Home Plot location nearby — player shipyards in this region
Biome: Temperate coastal — harbors, cliffs, fishing villages, trade roads
Vibe: Busy, loud, opportunity. The Citadel's rules are... suggestions here.
The Northeast — The Island City
Veradyn
- Island city in the northeast archipelago
- Living architecture — buildings grown from the Network, fungal structures and stone merged
- Nature school influence heavy here
- Blends Aztec aesthetic with organic mana-tech
- Stepped pyramids covered in growth
- Canals, floating gardens, bioluminescent plants at night
Biome: Tropical — lush, humid, vibrant colors, dense vegetation
Vibe: Ancient and alive. The buildings breathe. Nature isn't decoration — it's structure.
The East — The Frontier
The Wild East
- The Citadel's grip weakens here
- Less developed — villages, not cities
- Independent folk who don't bow easily
- Where heretics hide — dense forests, coastal cliffs, hard to patrol
Key Locations:
- The Eastern Forests — where Helga's cabin is, Nature school territory
- Fishing villages — rugged coastal people, self-sufficient
- Ancient ruins — pre-Citadel structures, hints at older civilization
- Where Eyuun hides — far from power, forgotten
Biome: Temperate forest to rugged coast — dense woods, misty shores, overgrown paths
Vibe: Forgotten. Free. Dangerous. This is where the story begins.
The Story Path
THE EAST (frontier) THE CENTER THE SOUTH
│ │ │
├── Kael & Veyra meet │ │
├── First village (tavern, Magii) │ │
├── Find Eyuun │ │
├── Helga's cabin (deep forest) │ │
│ │ │
└─────── journey west ───────────────►├── mountain pass ──────────►│
│ (dangerous or safe) │
│ ├── The Citadel
│ ├── Lazerin
│ └── Finale
Climate Summary
| Region | Biome | Climate |
|---|---|---|
| South (Citadel) | Mediterranean | Warm, coastal, cultivated |
| Center (Mountains) | Alpine | Cold peaks, treacherous, sparse |
| Northwest (Port) | Temperate coastal | Mild, maritime, busy |
| Northeast (Islands) | Tropical | Lush, humid, vibrant |
| East (Frontier) | Temperate forest | Dense woods, misty coast, wild |
Mana & The Land
Mana flows through everything — the Network, the air, the water. Some areas run richer than others.
High-mana regions:
- Network-dense forests (Eastern forests, Veradyn archipelago)
- Near the Starforge (underwater, southern coast)
- Where Spirits tend to manifest
Effects:
- More vibrant fungal growth
- Mana'mals drawn to these areas
- Spirit manifestation more common
- The Network pulses stronger
See world/network.md for full ecosystem details.
Settlements Overview
Major Cities (3)
| City | Region | Known For | Vibe |
|---|---|---|---|
| The Citadel | South | Power, Grand Exchange, control | Oppressive (600) / Gleaming (314, 619+) |
| Gale Haven | Northwest | Trade, ships, opportunity | Busy, free-er, commercial |
| Veradyn | Northeast | Living architecture, Nature school | Ancient, organic, spiritual |
Notable Settlements
| Settlement | Region | Notes |
|---|---|---|
| Rune Hold | West-central | Crossroads village, Enchant Temple adjacent, inventor culture |
| Home Plot area | Northwest | Where player shipyards are |
| Ashfeld | East | Where Kael & Veyra's journey starts, The Fallen Cap tavern |
| Helga's Cabin | Eastern forest | Grown from living tree, hidden clearing |
| Eyuun's hideout | Eastern frontier / Veradyn | Remote, forgotten |
Open Questions
- Port City: Gale Haven ✓
- Island City: Veradyn ✓
- Wildlife: See
world/mana_beasts.md✓ - First Village: Ashfeld ✓
- Rune Hold: Built out in
world/rune-hold.md✓ - Other settlements along the journey
- Pre-Citadel ruins — who built them?
"One continent. Three powers. And a frontier where heretics hide."