World/Athernyx — World Bible

Athernyx — World Bible

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

RegionBiomeClimate
South (Citadel)MediterraneanWarm, coastal, cultivated
Center (Mountains)AlpineCold peaks, treacherous, sparse
Northwest (Port)Temperate coastalMild, maritime, busy
Northeast (Islands)TropicalLush, humid, vibrant
East (Frontier)Temperate forestDense 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)

CityRegionKnown ForVibe
The CitadelSouthPower, Grand Exchange, controlOppressive (600) / Gleaming (314, 619+)
Gale HavenNorthwestTrade, ships, opportunityBusy, free-er, commercial
VeradynNortheastLiving architecture, Nature schoolAncient, organic, spiritual

Notable Settlements

SettlementRegionNotes
Rune HoldWest-centralCrossroads village, Enchant Temple adjacent, inventor culture
Home Plot areaNorthwestWhere player shipyards are
AshfeldEastWhere Kael & Veyra's journey starts, The Fallen Cap tavern
Helga's CabinEastern forestGrown from living tree, hidden clearing
Eyuun's hideoutEastern frontier / VeradynRemote, 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."