Discover ancient civilizations

Capital and areas

Gilian

Gilian, the freedom fighter's home front, rises from the rolling plains like a crown set upon green waves. Grass bends endlessly around its stone walls, and soft hills cradle the city as if the land itself chose to protect it.

Freedom Fighters

Rolling Hills

CALHOUN

At the heart of Zyltharn stands the City of Calhoun, the official capital of the realm and the axis upon which all trade, treaties, and ambitions turn. White stone avenues stretch outward like spokes of a wheel, linking markets, ports, and embassies that never sleep.

The Order of Saint Christine

Iron Amber Plains

Gormack

Gormak rises from the black swamps like a half-remembered nightmare—stone towers sinking into mud, lanterns burning with corpse-light, and bridges of bone and iron stretching over stagnant waters.

Lost Lords

Dream Fellow Swamps

Ulyses

Ulyses is a colossal city suspended high above the world, where the sky itself serves as both road and horizon. Vast platforms of marble and crystal drift in careful balance, bound together by ancient magic and unseen forces. Only those who can fly, teleport, or command sky-bound vessels may reach its gates—no road has ever touched Ulyses.

College of Marisa

Broken Star Desert

Jarnok

Jarnok is a massive, vibrant war-capital built across a colossal island at the edge of Zyltharn’s seas. Bright war banners in crimson, gold, and deep blue whip between towering wooden halls and carved stone arenas. Markets burst with color, trophies hang proudly from rooftops. It is wild, loud, and alive — a city of warriors where strength is celebrated openly, chaos feels like festival energy, and the sea itself seems to roar in approval.

Kizar Army

Island Strip

Nyxornia

Wrapped in endless black timber and silver mist, the capital of the Ebony Empire stands like a crown of obsidian and moonlight. Spires pierce the canopy, bridges coil between ancient towers, and crimson lanterns glow through the dark—guiding vampires, werewolves, and nightbound citizens alike through streets that never truly sleep.

Ebony Empire

Midnight Forest

Shadra

Hidden deep within a colossal cavern, the capital glows with lantern light reflected off black marble walls and crystal veins overhead, giving the illusion of a permanent twilight sky. Its streets are narrow, layered, and alive—crowded with black markets selling forbidden relics, blood-bound contracts, rare beasts, and secrets worth more than gold.

Nightingales

The Caverns

Tieguan

Tieguan is built in ancient Asian design, its tiered rooftops, stone bridges, and curved gates carved directly into the mountain itself. Cherry blossoms bloom year-round along narrow paths and hanging terraces, their petals drifting through the fog like falling embers. Bells ring softly in the wind, echoing through valleys no outsider has ever mapped.

Within the city stand countless dojos, each preserving techniques refined over centuries—martial forms, spiritual disciplines, and forbidden arts passed down without interruption.

Mount Pryzar

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Thalos

Thalos is the treetop capital of the Guild of Animals.

Great stone terraces are woven with living roots, bridges grown from ancient trees, and waterways where scaled beasts glide beside drifting leaves. Animals roam freely through the streets—stags pause at market wells, great cats sleep in the shade of druid towers, and birds nest openly in carved arches of living wood.

Guild of Animals

Gallow Jungle

Woolhope

Woolhope was once an ordinary town—until a battle between powerful plague doctors and Dreadnest callers turned it into a breeding ground of insects. The clash unleashed living diseases, cursed spores, and swarms of unnatural insects that never died when the fighting ended.

Now the town is infested. Streets crawl with bugs the size of cows, buildings are coated in fungal growth, and the air itself carries sickness. Plague Doctors and Dreadnest Callers still remain living here but it’s highly recommended to have a guide with you.

Danger: 50% (Moderate)

Larlel

Built from stacked stone, rusted iron, and half-burned districts, Larlel is a haven for bandits, murderers, smugglers, and criminals of every kind. There is no true law—only territory, reputation, and retaliation. If you live long enough, you learn who controls which street and who to never look at twice.

Assassinations happen in daylight. Deals are made in alleys still warm with blood. Taverns double as hideouts, courts, and execution grounds depending on who’s drinking. Coin talks, but violence decides.

Danger: 90% (High)

Lost Heaven

Lost Heaven is a vast cave in red-canopied forest where crimson leaves choke the sky and ancient ruins rot beneath tangled roots and creeping vines. The region is overrun with Ferals — savage vampires, feral werewolves, crazed elves, maneating dragons, and humans driven mad by whatever curse or corruption lingers in the woods. These beings roam in packs, stalk from the trees, or lurk inside shattered temples and vine-wrapped towers that hide relics and long-lost treasures from fallen ages. The deeper one travels, the more the forest feels alive and hostile, as if it resents intruders. At the entrance of the biome stands a heavily fortified town under Ebony Empire control, its walls lined with patrols and watchfires meant to keep the horrors of Ferals from spilling into the rest of Zyltharn.

Danger 100% (High)

Ashmarch Trench

The Ashmarch trench locted in the jungles is warped by failed blood magic and dark rituals, where spells spiral out of control and power turns hostile. The surrounding forest has awakened—vines hunt, roots drag prey under, and plants strike like predators.

Some mortals were not killed, but fused—bodies merged with thorn, bark, and blood-hungry growth. These twisted hybrids roam the Trench, driven by rage and instinct.

Danger: 80% (High)

Black Gate Cathedral

Black Gate Cathedral rises in the edge of Lost Lords territory, a vast, ruined structure of black stone and broken spires. Once a place of worship, it has been repurposed into a crater dumping ground for failed constructs, unstable creations, and discarded experiments that even their makers no longer wish to control.

The surrounding grounds are a nightmare of twisted magic. Undead roam freely, malformed constructs wander without purpose, and half-finished experiments lurk in the shadows, driven by corrupted instincts.

Danger: 100% (High)

Red garden

The Red Garden is a neutral maximum-security prison deep within the broken Star desert. It holds soldiers, nobles, Spell-casters and non-faction mortals deemed too dangerous, unstable, or disruptive to be left free in the world.

The prison is surrounded by layers of advanced arcane wards that suppress magic, distort distance, and erase escape attempts before they begin. Spells unravel mid-cast. Teleportation collapses inward. Even sound carries incorrectly, making coordination impossible.

Ruthless Marisian agents who failed their final exams patrol the halls with towering golem guardians. But when night falls, the haunting begins. Restless undead and vengeful spirits rise from beneath the prison grounds, forcing inmates to defend themselves within their own cells. Those who survive endure another night—those who fall become part of the Garden.

Danger: (0-100%) Varies

The dead Zone

The Dead Zone is a scar upon Zyltharn—fields of shattered weapons, fallen banners, and soil stained by forgotten battles. Ruined fortresses and mass bodies mark where armies once clashed and never truly left.

Cannibals now stalk the remains, lurking in trenches and broken towns, feeding on the dead and the unlucky who wander too close. Magic falters here, spirits refuse to stay, and at night the land echoes with memories of battle.

Danger: 80% (High)