《New Magic Brothers: A scholar and a tattoo artist walks into a tavern…》Rendezvous 2B: Every Location So Far

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Total Locations: 67

Locations

Name(s)

Current Description

Aclima The planet and world where Rum lives and where the Lands of Ermos are located. Adalwey An ancient land that lay to the far south of The Young Mountains. The land was the location of The City of Ages, as well as The Town of Morn, and The City of Sorgam, when these were populated. It’s also the land wherefrom The Zer, the first mage, is thought to originate. Agadeya A great mountain plateau consisting almost entirely of small villages spread out with wetlands in-between. Has an extensive road-network as well connecting the villages, making the territory overall easy to conquer but difficult to maintain due to its large size and lack of concentrated populations. Lies south of the Lands of Ermos and the Desolate Lands. Amez’s Tattoo Shop The shop where Amez services his customers by making- and enchanting tattoos for them. Has a bedroom in the back which is currently used by Rum. Audon Castle The former castle of a human lord, whose titular descendant Lord Faldon now lives in permanent exile in Ermos City, along with most of the human nobility. The castle is today in possession of a powerful dungeon lord, who has made it his dungeon and base of operations. Axe Mountains A mountain range shaped vaguely like an axe that is home to many clans of dwarves with small associated communities of other races. The town of Murd and the Home of The Ancient Lady are in the Axe Mountains. Lies south-east of the Lands of Ermos and the Desolate Lands. Big Honey Creek A creek in the northern part of the City Forest. Bright Star Fortress A mighty fortress and cavernous town built high up and into the western side of The Three Brothers’ Mountains, on the side looking out over The Wild Corridor. Former home to the dwarves of The Clan of The White Peaks, whose remaining members now live in The Axe Mountains, after the population of the fortress slaughtered in terrible The Siege of Bright Star Fortress. Today, the fortress town is in the possession of Argandon, an old, powerful and ambitious dungeon lord who has made the place into his main dungeon and base of operations against The Lands of Ermos. City of Mane The western former grand human city of The Three Brothers’ Mountains, situated at a narrow gap leading into and from The Wild Corridor. The city is governed by a trio of powerful dungeon lords, and hosts a large population of intelligent zombies, vampires, werebeast, trolls and monsters. City of Nara The northern former grand human city of The Three Brothers’ Mountains. The whole city used to be the domain and dungeon of Irridiklara The Witch, after it was gifted to her in exchange for a defensive alliance against the remaining humans and their brewing multiracial alliance at Ermos, and in tacit support of the dungeon lords’ causes. But then she switched sides, and today the city is home to numerous dungeon lords controlling each of their own terfs. Unlike Valorum, the city has retained a weak majority human population aligned with the dungeon lords’ causes, although the settlement is currently underpopulated, with more houses than people. City of Sorgam An ancient former city that lay in the lands of Adalwey, where it used to be Adalwey’s second most populous city, before being destroyed by Rivor of The Sun, in an apocalyptic display of magic. Today, only a great crumbling city of ruins is left at the location. City of Valorum The southern former grand human city of The Three Brothers’ Mountains. Today, the city’s boundaries has been divided up among several dungeon lords each governing their own terf, while its population has been largely replaced with goblins. Desolate Lands a.k.a. The Three Lost Cities The large region of land within which lies three cities that were overran by the dungeon lords, including numerous other former settlements small and large which have been left behind after dungeon lord attacks. Is also home to the numerous dungeons from which the dungeon lords operate. Lies straight south of the Lands of Ermos, being constrained to the west and east by Ermos guild activities. Ermos City The great cosmopolitan capital city of the Lands of Ermos. The city was created in response to the dungeon lords’ conquest of The Three Lost Cities. It has since attracted an ever growing amount of refugees running from the Desolate Lands, who have settled and become part of the city. Firtdon Firtdon is an elven village, south-west of Agadeya. Flip University A large upside-down university building where most of the mages of the Lands of Ermos are educated. Great Spruce The great sentient tree within which the green-elves of The Committee of The Spruce live. Guild Hall of Ermos’ Finest Adventurers The guild hall of a competitor guild to The Mecha-Gnomes’ Revenge. Guild Headquarters of The Mecha-Gnomes’ Revenge (a.k.a. HQ) A very tall building whose building frame has been built with iron. Part of the Iron Towers within the Iron City. Home of The Ancient Lady A mysterious dungeon in the Axe Mountains. Jorteg’s Dungeon A dungeon ruled over by a necromancer and his witch- and wizard allies. Kingdom of Meya A human-dominated kingdom ruling over a large piece of lands south of the Desolate Lands and the Lands of Ermos. Among the kingdom’s possessions are the town of Ordonbur and the great mountain plateau Agadeya. Kingdom of Olam A multi-racial kingdom that was once situated south-east of Ermos, before it was overran by the dungeon lords. Lands of Ermos A great land to the north of the Desolate Lands. The borders of the Lands of Ermos marks the northern reach of the Desolate Lands – a place beyond which the dungeon lords have been unable to conquer. Luk’s Twin Dungeons A couple of old dungeons situated at the northern tip of The Wild Corridor, where they’ve been threatening The Lands of Ermos for decades. Recommended party level is 35-50. Murd A town within the Axe Mountains. On his journey Rum worked here for a short while selling his spell Positive Mind in order to negate a boy’s negative attitude on the request of his mother. Northern Lemon Bar A lemon bar in the City Forest’s north. Royath and Laverra works here. Oldemora’s End A small neighborhood of urban elves, north-west of The City Forest with a tiny forest at its end, where Irvanir The Bright has her apothecary cabin. Ordonbur A town situated at the border between Agadeya and the core lands of the Kingdom of Meya. Ormar Dungeons A collection of dungeons with recommended levels of 50-60. Redratall Prime Minister’s Quarters The living quarters reserved for the prime minister of Redratall and his family, and also the location where Evenin was first taught by Tardom about the origins of magic. Redratall State Chamber A small chamber inside Redratall’s interior mountain capital, where political matters are discussed. Redratall State Library The library of the state government of Redratall, located inside Redratall’s interior mountain capital. The place is accessible to the public upon request. For a time, Ord - Evenin’s teaching assistant - became the head librarian there. Republic of Brownhall A dwarven republic situated in The Young Mountains. The only immediate neighbour to Redratall. The republic has no army, and 100 years ago had a population of around 66000 dwarves. Republic of Motharan A dwarven republic situated in The Young Mountains. It was the host city for the conference that lead to the founding of Ermos City. Republic of Redratall A dwarven republic situated in The Young Mountains, at the side overlooking The Giant Forest of Melrum. Along The Young Mountains the republic lays close to the center but slightly south, and at a tip surrounded on the south and east by tall peaks, making its only immediate neighbour The Republic of Brownhall. Although the long The Ederfar Road connects Redratall, Brownhall and other western republics to the dwarven settlements at the eastern side of the mountain. 100 years ago, Redratall had a population of around 16000 dwarves. The place is known for goats and exporting goat products, such as cheese. It is home to Evenin, the Mother of The City, as she is called in Ermos. Southern Lemon Bar A lemon bar in the City Forest closer to the forest center than the Northern Lemon Bar. Ovaduva Zizik works here. Sunpeak A mountain dominated by sky elves, who have a great city at its peak. Sunseen is part of the Sunpeak mountain. Sunseen A town of sky elves and dwarves lying at the slope of Sunpeak. The Celestial Domains The places where the gods of Aclima currently are thought to reside. They include The Vibrant Moon, The North Peak, and The Great Coral Jungle. The City Forest (a.ka. The Green-Elven Quarter) A forest inside of Ermos City that occupies a large part of the city’s western portion south of the city walls. The City of Ages (a.k.a. City of The Scholars) An ancient city situated in Adalwey. Here magic was first taught, written down, and developed by the likes of The Zer and many other great mages. Today, The City of Ages is a city of ruins. The Closet of Amez' Workshop A large double-door closet in the bedroom of Amez’ Workshop. The Deathtrap A cave inside Jorteg’s dungeon. The cave is given its name by Rum because it’s perfectly built to function as place to trap an enemy and wither them down. The cave has a relatively small entrance, but a large inside, where tunnel openings are high up in the air along with ledges. Allowing an enemy to block escape at the cave entrance, while firing down at the entrapped force from above. The Ederfar Road A road situated between the dwarven republics of Redratall and Brownhall, where it connects the western side of The Young Mountain with the eastern side. The Giant Forest of Melrum A giant forest separating the mighty dwarves states of The Young Mountains to the east, from the west where lies The Three Brothers’ Mountains, and the north-west, where lies The Lands of Ermos. Travel through the wide forest can take up to a month. The Great Coral Jungle A small city of gods, rumoured to be located to the far south within the ocean, far deep within a ravine. The Great System The original grand but secretive city of the mecha-gnomes, located deep inside the mountain, at the inner north-western section of The Three Brothers’ Mountains, vaguely between the cities of Mane and Nara. It was besieged by the dungeon lords after their conquest and slaughter of the humans and the dwarves. The city’s population was doomed to annihiliation, but The Betrayal of Shoss, a former dungeon lord who refused to let her own people be massacred in the fighting, lead to the mecha-gnomes fleeing The Great System to set up The Iron City. Today, The Great System is a place of goblins, trolls and elementals, and the dungeon of a powerful dungeon lord duo of a mad mecha-gnome wizard and his loyal dwarven witch. The Iron City (a.k.a. Mecha-Gnomish Quarter) A large neighborhood hugely dominated by a mecha-gnomish population which favors multifloored buildings and sees iron as the ultimate building material, using it whenever they can afford it. This neighborhood is known for many of its engineering quirks, such as a large underground network of paths and the locomotives that transports its inhabitants between the different parts of the neighborhood, including all the way to the city wall. It is situated south-east of the city wall, and relatively close to the main highway out of Ermos City. The Little Mountain (a.k.a. The Dwarven Quarters) A neighborhood dominated by a small mountain peak. The mountain has been hollowed out with corridors, rooms and mountain halls made by dwarves wishing to live inside it. However, a sizeable dwarven population also surrounds the foot of the mountain since it’s not large enough to host them all. The Little Mountain lies further east of The Iron City. The Mainpipe Industrial Town A former surface-level mecha-gnomish town siutation inland from The Great System. The town is now a ghost town, completely abandoned, as its buildings are mostly unsuitable for anyone but gnomes to dwell inside, most of whom have abandoned The Three Brothers’ Mountains altogether. The town is occassionally looted for scrap metals, as like The Iron City, metals like iron are widely used in anything from construction to various machines and installations. The Marble Streets A district of Ermos City for the rich and powerful. It is mostly inhabited by humans, but there are also urbans elves there, dwarves and mecha-gnomes. Its name is derived from the large amount of marble used to decorate its resident’s homes and businesses. Doctor Sharam has his clinic here. The Merry Pond A pond in the northern part of The City Forest. The Minotaur’s Feast The tavern where Rum first meets Amez after 6 years apart. The North Peak A tall mountain in the far north rumored to be inhabited by a group of old powerful deities. The Raven’s Slum A great slum inside of the city walls of Ermos City, slightly south and slightly west of the city center. The Sanctuary Mountain A mountain in Adalwey, high upon which is The City of Ages. The Thousand Flowers A great tree in The City Forest serving as the bank of the green-elves. The Three Brothers Mountains A tripple of mountains south of The Lands of Ermos, west of The Giant Forest of Melrum, north of Agadeya and The Kingdom of Meya, and east of The Wild Corridor. The Axe Mountains are also situated to its south-west, across a minor forest. The tripple of mountains are arranged in the form of 2 bending mountains, like quarters of a circle, mirroring each other, with one to the north and one to the south, only a narrow gap between them. The last mountain meanwhile lay between them, creating thus an interior that goes from The City of Nara to the north, to The City of Mane to the west, and to The City of Valorum to the south. Each city historically protecting and controlling each of their gaps into the mountain tripple and its interior. With Nara and Valorum controlling the large northern and southern gaps respectively, while Mane controlled the narrow western gap. While The Three Brothers Mountains are most known for their human cities, and occassionally their dwarven settlements up in the mountains themselves, the area has also been populated by a range of races living in more relative isolation and secrecy. From the mecha-gnomes, with their Great System, to the isolated forest burrows of the wild gnomes, to similarly isolated forest villages of green-elves and dark-elves. There has also been an historically peaceful presence of trolls there, before most of them aligned with the dungeon lords. The Tower of Ages (a.k.a. The Great Tower of The City of Ages) A tall stone tower in The City of Ages with many floors, and where each floor had its own large encircling terrace. The Vibrant Moon The smaller of the two moons orbiting the planet and world of Aclima. It is rumored that the sibling gods Naghmath and Trivili reside here. The Vroovroo Subterrainian Town A former mecha-gnomish town in The Three Brothers Mountains, situated at the opposite side of The Great System, near a hidden entrance at the north-west base of the central mountain, placing it overall closer to centerpoint between Nara and Valorum. The Wild Corridor A long wide strip of land, located to the north of The Axe Mountains, west of The Desolate Lands, and south-west of The Lands of Ermos. The area separates the ocean from The Desolate Lands, and consists of forests, numerous fishing villages, guild strongholds and small fortified towns. It’s strategically important as a land bridge between Ermos and the south, such as The Axe Mountains, The Kingdom of Meya, and beyond. It also confines The Desolate Lands and the dungeon lords to land, denying them ports, ships and ocean travel. The Yellow Bushes The area of The City Forest within which Great Spruce lies. The Young Mountains (a.k.a. The Dwarven States) A long mountain chain to the east of The Giant Forest of Melrum, and thus to the east of both The Lands of Ermos and The Desolate Lands as well. The place is home to one of Aclima’s largest populations of dwarves, reaching into the millions, and spread across political entities. Most populous of which are the dwarven republics, like The Republic of Motharan, which are based around a socialdemocratic model of governance. Then there are a number of smaller town and village-level settlements in the form of the homes of the dwarven clans. Some such homes are inhabited by single clans, and others by a few clans each. The dwarven clan system based around the election of a clan leader, which has limited powers to lead and govern the clan. In clan homes with multiple clans, these clan leaders form councils. Lastly, there are a few petty kingdoms of dwarves, where the king or queen is elected from among the family members of the previous king or queen, as such mixing elements of both heriditary and elective monarchy. The petty kingdoms are, as their names indicate, rather small and economically insignificant, and their kings have been struggling to stay relevant in the current age of dwarven republicanism. The war against the dungeon lords have, however, given the petty kingdoms a renewed sense of purpose, as their royal families rallied dwarves around expeditionary warfare, while the republics and clans focused on peaceful support. Town of Morn An ancient former town in Adalwey. Noteable for being a place long ago, where the god Urn, The Master of Earth, is said to have given its people the ability to call forth magic powers. Making Morn the first known location where magic, as it is mostly known today, was practiced. The town no longer exists, its exact location forgotten with the times, as it was destroyed in The Grand War of The South and never settled again. Wild-Gnomish Quarter An enclave within The City Forest inhabited by wild-gnomes, who live in burrows underground hidden within bushes.

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