The Questing Fields Geographic Location in Shattered Horizons | World Anvil
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The Questing Fields

The Questing Fields is the name that MU gave for the pocket dimension he has been building since he first landed on the planet. He made it as both sanctuary and training ground for the humans he would need to evacuate from their planet. He based it on several online games he played as he studied the world around him. The seven main regions include the following locations:

The Valley of the Lost

a zeroth area, The Valley of the Lost is where those humans who aren't allowed to train in the fields, either due to age or ability. A comfortable, if strange, area to live in while they wait to be allowed into the true Fields.  

The Crossroads of Beginning

The starting location for newcomers to the Fields, This is where every Player starts their journey. Low-level enemies include mundane animals enchanted to attack humans for easy training and getting used to their new realities. Several towns exist in the region to get each new Class trained in their new skills.  

The Mushroom Fen

The second area, it contains the first magical plants and animals one encounters. Consisting of marshy land and water features, the creatures that make their homes here are often equipped with weak magical abilities and require more tactics to combat than the first zone. Mushrooms the size of mandrake trees thrive here.  

The Foundry Garden

The third area is home to massive volcanoes. as a result, the entire biosphere incorporated the copious amounts of metal in the air and soil to survive the heat. Hot springs and geysers are abundant, but the ground is also weak, meaning navigating can be a painful experience in patience.  

The Glowing Forest

The fourth area is completely covered in a perfect canopy. Embracing the new darkness, the life here glows in a multitude of colors, for defense, hunting, and communication. it's easy to get lost among the shining area, for no path is walked twice here.  

The Floating Archipelago

The fifth area, this is the first area that has explicitly magical geography and ways of navigation. It requires good spatial intelligence and timing, as many of the islands move in patterns that are not easily grasped. the creatures here fly, glide and jet across the islands.  

The Drowned Necropolis

The sixth area is in a permanent thunderstorm, hovering above a river valley, whose walls and shores are littered with vaults of the dead. The former residents have broken free from their tombs and now hunt for flesh in the region.  

The Desert of Glass

The Desert of Glass is the seventh and final area of the fields, as well as the deadliest. Its massive size, sweltering climate, constant glass storms, and highly dangerous flora and fauna are a constant deterrent to human exploration
Type
Dimensional, Pocket
Owner/Ruler
MU
Inhabiting Species


Cover image: Untitled by スズキゴロウ

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