Navamora (Nah - vuh - moe - ruh)
The World of the Witches
❃゚。・*.゚.✮▹ Enter Wanderer ◃✮.゚.*・。゚❃
Words To be Added Here End of this Section❃゚。・*.゚.✮▹◃✮.゚.*・。゚❃
❃゚。・*.゚.✮▹ The World ◃✮.゚.*・。゚❃
Home to the Land of the Spirit Continent, Navamora holds the Unbound Lands and the Banished Territories. Taking on the role of producing the terrifying monsters that are Witches, Navamora has both Humans and Mages living on the brink of destruction, the paranoia and fear feeding their constant need for protection and the continuous defaulting of Towns overrun by the creatures of Blight.❃゚。・*.゚.✮▹◃✮.゚.*・。゚❃
❃゚。・*.゚.✮▹ The Landscape ◃✮.゚.*・。゚❃
Sogoza, the Haven District
Holding onto the Eastern Coasts of the Spirit Continent, Sogoza is the Land that has been deemed protected against the further terror of the Witches. With the Guild of Guardians sitting in the center, along the Ports of Graidera, Sogoza reaches inland, ending at the Strongholds of the Three, which border the Unbound Lands of Dewcall, and keep guard over the more fortunate residents.❃゚。・*.゚.✮▹◃✮.゚.*・。゚❃
Dewcall, the Unbound Lands
Holding the majority of the Spirit Continent within its borders, Dewcall is where most of the residents of Navamora lay. Littered with Towns and Outposts set up by the Guild of Guardians, it is a Land that is both rich with potential and terror. Giving itself over to the more wild nature of the Realms, it holds many Witches and desolate Scout points, giving those living in the Towns a small chance at salvation. It shares the Strongholds of the Three to the East, and stretches to the Guardian Trees in the West, bordering the Banished Territories with the Towns of the Reapers, where the fight for the borders is often held.❃゚。・*.゚.✮▹◃✮.゚.*・。゚❃
Gremur, the Banished Territories
Holding the abandoned Towns that tell of the Witches’ terror, Gremur is the land that has been long forsaken by the residents. Overrun with the Witches’ Curse, and allowing nothing of Life to unfold, it is mainly ghost towns and desolated graves. Many Witches roam these parts of the Lands, sucking the Life out of the Forests, and pushing their territories further into Dewcall.❃゚。・*.゚.✮▹◃✮.゚.*・。゚❃
Orris, the City of the Forsaken
The epicenter of the arrival of the Witches, Orris holds the Town that gave birth to the Monsters of Navamora. With remnants of a ghost town barely intact, and broken and neglected remains of what was once the High Church of the Three, Orris holds the devastation that Navamora still survives.❃゚。・*.゚.✮▹◃✮.゚.*・。゚❃
Graidera, the Worldfarers' Ports
Huddled around the south-eastern side of Navamora, Graidera holds the only point of exit and entry into the World. Given over to sheltering the Guardians and Worldfarers who have come to fight for the Lands, Graidera holds both the good and evil of Humanity and the People of Magicks alike.❃゚。・*.゚.✮▹◃✮.゚.*・。゚❃
Tohoron, the Town of the Priests
One of the Reaper Towns and beholding the Guardian Tree of the Forests, Tohoron holds the Blessings of Twilight. Sitting in the middle of the borders of Dewcall and Gremur, it holds itself as a line of defense against the Witches. Most residents give themselves over to the Priests, Navians giving their faith to the continued protection Tohoron provides them.❃゚。・*.゚.✮▹◃✮.゚.*・。゚❃
The Magician’s Hut
Hiding in the lands of Gremur but not at all overtaken by the curse of the Witches, the Magician’s Hut is the place where there is said to be a Magician, no longer touched by the curse of the Witches. No one dares enter the hut or the orchard surrounding it as it is said that Magicks still run rampant within the lands.❃゚。・*.゚.✮▹◃✮.゚.*・。゚❃
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❃゚。・*.゚.✮▹ The Door
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❃゚。・*.゚.✮▹ Muse's Notes
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World
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