Eleris Geographic Location in Valmet | World Anvil
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Eleris

Eleris is a lawless continent that is home to the worse criminals of all kinds. The most corrupted corporations and organizations with clean outside meanwhile, their dirty work is done here. The only source of order is a single topaz dragon, who controls his cities with his necromantic abilities for unknown reasons. 

Necromancers

The most infamous criminal is necromancers since they are able to raise the undead and steal living creatures' souls, turning the shell left behind into something horrid. Necromancers will join up with pirates to fill up their soul gems allowing them to create some of the most horrific things known to any creature in Valmet. Some corporations will higher up necromancers to conduct inhumane research or as a special kind of assassin. The topaz dragon himself is a well-trained necromancer who will turn the most well-minded foes into undead servants.

Coastal Cities

The coastal cities are home to the Pirates, a place to allow them to sell their stolen treasures and restock on things like alcohol, food, clothes, and weapons. Most of the buildings along the coast are not that well regulated and could collapse, though no one that is in those cities expects to stay in one spot on the coast due to the stolen goods being highly sought after by the other countries. Though those ones are easy to spot and are nomadic. There are coastal cities that are hidden away in caves that have a much better structure and are more permanent.

Geography

Plains

The plains of Eleris are windy, barren tornado-scapes. The soil quality is too poor that you'd be lucky to see even a small tuft grass growing on it. Anything that is grown is eventually uprooted by whirling twisters and punishing typhoons.

Caves

The caves of Eleris are host to a wild assortment of different ecosystems that have, until recently, remained untouched. Different biomes exist independently and often intertwined with others in surprising ways. Secret cities have been built alongside these environments to create lavish paradises or hellish slave pits. Sizes of the different caves can reach hundreds of feet in any dimension with uncountable twists, turns, and loops. Often times stalagmites and stalactites have grown so large that they enable a cavern to support its ceiling and keep growing in size.    

Mycelia Pockets

Often time a mushroom habitat can be found underground Eleris. Here the mushrooms have properties bordering on mystical, raising illicit businesses focused on their harvest. The mushrooms developed these traits in order to better survive in the cave environments or with other biome types. Sizes of mushrooms can range from small buds to giant 5 meter tall toad stools. Properties of mushrooms can include things like heat resistance or hallucinogens.  

Magma Lakes

Giant pools of liquid rock bubble acidic vapors inside many caves. Usually, these types of areas are uninhabitable, but with the right synergies they can be settled and even enjoyed. Pools of magma have been known to reach 500 meters across.

Crystalline Caverns

Crystals glow and gleam deep underground, or perhaps they might amplify the light of some bioluminescent plant. Much like the mushrooms, the geodes and crystal structures have properties that range from near-mystical to very mystical. Some rare gems might be valuable enough to build entire Air Cities. Others might be volatile enough to be used as explosives. Certain crystals in the deepest caves below the surface are said to be able to house souls.

Coves

Water from the intense rains above the mountains are responsible for eroding the rocks and creating the cave systems of Eleris. Eventually the water comes to rest in titanic pools, veritable oceans of water underground. The caves that this water arrives in are often the largest, deepest, and most biologically/biologically diverse.

Gardens

Dense and lucious groves carpet the labyrinthine halls of the deep, or at least some of it. Plants that grow underground must have some sort of light or be specially adapted. In any case, when specific condition are met, a miraculous "garden" forms near moist areas. These spaces are known to usually feature fresh air and a humid atmosphere. But like many things in the caves of Eleris, not all is as they appear. Plants may be carnivorous tricksters, hypnotising your mind with nearly undetectable scents until you fall into a final slumber. Other gardens might filter toxins from the air, creating a safe haven in a pocket of poisonous mushrooms. When delving into the gardens, bring a druid just in case.  

Mountains

Up on high reign the barren rocks of the continent of thieves. All who tread on their sight of the ocean harken their own dreadful fate. For in these inhospitable ranges are the deathly winds and rains that the world saves for its most hated men and women. Strewn all across the bottom of the gulches and bluffs are wrecks of ships once flown by all too confident a captain. Legends say their greedy spirits annoy the mighty mountains above and like warden they force order on their prisoners with torrents and gales. Ship masters be wary of the passes lest they claim your hull for their collection.

Fauna & Flora

Flora

It's impossible to site all the rooted species that grow and creep in Eleris, but the most notable and famous can be found below.  

Ophidian Mothleaf

A clear leaved, multistemed plant, known for its glowing base, just above it's root structure. The clear leaves clust around itself to protect its light source and set it's deadly trap. If light from the roots reflects back onto the plant from an unfamiliar shape, the leaves spring out in swift jabbing patterns to bury themselves into anything soft and fleshy. From inside its prey, the plant lets the blood of the animal, or erring traveller, seep into its clear leaves. As the leaves reset, the corpse is dragged closer to the roots, where the body decomposes to feed the plant. If nutrient rich soil is in abundance, a spectacular scene of reproduction can be observed in which a hair-    

Fauna

Much in the same way the flora cannot be fully encompassing, so too will the fauna fail to capture all the wonders and dangers in the land of thieves. Again, only the most notable will be found below.
Type
Continent
Included Organizations

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