The Lightpoint Lands Geographic Location in World of Wonder | World Anvil
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The Lightpoint Lands

The Lightpoint Lands

 

The Lightpoint Lands are the region on the western edge of the Volcanic Continent, and are so named for the Lightpoint, a mountain peak made seemingly of pure, crystalized light, that waxes and wanes but is always visible, even at night, from nearly anywhere in the lands. The Lightpoint Lands are a mostly untamed, wild land, which gets more and more dangerous the further one travels West. It is comprised of seven distinct regions.

 

The Goldtown Plains

 

This region is known for the shining golden water of the river and lakes, as well as the endless fields of golden grass. Though there are many theories as to why the water and grass is colored so differently from the rest of the world, nobody is certain. It is an arable land but under constant influx from monsters, bandits, and other strange phenomena wandering in from the more dangerous lands to the west. The region has seen an influx of immigrants and refugees from the Fountain Dominion to the East, whose settlements have swelled and sometimes faltered from the increase in population.

 

Severian's Reach

 

The recently christened "Severian's Reach" covers the region between the Goldtown Plains and the Silversea Desert to the East. According to the Fountain Dominion, it also comprises the southeastern tip of the island of Kenta Kara, though the residents of that island, sentient and monster alike, disagree with the characterization. Serena's Hope, named for the daughter of the current ruler of the Dominion, is the furthest Dominion settlement away, and in a perpetual state of peril from the surrounding monsters of the hills, swamps, and coastal regions.

 

The Silversea Desert

 

A magical and dangerous place some say is protected by powerful spirits of the Animus, the Silversea Desert is a sparsely populated land of legend. No roads travel through the region, and the plateus and mesas on the western edge are rumored to house Animus Apparitions that have existed since before the Eruption. The city of Silversea, most often spoken of as a fairy tale, does indeed exist, but is difficult to enter and protected by the secretive and eccentric Silversea Walkers.

 

Lightpoint Pass

 

A long stretch of land to the south that extends from the western Silversea Desert to the western end of Leskavod, the Lightpoint Pass follows the Ancient Lightpoint Road and is a very religious region. Monks from the Temple of Lesk maintain their grand temple by charging for guidance through the dangerous along the coast. It is also home to Ejavol, a grand trade port built upon a cliffside overlooking a great bay.

 

Leskavod & Kral Isle

 

In Leskavod, demons run amok in the Redleaf Hills, the dreaded dragon Kral soars above his jungle hunting grounds, and strange old spirits and awful repitilian creatures prowl the mountains around the famed wonder known as the Lightpoint. For these and other geographical reasons, Leskavod is home to only two settlements; the massive port city of Ejavol, wherein old Lizardfolk and tabaxi navigate a sprawling labyrinth of ramped roads and hard architecure, and the port village of Vodni in the north. The Temple of Lesk, located at the end of the River of Light and reputed to be a starting point for those brave, or foolish, enough to attempt a pilgrimage to the Lightpoint, is a place of great power and mystery.

 

Kral Isle is home to a great and terrible dragon known as Kral, who has roosted on his isle for as long as the histories of Leskavod are recorded. His great power has warped the nearby waters, and he routinely feeds in the Jungles in the northwest of Leskavod.

 

Kenta Kara

 

The Island of Kenta Kara is a region unto itself, or so its denizens would argue. It's culture developed mostly separate from the rest of the Lightpoint Lands; the citizens of its largest city, Shirai, trade primarily within their own waters, with only a few taking the long journeys southwest to Ejavol or east to the Tribal Lands. Nevertheless, the Lightpoint is visible from their island, guiding ships along their route for centuries. Kenta Kara is defined by their Sea Ronin, a class of pirate knights that sail the Seas of the Many Islands and Illusions. Their secrets are the stuff of legend and folklore, and few outside their ranks understand the secrets of the Sea Ronin, or the waters they sail.

  For more on the Island of Kenta Kara and the Sea Ronin, see here  

The Lightpoint Itself

 

Not much is known about the character and nature of the Lightpoint. It is a shining beacon on a mountaintop, visible from all the land, which waxes and wanes on its own schedule, casting a heavy glow or retracting into a dim shine as the tides of its own nature dictate. It has existed for all time, though the mountains around it are so replete with monsters and, if reports are true, apparitions from different planes of existence, that few have gone within mile of the Lightpoint and returned to tell the tale.

Type
Region

Cities, Towns & Settlements

  Goldtown   Landelline   New Amnoc   Gildflora   Gently's Rest   Fennig   Wellington   Serena's Hope   Silversea City   Waham   Ejavol   Vodni

Major Factions of the Lightpoint Lands

 

Goldtown Settlement Authority

A governmental extension of the Fountain Dominion, tasked with protecting their settlements and instilling law and order to the land.

 

The Silversea Walkers

Collective of wizards, sages, and sorcerers who protect the freedom of the city of Silversea and surrounding independent peoples.

 

The Unseen Hand in the Lightpoint Lands

Thieves guild using the chaos of the influx of refugees into the settlement to take grow their power and underground contacts.


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