Desolation/Location Descriptions

Towns

 * Taliesin, Cliff City of the East - The principal city of the Eastgand region. Its location on seaside cliffs gives it a unique vertical layout.
 * Aball, Village of Longing - Velvet's home village on Eastgand's eastern border. It is a humble place sustained by hunting and farming.
 * Hellawes, Tranquil Boreal Capital - The seaside principal city of Northgand. The city acts as a major trading hub, sending the resources of the north to the rest of the kingdom.
 * Beardsley, Snow-covered Hamlet - A village that sits in the frozen outskirts of Hellawes. Its residents reject the Abbey's rules.
 * Meirchio, City of Ice and Snow - A city at the edge of the world sitting under the aurora. It once boasted the northernmost port in the world, but its waters are now chocked by ice floes.
 * Reneed, Waterside Village - A village founded to expand Westgand and serve as a port of call. Unfortunately, it seems that not everything is going as planned.
 * Lothringen, Tower of the Exorcists - The remains of a tower built by an ancient civilization. It is currently in use as an excorcist training facility.
 * Port Zekson, Crossroads of Commerce - A trading port located in Midgand, the center of the continent. It is both the largest trading port in the kingdom and the gateway to the capital city of Loegres.
 * Loegres, Jewel of the Empire - The capital of the Holy Midgand Empire. Site of the royal castle, the Abbey's headquarters, and a cathedral dedicated to the Empyreans.
 * Stonebury, Pioneer Settlement - A newly founded village on the far side of the Aldina Plains. The settlement's growth is being fueled by logging in the surrounding old-growth woodlands.
 * Port Cadnix, Mining Base - A port town in the southwest region of Islegand. It was once a prosperous mining town, but when the mineral supply dried up, the town became a shadow of its former self.
 * Yseult, City of the Southern Seas - An island floating in the balmy seas of Southgand. The year-round summer weather has given rise to a distinctive local culture.
 * Haria, Home of Old Beliefs - A town where its own brand of Empyrean worship once flourished. The Abbey has wrested control of the faith from the local priestesses.
 * Lionel Island Wharf, The Frontier - A small dock in the remote and unpopulated region of Endgand. Minimally outfitted and intended for use only in emergencies.
 * Katz Korner, Dreamlike Paradise - The Katz homeland. The secret password is "Keep your moist little nose to yourself." Be sure to visit the legendary yet enigmatic Katz Pajamas.
 * Normin Island, Isle of Terror - An island made of sweets drifting lazily on the sea. The normin are taking a lovely vacation here.

Dungeons

 * Morgana Woods, Crimson Sea of Trees - A thick forest with colorful leaves abound. The views may be beautiful, but falling temperatures are slowly killing off the vegetation.
 * Tranquil Woods, Autumn-colored Forest - A forest neighboring Aball that is a habitat for prickleboars. On a cape beyond its far side waits a shrine with a forgotten history.
 * Titania, Island Prison - A prison run by the Abbey. Its located on a lone island far out to the sea has earned it a reputation as a place of no escape.
 * Hadlow Hollow, Cavern in the Northern Marsh - A cave system that lies beyond Beardsley. A river made of an oily substance flows within its depths.
 * Faldies Ruins, Northern Checkpoint - A ruin site that stands between the Figahl Icecaps and Gaiburk Ice Field. The Abbey now uses the ruins as a base to control traffic to the north.
 * Mount Killaraus, Lifespring Font - The world's largest volcano. It is highly active and filled with an with an abundance of mineral wealth.
 * Warg Forest, Emerald Labyrinth - A dense woodland that dominates the southeast region of Westgand. For reasons unknown, the Abbey has forbidden anyone to enter.
 * West Laban Tunnel, Underground Passage - A subterranean road that extends beneath the western portion of the Burnack Plateau. The passageway exits near the gates of Vortigern.
 * East Laban Tunnel, Underground Passage - An underground road that extends beneath the eastern portion of Burnack Plateau. The passageway has an entrance near Lothringen.
 * Vortigern, Sea Gate Fortress - A royal navy fortress spanning the strait between Northgand and Westgand. Its massive gates control passage through those waters.
 * Barona Catacombs, City Drainage System - An underground passage to the royal villa. In actuality, the structure is a massive aqueduct built to supply water to the capital.
 * Loegres Villa, Abbey Command - An Abbey command center that was formerly the royal villa. Its use was granted to the Abbey as a public symbol of the royal family's trust in Artorius.
 * Galles Lake Road, Yawning Wetlands - Wetlands stretching northeast from Loegres. It abundant supply of fresh water supports the capital's population.
 * The Empyrean's Throne, A New Temple - A newly constructed temple dedicated to the Empyrean Innominat. The Abbey situated this place of worship at the very center of all the lands.
 * Innominat, Incarnation in the Sky - A temple created by Innominat after he was expelled from the earthpulses. The structure hangs high in the sky above the Empyrean's Throne.
 * Davahl Forest, Fog-shrouded Mystery - A great plain that covers the eastern Midgand. Over the past few years, sudden movements in the earth have birth mountains and disturbed weather patterns in the area.
 * Zamahl Grotto, Den of Daemons - A cavern system whose yawning mouths open onto the southern tip of the Aldina Plains. None who have set of to explore its deepest depths have ever returned.
 * Yvolg Ruins, Forgotten Edifice - Ruins so ancient that not one shred of their history remains in human knowledge. A crest suggests the complex may once have been an Empyrean temple.
 * Vester Tunnels, Old Mining Site - An abandoned mine that connects the Brigid Ravine with Port Cadnix. Strange metallic sounds can sometimes be heard from its labyrinthine depths.
 * Palamides Temple, Southern Ruins - A former holy site for followers of Amenoch. Now the southern base of operations for the Abbey.
 * Baird Marsh, Domain of the Old Kingdom - A marshland now home only to lingering spirits. The vast ruins speak volumes on the power of the ancient kingdom that once ruled this place.
 * The Calix, Realm of Testing - A space Melchior isolated though rare artes. In this place, one can perform experiments impossible in the ordinary world.

Fields

 * Perniya Cliffside Path, Along the Silent Shores - A wooded lakeside path. It is said that the capital of a kingdom that once covered this land sleeps within the lake's silent depths.
 * Figahl Icecaps, Land of Dancing White - An icy expanse stretching across Northgand. Falling temperatures have made the environment harsher than ever, with heavy snow the source of many dangers.
 * Gaiburk Ice Field, Edge of Survivability - An expanse at the continent's northernmost edge. The volcanic activity of nearby Mount Killaraus warms the ground just barely enough for humans to survive here.
 * Fens of Nog, Secluded Waters - Wetlands criss-crossed by a labyrinth of waterways. As a trove of aquatic flora and fauna, the region is home to many unique species.
 * Burnack Plateau, The Great Junction - A highland that occupies much of the north-central area of Westgand. Shifts in the land are slowly pushing the plateau toward Northgand.
 * Danann Highway, Lifeblood of Trade - A vital route that connects all parts of Midgand to its capital. The road serves as the main artery of the kingdom's trade and distribution network.
 * Aldina Plains, Land of Vitality - A great plain that covers the eastern Midgand. Over the past few years, sudden movements in the earth have created mountains and disturbed weather patterns in the area.
 * Brigid Ravine, Valley of Howling Winds - A steep valley made up of complex shelf formations. Even now, wind and rain tirelessly sculpt this fascinating work of nature.
 * Hexen Isle, An Island Wiped from Existence - An island whose existence is known to only a select few among the Abbey's ranks. The secluded area serves as a testing ground for formulae that utilize dragons.
 * Maclir Beach, Thundering Southern Seas - A beautiful stretch of beach surrounded by coral reefs and shoals. Famous as a pengyon breeding ground.
 * Manann Reef, Wondrous Rock Formations - A section of shore that extends far into Southgand. Water, rock, and colorful coral blend together here to create fantastic landscapes.

Class 4 Administrative Zones

 * Class 4 Administrative Zone, Aberrant Quarter - A dangerous region quarantined by the Abbey. Those who dare to enter are warned to beware of slime and sludge.
 * Class 4 Administrative Zone - Beast Quarter - A dangerous region quarantined by the Abbey. Terrible howling can be heard from nearby.
 * Class 4 Administrative Zone, Crustacean Quarter - A dangerous region quarantined by the Abbey. Countless insect-like daemons are thought to inhabit the area.
 * Class 4 Administrative Zone - Winged Quarter - A dangerous region quarantined by the Abbey. Flying daemons control the skies above.
 * Class 4 Administrative Zone, Apodous Quarter - A dangerous region quarantined by the Abbey. Strange daemons rule the area, which is commonly called "Serpent Isle".
 * Class 4 Administrative Zone, Demihuman Quarter - A dangerous region quarantined by the Abbey. This territory is claimed by daemons whose abilities blend those of humans and beasts.
 * Class 4 Administrative Zone, Undead Quarter - A dangerous region quarantined by the Abbey. It is a cursed island where the dead are interred and doomed to wander.
 * Class 4 Administrative Zone, Fiend Quarter - A dangerous region quarantined by the Abbey. One visitor came home delirious, talking about how he "didn't want to see any backs".
 * Class 4 Administrative Zone, Armored Quarter - A dangerous region quarantined by the Abbey. On this island, armor-clad daemons battle endlessly.