« world of escordvi »
Beside the three main leviathans most characters and general population are familiar with, there are other settlements, both on other leviathans and islands of all sizes that are scattered about the world of Escordvi. Some even suddenly appear, making the two armada factions scramble to find it first. This page will document most of the notable locations that characters can visit.
THE COUNCILS
Both armadas have a "council" of sorts that oversee what's going on with their group. IMPORTANT! For the record, the characters will have no direct interaction with anyone with the council. On occasion the "council" may be a driving force for questlines, but no one can curry favor or be directed by this group. We're not going down that "true faction game" rabbit hole, so this is more for background information for world structure purposes.
Attempts to contact anyone from either council will be met with no response…but it's because of them ignoring the messages. It's mostly due to bureaucratic incompetence ranging from getting lost in the pile to parrots eating the missives.
Attempts to contact anyone from either council will be met with no response…but it's because of them ignoring the messages. It's mostly due to bureaucratic incompetence ranging from getting lost in the pile to parrots eating the missives.
Paladin Council.
The Paladins are much more organized and hold elections for their members. However, they also have power struggles with elitism and nobility skewing results. It is also not unheard of for a council member to "fall ill," "pass,” or even be outright assassinated. Usually such methods are to weed out the more corrupt, but the sword falls both ways. While overall the Paladins are better at looking for the greater well-being of everyone and keeping things just, everyone is human and will try to serve their own interests. At least they all have one common goal: subduing the Corsairs to make them bend the knee.Corsair Council.
The Corsairs are a lot more loose with their organization, with the members constantly changing due to fights and challenges (usually resulting in the death of the previous member). The common theme is that the strongest and most cunning sit on the seats. The group, while favoring their own needs, recognize they need each other to survive so they will set aside differences to work together, especially when it comes to pushing back against the Paladins. Backstabbing still happens though.ELTRUT (MAIN PORT)
It's a turtle. The port town itself exists on the back of a giant sea turtle that floats aimlessly over the ocean, which means its location is never in one spot for too long. Fortunately it doesn't travel too far around one way or another, and communications with the port allow any seafarers to locate it. The turtle is alive and is quite content on the surface as its "shelldwellers" keep it supplied with plenty of food and welfare, making sure its skin and shell are clean. But there are times it will dive into the water if there are storms or threatening forces like monsters in the area. When it does, a protective bubble will form over the shell to protect not only the town but the entire surface, ensuring anyone roaming around its unique shellscape is safe. What prevents it from being attacked underwater? Well, it's a pretty big turtle and one of the largest and perhaps mystical entities of the world. It can hold its own in a fight and not really worth going up against. But that doesn't mean something might not try... There's a reason it doesn't venture over the deep dark waters. The turtle does not speak, but it will make occasional grunts and clicking noises to those who venture near its head. Should it not want to be bothered, it'll just tuck its head inside its shell and its primary keepers will hand a "DO NOT DISTURB" sign. The turtle will also bite. It's a giant turtle the size of Hawaii, the head is about as big as Mt. Everest. One bite = ship is crushed. Do not attempt.
The shell is covered with a mix of forests and jungles and a variety of animals both friendly and hostile. There are even rivers and pools of freshwater that course along some major lines along the shell. Due to the abundance of resources, Eltrut is self-sustaining with only occasional need of imports. Thus it is the source of a lot of exported goods.
Shellton. There are smaller villages and outposts all over the turtle's wide back, but there is only one main port town that everyone gathers to. With a population of several hundred, many of whom are travelers of either Corsair or Paladin nature, there is a wide variety of businesses, shops, eateries, and other services.
PLACES OF INTEREST
» MANTA Center. All big news will be gathered here, including all major quests and bounties. There is a central building where all postings are on display, and there are also clerks who can help give out tasks for those who don't feel like wall hunting. The hub is also where one goes to collect their rewards, but they can inform the hub through a communication device ahead of time so they can prepare things and give out upon proof of completion.
» The Minstrel and Cask. There are a number of bars and taverns scattered all over the port, but there is one that is considered the largest and most popular. It's a great place to meet both old and new faces, and often crew recruitment occurs here. During the day it's more of a social gathering, but at night whoo boy. All the taps are open and true drunk brawls begin.
» Inkwave Tattoo Parlor. Run by a burly but friendly large octopus, this parlor is where everyone can go to get their magic tattoos that allows them to use some range magic without the need of supplemental artifacts and weapons.
» RAY Trade Center. The main marketplace where anyone can purchase or redeem new gear, equipment, and other items. OOCly this is where characters would go to trade in their points at the Rewards store. Illegal or shady items are not allowed in town, so those who are seeking certain trades will either have to search hard or go somewhere a bit more Corsair-y.
» Rumrunner’s Sands Anchorage. Eltrut's main ship and shipwright supplies store. Here is where crews are able to stock up on new sails, rope, shipping supplies, replacement parts, casks and barrels of food, liquor and more.
» Under Her Wing. A shop to pick up herbal potions and medical supplies. They have been running for as long as anyone can remember and accept shipments from both Paladin and Corsair vessels. It is run by an old harpy lady who is extremely knowledgeable and will be strict with her instructions on how to use anything purchased.
» Dragon's Milk. A popular restaurant to stop by while waiting for ships to come and go. While they don't serve alcohol (they do have fancy boba milk tea!) they serve a plethora of fresh seafood dishes and salty snacks.
» Jolly Rogers. Primarily a bookstore. This place is a popular place for explorers to go when looking for books, information, maps, survey supplies and other navigation devices and tools for expeditions.
» Fairy Fire Fabrics. A custom clothing shop owned by a half-fae seamstress originally from Nogard. She has the uncanny ability to imbue clothing with fairy fire magic. She charges simple prices for clothing commissions of any kind. She is under the protection of the paladins.
» Cosmo Conservatory. Unlike the conservatory in Elah, this conservatory acts purely as a creature sanctuary. Any kind of animals and creatures are welcome here to live a peaceful life. They accept all donations and shelter any dropped-off animals and pets, even bounties.
» The Minstrel and Cask. There are a number of bars and taverns scattered all over the port, but there is one that is considered the largest and most popular. It's a great place to meet both old and new faces, and often crew recruitment occurs here. During the day it's more of a social gathering, but at night whoo boy. All the taps are open and true drunk brawls begin.
» Inkwave Tattoo Parlor. Run by a burly but friendly large octopus, this parlor is where everyone can go to get their magic tattoos that allows them to use some range magic without the need of supplemental artifacts and weapons.
» RAY Trade Center. The main marketplace where anyone can purchase or redeem new gear, equipment, and other items. OOCly this is where characters would go to trade in their points at the Rewards store. Illegal or shady items are not allowed in town, so those who are seeking certain trades will either have to search hard or go somewhere a bit more Corsair-y.
» Rumrunner’s Sands Anchorage. Eltrut's main ship and shipwright supplies store. Here is where crews are able to stock up on new sails, rope, shipping supplies, replacement parts, casks and barrels of food, liquor and more.
» Under Her Wing. A shop to pick up herbal potions and medical supplies. They have been running for as long as anyone can remember and accept shipments from both Paladin and Corsair vessels. It is run by an old harpy lady who is extremely knowledgeable and will be strict with her instructions on how to use anything purchased.
» Dragon's Milk. A popular restaurant to stop by while waiting for ships to come and go. While they don't serve alcohol (they do have fancy boba milk tea!) they serve a plethora of fresh seafood dishes and salty snacks.
» Jolly Rogers. Primarily a bookstore. This place is a popular place for explorers to go when looking for books, information, maps, survey supplies and other navigation devices and tools for expeditions.
» Fairy Fire Fabrics. A custom clothing shop owned by a half-fae seamstress originally from Nogard. She has the uncanny ability to imbue clothing with fairy fire magic. She charges simple prices for clothing commissions of any kind. She is under the protection of the paladins.
» Cosmo Conservatory. Unlike the conservatory in Elah, this conservatory acts purely as a creature sanctuary. Any kind of animals and creatures are welcome here to live a peaceful life. They accept all donations and shelter any dropped-off animals and pets, even bounties.
ELAH (PALADIN BASE)
It's a whale. Many consider their life on Elah as "blessed." Considered the most prosperous, the environments are well kept, with more towns and pockets of population popping up. Because of this, there are not as many "wild areas" compared to the other two major islands. Food and water is plentiful, but because of all the development, there is less of it. As a result, the island must rely on imports from Eltrut. However, they do have talented artisans, artists, and musicians, so they are able to generate their own economy in an area the others lack. Finally, it boasts a magnificent water geyser that shoots up every so often, showering the capital with a refreshing mist.Elah does not move that often, preferring to drift in a more relaxed manner. However, it will seek out cool waters filled with fish and kelp so that it can feed lazily. It also allows its people to fish more easily. It is almost more of a pacifist, keeping to itself and avoiding conflict if possible. It will rarely submerge, but if it must, it will create an air bubble that covers the entirety of its back. Fun fact: Elah has three blow holes!
Baleen. The capital of Elah, The architecture is uniform and clean, and rulebreakers are frowned upon. There are a lot of rules and codes that sometimes seem stifling, but they exist to help keep things in order compared to the chaos and lawlessness of the Corsairs. That isn't to say everyone is uptight, but they do see themselves as "better" and their island as a “better” vision of the future of the world. Of course, not everyone agrees, but for the most part everyone plays "nice." Similar to the Corsair island, all Paladin crews are afforded one central building to claim as their own to serve as a convenient gathering place.
PLACES OF INTEREST
» EAGLE Center. A branch from the main MANTA hub in Eltrut, it provides postings specific to Paladin groups and announcements for any wanted individuals. General quests can also be found here.
» The Nodding Kettle. The Paladin's principal blacksmith contractor is specialized in crafting swords, yet their versatility extends to creating any weapon you desire, provided you supply the necessary materials.
» The Archives. A large dusty old building that documents any and all found discoveries from various expeditions. They pay a small fee for any interesting documents or relics given to them to archive. Anyone may come to read up or study what's been found but it is heavily protected by the local Paladins so don't even try to steal anything.
» The Conservatory. A glass dome that houses many different species of plants and animals found on various expeditions. Anyone may come to visit so long as they don't teach the talking parrots bad words. This place is often used as a research and study area as well.
» Prison. The island boasts the most secure prison system and most criminals will be locked here if not in Eltrut. For the more nefarious criminals, the Paladins send them to a remote island that is difficult to reach: Dead Kraken Island. The Alcatraz of prisons, it is on a remote island where the worst of the worst are sent.
» The Nodding Kettle. The Paladin's principal blacksmith contractor is specialized in crafting swords, yet their versatility extends to creating any weapon you desire, provided you supply the necessary materials.
» The Archives. A large dusty old building that documents any and all found discoveries from various expeditions. They pay a small fee for any interesting documents or relics given to them to archive. Anyone may come to read up or study what's been found but it is heavily protected by the local Paladins so don't even try to steal anything.
» The Conservatory. A glass dome that houses many different species of plants and animals found on various expeditions. Anyone may come to visit so long as they don't teach the talking parrots bad words. This place is often used as a research and study area as well.
» Prison. The island boasts the most secure prison system and most criminals will be locked here if not in Eltrut. For the more nefarious criminals, the Paladins send them to a remote island that is difficult to reach: Dead Kraken Island. The Alcatraz of prisons, it is on a remote island where the worst of the worst are sent.
NOGARD (CORSAIR BASE)
It's a bone When it returns to the water, flesh will reform and the bones will encase the buildings within its ribcage, securing everyone inside its body until it beaches again. Of the three prominent leviathans, it is the most aggressive and has been known to participate in large-scale combat with the Corsair fleet.
Fang. The main port of Nogard, it's a shady, dangerous place where everyone is warned to watch their backs—and their pockets. All Corsair groups are granted one small area in town to claim as their own and serve as a gathering place of sorts. It's only for convenience when they're at port, as most crews will have their own secret island hideout as a base. Otherwise, the town just serves as a place for other Corsairs to meet, enjoy debauchery, make deals, and learn of any secret intel that can't be found anywhere else.
PLACES OF INTEREST
» STING Center. A branch from the main MANTA hub on Eltrut, it provides postings made for and from fellow Corsairs as well as bounties placed on anyone's heads. General quests can also be found here.
» The Naughty Gorgon. There are numerous pubs and taverns, but the Naughty Gorgon is the most popular. Known for serving the strongest drinks—so strong it could leave the drinker momentarily petrified until the initial kick passes—and the strongest barstaff. Contests, brawls, and special "entertainment" can all be found here.
» The Black Market. With RAY having a tight grip on the markets in most other places, Norgard has become the home for all other deals and trades that could get one arrested if caught. But hey, what's that to a Corsair? Of course, the prices may be more than the item's worth, but those desperate will pay any price. Even their lives.
» Leviathan's Maw. Gemstones and pawn shop. The pirates working here will buy almost anything off you so long as it has some kind of value and can be resold. They often lowball their offers and sell high. But with the right bargaining skills, you could make a pretty dubloon for your loot!
» Gunpowder Gallows. The Corsair's primary blacksmith contractor is renowned for their expertise in crafting guns, with a respectable skill in blade-making as well. However, be prepared to pay triple the standard price if you desire a custom piece.
» The Naughty Gorgon. There are numerous pubs and taverns, but the Naughty Gorgon is the most popular. Known for serving the strongest drinks—so strong it could leave the drinker momentarily petrified until the initial kick passes—and the strongest barstaff. Contests, brawls, and special "entertainment" can all be found here.
» The Black Market. With RAY having a tight grip on the markets in most other places, Norgard has become the home for all other deals and trades that could get one arrested if caught. But hey, what's that to a Corsair? Of course, the prices may be more than the item's worth, but those desperate will pay any price. Even their lives.
» Leviathan's Maw. Gemstones and pawn shop. The pirates working here will buy almost anything off you so long as it has some kind of value and can be resold. They often lowball their offers and sell high. But with the right bargaining skills, you could make a pretty dubloon for your loot!
» Gunpowder Gallows. The Corsair's primary blacksmith contractor is renowned for their expertise in crafting guns, with a respectable skill in blade-making as well. However, be prepared to pay triple the standard price if you desire a custom piece.
ATNAM (MANTA RAY BASE)
It's a manta ray. The central headquarters for two of the largest free organizations: MANTA and RAY. They hold treatises that prevent either armada in harming any of their members and provide their services with complete neutrality. There are groups within both organizations with their own range of "moral" and "corrupt," but so long as the economy flows, they continue to operate with success.This is not a location that characters will often visit or even have access to. Atnam is constantly on the move, its members always on the lookout for new items, trade partners, and other sources of business, so it makes it difficult to even spot it. Even more when it sometimes will "fly" through the air, leaping out of the water to soar some distance over the surface before landing again. But perhaps they may grant licenses to those who are interested in working with them.
MANTA: MISSIONS AND NECESSARY TASKS AHOY. The guild that is in charge of dispensing all missions and tasks for everyone. There is an agreement in the treatises that no one can threaten them. They swear to secrecy with their clients and will not reveal who those clients are. However, they do have a loophole that allows them to reveal the client if it is a matter of safety to the islands as a whole or some other extreme circumstance where knowing the source is important. Otherwise, they will not ask questions, as their main purpose is to make the post and dole out the rewards.
RAY: RETAIL ASSOCIATION YARR. The free merchants guild that controls most of the trade between the islands. In return for their services, the armadas will provide protection whenever near their waters and whatever else they can offer.
NAUGHTILUST
It's a nautilus. Also known as Pleasure Island. While every central island has their own brothel and "entertainment" districts, the Naughtilust specializes in pleasing their patrons to their utmost satisfaction. It's neutral territory, and the sirens who run the island ensure that everyone plays nice or off into the waters they go. Because of this, it's a great place for secret meetings between members of the two armadas as well, for the sirens also keep their clients' secrecy…for a price. A large, bustling city, districts and services are differentiated by different colored lanterns.» Blimey Haven. They sell all sorts of magical knick-knacks and trinkets. Anything from love charms to magic-enhancing rings. They might be interested in buying any artifacts found but will be hard to convince unless it's something magical or from the old world.
» The Boar and Cock. A highly renowned tavern on the island, rumored to remain open every single night, echoing boisterous sea shanties and lively music. The grog flows ceaselessly, creating an atmosphere of perpetual revelry.
OTHER LOCATIONS
While large populations exist on the leviathans that roam the vast ocean waters, there are a number of islands that are either inhabited or have been notable places of explorations. While we can't list every single one, these are the ones that have been featured in events or quests so far. Unless stated, players can use and return to these locations.
ISLANDS
» Yotelsia.
CANNOT BE VISITED AT THIS TIME.
A strange island seen during Winterstide, this massive place is a mysteriously magical island covered in all sorts of toys. This is an island known to belong to the Frostsinger a powerful winter spirit, and every year during Winterstide she allows access for those to harvest toys and other materials for the winter season. Those who venture out and near the island will notice the magic surrounding this island almost immediately. The once fluid water becomes choppier and blocky to the point where most ships must either use equipment similar to ice breakers to get through or stop completely before risking damage from the strange green and blue blocks that now float and fill the waters surrounding the island. Sailors will find their bodies changing to match the island’s power as well— they may find themselves turning into toys themselves.
The island itself is made completely out of "toy materials"—fabrics, felt, wood, metal, cotton. There is nothing "living" here, including the plants. Felt trees, plastic bushes, popsicle stick cliffs, building block hills. It's a mishmash of everything with no rhyme or reason. And usually, nothing is living here, just plain toys.
In addition to the plethora of toys and plants, the Frostsinger’s familiars can be found frolicking all over the island. These speedy jackalopes are friendly for the most part but often get into trouble and need to be rescued. But when they are not getting into mischief they are known to guide and help wayward travelers across the island.
» Avaleci.
CAN BE VISITED ANYTIME.
As part of an annual migration during January, the three leviathans journey north where the waters are cold and small icebergs and chunks of ice float aimlessly. Serving as a "boundary point," there is the large island called Avaleci. It is a unique place where one half is an active, submerged volcano and the other is a snow-capped mountain. For years now it has become a place to serve not only as a waypoint for those traveling through the area but a tourist vacation destination. It is here the three leviathans rest during January, Nogard attaching itself to the black coastal sands where the mountain and volcanic plains meet. There is a special sky gondola that will take visitors high up on the mountain to a luxurious winter lodge that will allow anyone to stay in one of their cozy cabins—for a fee, of course. If one cannot pay with cash or treasure, then earning one's stay through labor, such as hunting for cooks or helping clean and assist others is an option.
The lodge itself will provide almost anything visitors may need, from appropriate clothing to gear and equipment for any activities they may wish to partake in the area. There are also various shops and other local businesses to explore in the tiny self-sustaining town surrounding the main winter lodge. There are plenty of places to explore on the icy side of the island, including snowy mountain trails and ice caves. Most areas have marked trails for easy navigation.
Warmed by the volcano, the hot springs are located at the foot of the mountain, where the snow disappears and the terrain is rockier with short cropped grass and valleys before it fades out to the barren volcanic plains beyond. Built a bit simpler compared to the winter lodge, the hot springs' inn is set outdoors where the pools are, but it, too, has special rooms and lodgings for people to enjoy themselves for a relaxing stay (again, for a fee). Because the hot springs are easier to access on foot, the sky gondola starts down there and connects to the winter lodge above.In terms of amenities, the hot springs have both separated and mixed pools. They are usually well marked, but sometimes pranks happen. There are several located outside with some near lava streams that flow out from the volcanic crater far from the springs, to the ocean. There are invisible, protective barriers to prevent anyone from accidentally touching the lava. All rooms will have their own small private pool. There are also foot baths, saunas, spa and massage rooms, a gaming room, and several food stalls and restaurants for one to dine at.
On the other side of Avaleci where the lava is hottest and where there is no cold to ward off the heat is dangerous terrain where only the brave and more adventurous should go. Make sure to bring plenty of water and anything else that might help beat the heat. There are several tunneling entrances leading to winding corridors, sulfur fields and wide caverns, some even boasting floors of lava, so watch your step! Fortunately, those who are fleet-footed should be able to make it across on the stones. This place is a popular place for mining or collecting fire crystals which can be used for powering various magitech.» Ocard.
CAN BE VISITED DURING THE SPRING MONTHS.
Visited during the dragon migration in February, Ocard is the island known as the land of the dragons. The large island is filled with clear blue lakes, dense forests, high mountainous cliffs, and even large, rocky platforms that somehow float in the air. It is the perfect place for such mythical creatures to gather, mingle, and hopefully find their mate and brood. While some dragons do remain on the island as permanent residents, the real "keepers" of Ocard are the dragonfolk. Living deep within the forests, they are a race of dragons that come in different sizes and forms but have less magic and power compared to the larger ones. They help protect the land and ensure it continues to thrive so that the dragons can come and go without issue. They have their own intricate network of towns and trading posts and claim no side when it comes to paladins and corsairs.
While the festivities of Dragon's Gale are the predominant attraction of Ocard in February, the island itself holds ample opportunities for resources and locations that travelers can explore. But the dragons will not promise any protection for those who venture further than the designated zones. Although dragons reign supreme here, some other monsters and hazards can threaten not only non-dragons but young hatchlings and travelers as well. Explore with care.
Other notable locations on the island and surrounding floating islands include the deep swamps, the toxic lake, and the mysterious dragon graveyard.
» Rotagcorc.
CAN BE VISITED ANYTIME.
A lone Island home to the croc and gatorfolk who are in constant contention with the surrounding sharkfolk and home of Esiotrot, the young turtle leviathan.Those who make it through the unsteady waters surrounding the island will find that it is a large, mostly swamp-filled island that is barely suitable for habitation. Despite that, the croc- and gatorfolk have made this island a perfect home, creating their own interconnecting villages and fish farms. And thrive by cultivating potato (bombs) and spicy turtle pepper crops amongst the swamps and muck. The tribe villages here are rich with colourful culture, beauty, deep powerful medicines and exotic foods, where they often enjoy elaborate feasts.
The swamps themselves are difficult to traverse and are filled with frogs and snapping turtles that aren’t keen on travellers passing by. Feeding them turtle peppers will make them friendlier. All along the swamps grow giant lily pad rafts which can be used for those daring enough to try sit on and use long reeds to steer and float over the swampy waters. Young crocodilians may try to bump the pad, however, so watch out! The swamps are also home to many different types of plant growth such as lotus blooms or vine snakes, "living" vines that are sensitive to movement and like a snake will wrap around and constrict anything that touches it. Or giant venus fly traps that are large enough to swallow a person whole.
Be mindful of the mangrove trees as well…they sometimes shift and move around, making it easy to get lost. These trees are also home to a variety of healing fairies that are both rare and lucky to find. They say that bottling a single fairy can save your life one day.
» Pearlhaven.
CAN BE VISITED ANYTIME so long as the travelers can survive the whirlpool ride down.
When a colossal and peculiar whirlpool formed in the heart of the ocean, it opened a portal downward into the deepest depths of the water and exposed the area known as Pearlhaven, home to many mermaid families. The whirlpool is still there now, its relentless power knowing no bounds and dragging in ships of all sizes with an unyielding force. Once ensnared, victims are inexorably drawn into a spiraling descent into the abyssal depths below. Being dragged down into the depths doesn’t seem to drown a single soul. Anyone who is pulled deep down into the water through the whirlpool will find themselves being able to breathe and swim effortlessly. And that is because anyone entering the whirlpool will find themselves transforming into merfolk of all shapes and sizes.
Pearlhaven is a magnificent underwater sanctuary built out of coral and pearl, where several merfolk villages live and thrive. Some are untouched and filled with curious merfolk ready to visit and speak with the newcomers. But not all merfolk are friendly. Some have turned cold to outsiders due to the deaths of their kin by human hands. The ones that are willing to speak with travelers are often happy to trade items from the world above with the goods and services they have down below.
Pearlhaven is also home to an abundance of sea life such as an endless amount of fish and dolphins but also sea otters, huggable sea urchins and dangerous bloodsucking leeches. Just outside the merfolk villages is an expansive forest made out of floating jellyfish. These pretty pink creatures sway and flow with the ocean tides.
Some say Pearlhaven is also home to a mysterious sea witch who, in exchange for something you find precious, will attempt to grant you a wish. Near the sea witch’s home, there is a dark and murky place filled with icky and browned seaweed and other thick overgrowth. Swimming through this area will leave you feeling like your energy is being sapped.
» Latrommi.
CAN BE VISITED ANYTIME, although it is most active during the month of June.
Latrommi, a beautiful, lush heart-shaped island renowned for its beautiful beaches and perfect weather, making it the perfect paradise for romantic getaways. When docking on Latrommi travelers are greeted with a small beachside town that has been built into the side of the beach and tropical mountainscape. Boardwalks, wooden bridges and ladders connect the shops and buildings for a nice walking experience. There are shops, taverns, rooms for rent, bard performances and more. The town also boasts of their special coffee or wine bath spa that is said to put some pep back into your step too. Although there is a discount promotion currently in place, those who wish to stay at the beachfront resort can also opt to help locals as a way to "pay" for their stay.Exploring any of the beaches on the island is encouraged! But there are some warnings to be wary about while exploring the sandy beaches. Some of the beaches are rumored to make people feel like they are ten years younger while some of the beaches make them feel as if they are ten years older. No one knows how these time lapses affect the body and mind. But other than that, enjoy some of the simpler beaches that are just fun in the sun and seashell collecting all day long, no strings attached.
Various pools of water are scattered all over the island that seem to have a healing property to them. Many of them will rejuvenate skin or energize the body after a nice long soak. Anyone who takes a dip will feel smooth and hydrated after a swim in one of the many mineral pools or exfoliated and fresh after a soak in one of the mud baths too.
For those who wish to have a bit more privacy, be it for a romantic tryst or just somewhere peaceful to relax, there are a number of places one can find. Beaches, coves, grottos, groves, even caves in the mountain side. While there are wild animals, there are not too many aggressive beasts, so just take the usual care when venturing through. There are also a number of private cabins and cabanas that one can find. Some are for rent, some free to use, and some already occupied so be sure to knock!
» The Nameless Isle (Abyss).
CAN BE VISITED ANYTIME.
In July 2024, a strange island seemingly appearing overnight was discovered on the horizon very close to Latrommi Island. The island is extremely large and is surrounded by tall, dangerous mountain ranges which will make it hard to dock and explore further. But if crews and explorers can make it through and over the mountains they will find a massive deep crater in the center of the island that looks so deep it looks as though they're looking into a dark endless abyss.The abyss crater is a popular place for excavators and explorers to go, as The Abyss is teeming with lost relics and treasures. But everyone will be warned about the thick poisonous gasses that worsen the further they descend downwards, so caution will be needed and better preparation taken if anyone decides to make the descent. Going too far down without the proper preparation could lead to injury or instant death.
The Abyss comprises of six levels, all of which are more dangerous than the previous level the deeper one goes. For a full description and read up on The Abyss and what each level comprises, please see the original log here.
» Diamond Dust Casino (Astares).
CAN BE VISITED ANYTIME, however it is constantly moving and staying overnight will require a hefty fee—or win enough games to earn a room.
Astares is the leviathan known as the "Jewel of the Ocean," and for good reason. It is a massive glittering sea star covered in jewels produced by the leviathan itself, it is home to the rich and luxurious peacockfolk known as the Glitzenwings ("Glitzens" for short) who pride themselves on their diamond studded casino, the Diamond Dust. It is known for its top of the line entertainment, shopping, restaurants, and resort that many who have the coin to spare (or even if they don't have) try to visit whenever it's floating nearby. A beautiful, exclusive, luxury casino…Anyone wandering over Astares should take care, as the leviathan is the careful sort. Not only are its defenses usually activated and can protect itself, the sea star's suckers are large, huge pits that are not always noticeable. Should one slip and fall into it, they will be stuck there for quite a while, and those trapped will slowly find themselves being encased in hard crystal and stone as Astares slowly turns anything stuck to it into a pretty jewel. Should anyone be caught inside such a crystal, they can be rescued via breaking the casing.
Diving underneath the leviathan is not recommended because that is where its giant mouth remains hidden. Although beautiful above the surface, the circular rows of hundreds, large, serrated teeth can be quite terrifying underneath, and Astares may find any who venture too close as a threat. It will constantly create whirlpools at the center and if not careful, one may be sucked into the leviathan, and, well. There's no way out from there.The Glitzens society living on Astares are quite welcoming when they’re not under any sort of outside threats. They are a group of high society bird people who live in affluence and expect others to do the same. They love jewels, clothing, fashion, exquisite food, flaunting their beautiful peacock feathers and most importantly, diamonds.
Standing tall and proud at the center of Astares is their biggest attraction: the aforementioned Diamond Dust Casino, and boy, does it live up to its name. With the outer walls shimmering with jewels that glisten in the sunlight and the pearly cobblestone paths winding up to it, it really does look like a diamond. The inside is just as, if not more, glamorous, boasting high golden walls and tall, bejeweled pillars, velvet curtains in rich shades of green, diamond statues, arches, and fountains, all lit by rows of giant chandeliers suspended from the ceiling. Every corner of the casino is filled with well-dressed people and animal-folk alike, and there may be a mog pom or two hiding around a corner…
» Moogle Island.
CANNOT BE VISITED AT THIS TIME.
A small, cute island which has been made into a home for wild moogles. A decent sized island, it is filled with thick forests and cliffs with caves, all filled with abundant resources to let them be self-sufficient without needing to invade other people's properties and to create their own businesses and live well enough on their own. The moogle village is made up of mostly hand-made structures that look like they’ve been carved out of giant mushrooms or massive hollow tree trunks.While it doesn't have extremely dangerous monsters, it does have a few creatures that could pose a threat for the little moogles including little slimy flans, giant beetles, predatory dragonflies, and spiders.
There is a group of mushroom fairies called "Shroomies" that also inhabit the island. They're mostly friendly but understandably wary of any sudden activity. Make sure to not disturb their large mushroom habitats, or else toxic spores will be released to cause nausea and mild poison, even paralytic if not careful.
» Samdre Isle.
LIMITED VISITATION. Will need permission from researchers to venture around.
A mysterious island submerged in dense fog that has covered the area for quite a long time. In the past, any who sailed into it were never seen again, or if they were, it was only in pieces of wreckage that have managed to drift to a far shore sometimes years later. The island is littered with old ruins, broken floating stones and hidden treasures.The ruins site is located deep within the dense forest that fills the large island, and the number and spread of the stone structures suggest it was once a large, populated city. Most buildings look like they could be homes or businesses, but there are larger ones that could be temples or some other kind of function. These in particular appear to be floating on large portions of land. Most of the areas designated for modern day competitions between the two armadas will be around this area, but there are a few places located in the far cliffs. There is a prevalent theme around the buildings and temples, featuring equine-like structures and illustrations, including on pennants found in towers on the cliffs.
For those who may venture outside of the ruins into the forests will find the heavy fog most unusual. It drifts in and out almost like the waves of the sea, and oftentimes one might think they hear the ocean just a few feet away, but they are too far inland for it to be possible. Sometimes they may even hear crying or singing somewhere deep within the fog, yet the source remains elusive, always moving, never still. While the area is mostly safe, there are still wild animals and creatures from the forest that roam through the overgrown brush. Wild boars, giant insects like trap door spiders, mischievous pixies, winged horses or sprites to name a few. Some are friendlier than others and may be easier to shoo away or avoid, while others may need some help fighting back.
» The Farplane (Cassiopea).
CANNOT BE VISITED AT ANY TIME.
On the edge of the watery world of Escordvi, where the horizon blurs between sea and sky, tales of the Farplane echo through the salty winds. This underworld, a shadowy mirror of the living seas, is where the souls of the departed find their final resting place, guided by the spectral hand of Envoy Jades and his ship, The Asmodeous. The Farplane is where the spirits and ghosts can spend the rest of their eternity in the bliss they choose. It is protected by entities called the guardians, tapirs and kirins that can take on more powerful warrior forms as they help to protect souls and purify any corrupted souls and areas around the Farplane.
Souls that leave this world will eventually see a light appear, and it will grow and grow and grow until in a blinding flash they breach through and are greeted by a mystical sight. The bell of Cassiopea, the jellyfish that contains all of Farplane, shimmers high above them and is endless. There is no clear beginning or end, it just stretches on forever, the darkness beyond like the night sky. Things float or fly in the air—it's hard to tell if one is underwater or not—and it's not too long before they see what looks to be large land masses with buildings like those found in ancient kingdoms. With lush coral reef forests and seagrass hills, although paler in color, it doesn't look too different from the land of the living.
As the dead approach what looks to be a white crystalline shore, they are told that they are near Respite Reef, a place where souls that are newly arrived and have yet to accept their fate first stay. This is so they can have the space and protection to acclimate to the afterlife, and reduce risk if they are unable to accept and corrupt instead. Those who choose to slumber for eternal rest or until they are ready to awaken again are taken to a place further beyond called the Gravewaters. Where most go, however, is the Breathing Depths, where most souls live out their afterlife.Here it is both a "lively" yet peaceful place, where souls drift around almost lazily. The concepts of wants, desires, and needs are extremely diminished. While some may hold onto a few things from their past life, many will have completely let go of them to exist happily. Before setting out, it may be a good idea to look around and understand what it's like to "live" in the Farplane.
Closer to the edge of the Breathing Depths and towards the wilder area known as the "Uncharted," there are a few natural places one should be aware of. There is a large steaming herbal hot spring that can be found and souls are compelled to come sit in it and to enjoy it. Although, stay long enough and a soul might melt and change into the shape of a frog or otter or any other aquatic creature. The purple and green seagrass fields can be found flourishing through the Farplane. The watercress and seagrass is thick and soft, like a whole forest of colorful grassy fluff. These watery grasses are light to the touch and if walked through, will give traveling souls a sleepy feeling. Falling asleep with someone here will let dreams be shared between companions.
However, if there is a "hell," then it would be in the darker depths of the Farplane. More dangerous, in the dark depths deep within Cassiopea is an area called The Locker. It is where the most vicious, unrepentant, monstrous souls are locked away. Unable to be purified, they are slowly tormented and destroyed by the ghostly leviathan. However, there are occasional leaks where some of that malignant energy seeps out into the rest of the Farplane. Referred to as blackwater, the guardians are usually quick to find and clear it up, but sometimes souls will get caught or perhaps even seek out the blackwater.Regardless of how, souls affected by the blackwater will turn into malignant entities called "malice" and will corrupt the energy around them. If not taken care of quickly, it can spread, attracting more hostile souls and creatures as well as corrupting peaceful ones.
Traveling to the Farplane is only available to the dead, or during the Ghoul’s Moon under certain circumstances.
» Underwater Ruins. TBA
LEVIATHANS
» Norhpip.
CANNOT BE VISITED.
The ancient crab leviathan, Norhpip. Norhpip is a leviathan that is even older than Nogard, Elah, and Eltrut, existing from times before the great flood that changed the world of Escordvi to what it is today. He is as large as mountains and slowly wades through the ocean waters with his large claws pushing through the waves. Norhpip is generally very distrustful of riftfarers and will not allow sailors on his mountainous shell very often. All over the Leviathan, there is a strange atmosphere that will make everyone feel one of two things. Some may feel more distrustful and suspicious of others, making it more likely that they will try to do things on their own than work with others. The other will make people more trusting and believing of others, making it more likely they will follow whatever they hear no matter how ridiculous it may sound. Additionally, some may feel a bit crabby and turn into crabs at random intervals. It's a temporary effect, but one that could make exploring either easier or more difficult depending on where they are.
Noteworthy landmarks on Norhpip include the coral forests, clam fields, and hazardous toxic vents. Additionally, explorers can find numerous ancient ruins, mazes, and pools of water to investigate. Although Norhpip lacks formal towns or cities, there are scattered settlements throughout the island.
Lastly, it is rumored that Norhpip holds knowledge about the old world… But getting the information out of him is nigh impossible. What secrets does he carry on his shell.
» Krahs. CANNOT BE REACHED.
A giant shark leviathan which has ice giants and sharkfolk as its main denizens. It tried to attack Rotagcorc, an island that houses a young tortoise leviathan, Esiotrot, but was repelled back.
» Esiotrot.
LIMITED VISITATION.
Esiotrot is a shy young turtle leviathan that is home to the highly protective tortfolk. There isn’t much known about the origins of this young leviathan or its inhabitants. Esiotrot tends to spend most of its time in hiding and can only be found around April when the First Tide celebrations are taking place. One of the many reasons why Esiotrot is often in hiding is because it is in constant threat of being hunted (alongside the tortfolk) by the roaming sharkfolk tribes. Its current home, Rotagcroc Island, offers it safe refuge with the croc and gatorfolk there to help guard and protect it.
» Astares.
CAN BE VISITED.
A giant starfish leviathan that serves as the main location of the Diamond Dust Casino. Anyone wandering over Astares should take care, as the leviathan is the careful sort. Not only are its defenses usually activated and can protect itself, the sea star's suckers are large, huge pits that are not always noticeable. Should one slip and fall into it, they will be stuck there for quite a while, and those trapped will slowly find themselves being encased in hard crystal and stone as Astares slowly turns anything stuck to it into a pretty jewel. Should anyone be caught inside such a crystal, they can be rescued via breaking the casing.Diving underneath the leviathan is not recommended because that is where its giant mouth remains hidden. Although beautiful above the surface, the circular rows of hundreds, large, serrated teeth can be quite terrifying underneath, and Astares may find any who venture too close as a threat. It will constantly create whirlpools at the center and if not careful, one may be sucked into the leviathan, and, well. There's no way out from there.
Refer to the Casino's information to learn more about the Diamond Dust casino in general.
» Cassiopea.
CANNOT BE REACHED.
An enormous jellyfish leviathan that may span the entire world itself. Host of where the souls go for the afterlife, it is as ancient as the world, possibly older. Its tendrils spread far and wide to catch any stray souls and enlists the aid of Envoy Jades to help collect those that resist or are lost. While its bell houses most souls, there is a place called The Locker deep within the dark depths that imprison the worst and most dangerous of souls. Should these ever escape, who knows what untold chaos and madness could unfold... For more information about the Farplane, refer to the related information in the Islands section.
OTHER PLACES
These are mostly featured in quests.
» Forgotten Cay. A small, foggy island situated far to the south. Enveloped in ghostly spirits and thick fog, it is dense and challenging to navigate. Its dark and mysterious sands conceal the secrets of lost lovers.
» The Fountain of Blades. An island riddled with caverns, underground cenotes and streams of flowing water. Legend has it that the Fountain of Memories resides here. Spending extended periods immersed in any of these waters allows one to relive old memories.
» Crescent Isle. An old island veiled in dense brush and forest, strewn with shattered shipwrecks and veiled in an ominous aura. Those who dare set foot upon its shores are said to be cursed with lycanthropy.
» Meat Tree Island. A small island littered with trees that grow honeyed meats and barbeque. Yes, you read that right. Delicious.
» Snaxburg Island. A small leafy island only known as Snaxburg and is now open for exploration by any armada. This diminutive island, roughly the size of a small town, is inhabited by a scattered civilization of peaceful, tasty insect-shaped creatures known as bugsnax. They can be found in various habitats across the island, from the woods, caves and hills to the tidy beaches where they bask in the sun.
It was later discovered that consuming any parts of these bugsnax creatures would infect the body and cause abnormal growths, such as growing strawberries for hands or celery sticks for legs. After this discovery, the island was temporarily closed off to the public until a safe investigation was completed and a cure was found.
During that investigation, The Undersnax was discovered, which is the twisting, cavernous area underneath the surface of the island. It looks and feels like it is made out of red dirt-like material that is similar to cake and has flowing underground rivers, sticky cavern walls and rocky outcroppings. The Undersnax is home to many rare, large and dangerous bugsnax.
Snaxburg is open for exploration, so long as travelers understand not to eat the bugsnax.
» Forgotten Cay. A small, foggy island situated far to the south. Enveloped in ghostly spirits and thick fog, it is dense and challenging to navigate. Its dark and mysterious sands conceal the secrets of lost lovers.
» The Fountain of Blades. An island riddled with caverns, underground cenotes and streams of flowing water. Legend has it that the Fountain of Memories resides here. Spending extended periods immersed in any of these waters allows one to relive old memories.
» Crescent Isle. An old island veiled in dense brush and forest, strewn with shattered shipwrecks and veiled in an ominous aura. Those who dare set foot upon its shores are said to be cursed with lycanthropy.
» Meat Tree Island. A small island littered with trees that grow honeyed meats and barbeque. Yes, you read that right. Delicious.
» Snaxburg Island. A small leafy island only known as Snaxburg and is now open for exploration by any armada. This diminutive island, roughly the size of a small town, is inhabited by a scattered civilization of peaceful, tasty insect-shaped creatures known as bugsnax. They can be found in various habitats across the island, from the woods, caves and hills to the tidy beaches where they bask in the sun.
It was later discovered that consuming any parts of these bugsnax creatures would infect the body and cause abnormal growths, such as growing strawberries for hands or celery sticks for legs. After this discovery, the island was temporarily closed off to the public until a safe investigation was completed and a cure was found.
During that investigation, The Undersnax was discovered, which is the twisting, cavernous area underneath the surface of the island. It looks and feels like it is made out of red dirt-like material that is similar to cake and has flowing underground rivers, sticky cavern walls and rocky outcroppings. The Undersnax is home to many rare, large and dangerous bugsnax.
Snaxburg is open for exploration, so long as travelers understand not to eat the bugsnax.
FESTIVALS
The world of Escordvi has numerous festivals, some local to their native islands while others are celebrated worldwide. Here are a few of our notable ones.
» Dragon's Gale (February). A festival that basically serves as mating season for dragons, they open it up to visitors from all over to participate in the festivities and challenges the dragons use against each other to show off and attract potential mates. The dragons even try to encourage their guests to find their own special partner. One favorite activity is dragonnapping, where dragons will use castle ruins and kidnap guests. No one is harmed...usually.
» First Tides (April). As spring makes its way across Escordvi, the season is a special time for Eltrut. Not only is the giant turtle leviathan coming out of its hibernation, but the many turtle eggs that have been left on its back as well along many nearby islands are starting to hatch. This is a significant time for all of Escordvi, as according to a popular legend, turtles are seen as important creatures, even tying back to the world's very creation, from even before the Flood when land continents used to exist.
While there is a festival of sorts, it's a bit different as instead of just celebratory feasts and games like most festivals, there's a lot more work involved to try and help the many turtle nests to ensure the turtles are hatched safely and set out to the open ocean. And of course, it's never a simple task. The turtlefolk—large turtles of various types from land tortoises and sea turtles who are capable of walking upright and speaking— are front and center in organizing many of the groups and efforts to help the hatchlings. Should anyone have any questions, find them for assistance. Just don't cross them… They know how to wield spears, magic, and body slamming with their shells.
» Fyre Festival (June). Ever since the first sighting, Latrommi hosts the Fyre Festival every June, an event in tribute to their patron and mythical bird, the quetzal, Eternia. It is said that he will bless any marriage on this island, and anyone who sees the end of the Festival with a feather in their hand will be gifted by Eternia with eternal love and a happy family. That is what makes June the most popular month for weddings, and couples—both human and even inter-species!— from far and wide visit Latrommi not only to celebrate, but to wed with the hopes that Eternia will smile down upon their union.
» Ghoul's Moon (October). Each year, during the month when the Ghoul's Moon rises, its reddish glow illuminating the waves like blood on water, the spirits of the dead gather at the edge of the tide and their spiritual energy reaches its peak. During this monthly period, spirits and ghosts seem to be most active, dancing and playing in the dark and searching for the last ship they will ride in their journey over the ocean to reach their final resting place. Spirits are powerful and energetic enough that are able to appear in their living corporeal forms and appear as living, breathing people. Or they are able to walk the earth as they once saw themselves. Even if some of their memories of those lost years might be hazy.
The Leviathans and surrounding islands are bright with festive colours and lights so that these spirits may find their way in the dark and shadows. Even Eltrut gets into the festive spirit, "shaking off" its shell to reveal a pumpkin form with a natural glow like a lantern. Celebrations are ripe with music, dancing and good old merriment to see them through.
» Winter's Tide (December). A winter festival full of merriment and gift giving. It is also when the Frostsinger arrives flying on her special flying sleighship pulled by magic jackalope with her trademark song. She spreads the winter snow even to the warmest of regions and delivers gifts where those cannot. The toy island, Yotelsia, is also most active during this time as merchants and toymakers are allowed to visit for any resources they might need. Many different winter traditions are celebrated at this time.
» Dragon's Gale (February). A festival that basically serves as mating season for dragons, they open it up to visitors from all over to participate in the festivities and challenges the dragons use against each other to show off and attract potential mates. The dragons even try to encourage their guests to find their own special partner. One favorite activity is dragonnapping, where dragons will use castle ruins and kidnap guests. No one is harmed...usually.
» First Tides (April). As spring makes its way across Escordvi, the season is a special time for Eltrut. Not only is the giant turtle leviathan coming out of its hibernation, but the many turtle eggs that have been left on its back as well along many nearby islands are starting to hatch. This is a significant time for all of Escordvi, as according to a popular legend, turtles are seen as important creatures, even tying back to the world's very creation, from even before the Flood when land continents used to exist.
A Legendary Turtle Tale
Gather 'round, dear sailors, and heed this tale spun from the ancient whispers of yore, when the world danced to a different rhythm, and wonders beyond imagining roamed the vast expanse. In the age when only the winds shaped realms with a breath, it was said that mighty turtles emerged, with shells vast as mountains and eyes that held the wisdom of epochs, who roamed the barren lands. With a stride that shook the very earth, they journeyed to the heart of the infant world, bearing the weight of creation upon their ancient backs. With each monumental step, they carved deep valleys and soaring peaks, until at last, weary but resolute, they plunged into the depths of the darkness, their colossal forms creating a tsunami of waters in a final act of divine benevolence and wonder. Thus, from the steadfast embrace of these celestial leviathans, the first oceans were born, teeming with life and mystery to find, covering the land from the beginning to the end, a testament to the marvels wrought by leviathans and titans alike.
Thus, we honour these leviathans of old, for they granted us the gift of exploration and the rhythm of tides that ebb and flow, echoing the heartbeat of creation itself. And in reverence, we carry forth their legacy, guiding hatchlings to the embrace of the life-giving waters, nurturing the cycle that sustains our beautiful world.
While there is a festival of sorts, it's a bit different as instead of just celebratory feasts and games like most festivals, there's a lot more work involved to try and help the many turtle nests to ensure the turtles are hatched safely and set out to the open ocean. And of course, it's never a simple task. The turtlefolk—large turtles of various types from land tortoises and sea turtles who are capable of walking upright and speaking— are front and center in organizing many of the groups and efforts to help the hatchlings. Should anyone have any questions, find them for assistance. Just don't cross them… They know how to wield spears, magic, and body slamming with their shells.
» Fyre Festival (June). Ever since the first sighting, Latrommi hosts the Fyre Festival every June, an event in tribute to their patron and mythical bird, the quetzal, Eternia. It is said that he will bless any marriage on this island, and anyone who sees the end of the Festival with a feather in their hand will be gifted by Eternia with eternal love and a happy family. That is what makes June the most popular month for weddings, and couples—both human and even inter-species!— from far and wide visit Latrommi not only to celebrate, but to wed with the hopes that Eternia will smile down upon their union.
» Ghoul's Moon (October). Each year, during the month when the Ghoul's Moon rises, its reddish glow illuminating the waves like blood on water, the spirits of the dead gather at the edge of the tide and their spiritual energy reaches its peak. During this monthly period, spirits and ghosts seem to be most active, dancing and playing in the dark and searching for the last ship they will ride in their journey over the ocean to reach their final resting place. Spirits are powerful and energetic enough that are able to appear in their living corporeal forms and appear as living, breathing people. Or they are able to walk the earth as they once saw themselves. Even if some of their memories of those lost years might be hazy.
The Leviathans and surrounding islands are bright with festive colours and lights so that these spirits may find their way in the dark and shadows. Even Eltrut gets into the festive spirit, "shaking off" its shell to reveal a pumpkin form with a natural glow like a lantern. Celebrations are ripe with music, dancing and good old merriment to see them through.
» Winter's Tide (December). A winter festival full of merriment and gift giving. It is also when the Frostsinger arrives flying on her special flying sleighship pulled by magic jackalope with her trademark song. She spreads the winter snow even to the warmest of regions and delivers gifts where those cannot. The toy island, Yotelsia, is also most active during this time as merchants and toymakers are allowed to visit for any resources they might need. Many different winter traditions are celebrated at this time.
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