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SA | The World of Hireath

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Hireath


From the top of Onea to the bottom of Sedo, Hireath is 2500 miles long.

Eithne

:bulletred:Aodh Herd:bulletred:


Valore
// The city of Valore, home to the bulk of the Aodh herd, is arguably the most splendid use of equine architecture and innovation to date... due in no small part to being built on the backs of slaves. The city was built upon the 'Strands', long finger-like protrusions of land that stretch from the island out to sea. The Gilded Bridge connects the Strands, which each house their own district. The districts are: The Common District (commoners), the Valiant District (chevaliers), the Sol District (nobility, and home to the Crucible), the Artisan District (artisans), and the Dark District (slaves, primarily labor). The Merchant's District is located on the Gilded Bridge itself, where they are able to set up their stands to peddle their wares.
 At the heart of the city rests the Crucible, the infamous fighting pits. It is here that fighting slaves are pitted against one another in combat for the amusement and gambling pleasure of the city's residents. Pit Fighting slaves are the most valuable in the city, with personal / servile slaves following, and labor slaves being considered lowly and worth little.

The Hissing Plains ReferenceReference Reference Reference Reference Reference Reference
A volcanic region in the northeast of Eithne. Geysers erupt from the ground, creating hot springs rich in color and minerals. Steam is known to hiss from fissures in the earth, giving the area its name. The small village of Haydn is located here, and makes a tidy profit marketing their inns to Valore residents eager to experience the springs. Migrating dragons are known to make a 'pit stop' on the Plains, and can be observed soaking in the hot water for hours.

Old Valore ‘The Bones’ // The ruins of the first Aodh city, destroyed at the conclusion of the God's War. A giant crater rests at the center, surrounded by crumbling buildings and vegetation. Vagabonds refer to the city as 'The Bones'. It's said that an extension of the Black Market can be found here.

Darkwater Swamp // Reference Reference Reference
Due to an acute alligator infestation and the ease of getting lost, Aodhians are advised to stay far away from this freshwater swamp. The marsh is known for the appearance of blue will-o-wisps, said to be the souls of kirins.

Drakefire Wood // Reference Reference Reference
A redwood forest that expands across central Eithne. Contrary to popular myth, dragons rarely roost here; the name Drakefire comes from the distinct color of the tree trunks, which can reach as tall as three hundred feet or more. Petrified specimens appear in close proximity to Oriel, forever preserved in time. Alya’s shrine can be found deep inside, where the vegetation grows particularly thick.

Oriel // ReferenceAn active volcano, affectionately referred to as ‘she’ by Aodhians. Lava continuously flows down the northern side of Oriel, so bright that it can be seen from miles away on a clear night. Some believe Ignacio himself lives within the volcano, and it is he who keeps her wrath sated. 


Onea

:bulletgreen:War-Forged Herd:bulletgreen: 


Mount Skeldr // The largest known mountain in all of Onea, Skeldr is the iconic landmark of the continent. Located in the north east, Skeldr marks the divide between habitable land, and the frigid, unforgiving peaks of the arctic. Or so it’s assumed; no equine has gone through those northern passes and returned. Skeldr is often wreathed in clouds and mist,  giving it the appearance, from a distance, of floating upon clouds. Or at other times, of  an invisible peak of immeasurable height. The base of Skeldr is, like most of Onea, covered in a dense forest,  largely coniferous trees. As elevation increases, so the trees decrease, until there is only rock, and snow. But within that treeline lies many vast meadows that bloom spectacularly in the spring and summer, and small streams that swell with cold, clear water with every snow melt. At the summit of Skeldr, there are two shrines; one for Kaia, and one for Alya. Although the might and majesty of Skeldr are attributed to Kaia, only a fool would ascend into the thin, blowing frigid air without paying homage to the goddess of air. Life on a mountain is harsh; the elements are not to be scorned.


Skelder Town // Located below the treeline, at the base of Mount Skeldr, (and placed well out of the path of typical avalanches), Skeldr Town is the largest permanent settlement in Onea. Founded by War Lord Garok after he united the clans, the town has experienced rapid growth, and now is a booming hub of activity. Many equines have stone houses situated just outside of the central market, whereas many merchants and traders choose to live with their wares, above or adjacent to their shops. The Ambassador’s official residencies are located in this central square, although the Ambassador’s are not required to use them. There are shrines to all of the gods situated in the square, although less impressive than the two shrines of Skeldr’s peak. The War Lord’s permanent quarters, a stone fortress built partially in the mountain’s side, is located just outside of the town, further up the mountain. Adjacent and below the town, the settlement gives way to forest, where many other equines make their homes.


Sunken Hoof Bay // Protected by jagged rocks and strong, unpredictable and utterly dangerous currents, Sunken Hoof bay was blasted into existence during the God’s War. With rocky, dangerous shores on one side and dense, forbidding forest on the other, It is of little use to any honest faring folk. Thus, the Bay is a hot spot for pirating and smuggling activity, and somewhere in that dense, dark surrounding forest, resides a semi-permanent black market location. Unwary equines trekking through that area of Onea might find themselves… discouraged, from traveling any closer.


The Eastern Cliffs of the Farmlands // The farmlands, a loosely named area of Onea southeast of Skeldr, is an auspiciously fertile and mild place in which the majority of Onea’s crops are grown in the short summers. The uncharacteristically rich soil is thought to be a gift from Kaia, for without it few if any crops could be sustained. Not all of the farmlands are used for crops- herders range the area with their flocks as the season’s turn. The coast along this area is marked by soaring cliffs, overlooking the sea. In the fall and winter the cliffs are often shrouded in rolling mist and sea spray.

The Narrows // The most southern point of Onea, the Narrows look out across the channel into the neighboring continent of Sirith. The water is calm, but few equines dare the crossing, for all know that the dense forests across the channel are far from hospitable, though the forests on Onea’s side are far from a picnic location. There are more leafy trees in this forest, than further north.

War Lord’s Road // Began by Garok, the War Lord’s Road is a painstakingly crafted road that leads from the base of Mount Skeldr, through the depths of the forests and all the way to the borders of Eithne, whom Onea is friendly with in regards to training. The road, while “finished” under Hira’s rule, is still being worked upon to improve footing, and is patrolled by Raiders (and sometimes, Scouts) to keep the road as safe as possible.

Skeldr Market // A sub-set of Skeldr Town, the market has grown in such staggering degrees as to merit its own name, though it still resides in the town. The market is, well, a market, largely a place where goods change hooves. The only equines that live in the market are some shopkeepers and their families/apprentices, if they are unwilling to leave their goods alone. Some stalls and booths are temporary, others are permanent. It is a lively, colourful, bustling area of Onea.


Sirith

:bulletpurple:Breim Herd:bulletpurple:


The Capital: Nariah
// Nariah is a city of great infrastructure, built into the cavernous walls of Sirith’s largest underground tunnel. Deep beneath the surface, Breim’s capital thrives with life and light, alit by thousands of glowing crystals imbued with magic. Despite being so isolated from the world, Nariah is surprisingly advanced, home to much of the latest technology and trends set by the New Generation. Residential and gathering areas are kept separate to keep home life and herd life distinctly their own leaving housing small and simple but still filled with all the comforts. At the heart of the city is the Streamline; a gathering place for the New Generation and all its followers. At all times of the day, the Streamline is filled with the busy and energetic bodies of these young innovative souls, leaving no place for a dull or quiet moment. Small shrines dot the cities landscape, often squeezed in between buildings but leaving enough room to pray to whichever deity is housed there. There are 3 larger temples located on the Northern reaches of the capital, 2 dedicated to Argus and one to Kaia, each one home to a priest or priestess who maintains the grounds with their followers. To the South, 3 more shrines, though quite a bit smaller, rest in the cave walls; Argus, Cascade, and Alya. These too are home to a priest or priestess who maintains the holy site. It is said a shrine to Ignacio exists, 2 miles from the edge of Nariah’s walls, in a desolate corner of the labyrinth and while no one seems to live there, it is surprisingly well kept.
    On the north-most wall of Nariah lies the palace of the King, carved and built onto a large shelf that sits high above the city. The palace is grand, it stony walls colored by streams of gold and precious gems that stretch across its surface. Beneath that, another shelf sits, home to the relatives of the royal family and the 5 appointed representatives: the King’s Guide.
    The outermost edge of the city is home to the miners, allowing for the easiest access to the tunnels where precious gems are stolen from the rock. Their homes are simple but filled with all the necessities to live comfortably.

Sterling // The second major city of Sirith, Sterling, is located at the bottom of the continent’s largest skylight. Much like Nariah, the city is built into the cavern walls and gathers at the base of one of the largest underground waterfalls. The Shattered River falls from above, and flows deep into the Labyrinth but allows Sterling to thrive on the life the water brings. Less than a mile from the city is one of the Labyrinth’s main openings to the plains and the main point of Sirith’s trading path.  Sterling was founded and is run mainly by the New Generation, and has come to be known as a city of art. Many of Breim’s greatest artist live here, thriving off the community and taking access of the best of the incoming trade from the rest of the continents. Raw gems going out are cut and polished here, and sometimes even fascinated into delicate jewelry or imbuement charms, before being sent to the outside world.

The Labyrinth // An endless network of underground tunnels that stretches beneath the whole of Sirith, the Labyrinth is infamously known for its sharp turns and dead ends. Without a guide, you are almost guaranteed to get lost in the extensive maze. The walls can stretch wide enough to host whole cities and small enough for only a foal to squeeze though. Large drops into darkness, freezing underground rivers, and unstable sediment are only a few things one must worry about when exploring the vastness. But if you can look past that, the Labyrinth is full of seems that bear precious gems of all kinds, sparkling against the light of imbued stones. 

Located even further in than the Capital, lies the small town known simply as The Hall of Echos. Only a handful live here and nearly all of them are miners or family of miners. Housing is incredibly small with the bare minimum to live off of but these horses don’t seem to mind one bit. It is the closest rest-stop as you make your way to Argus’ main temple though. So be thankful and rest up, it will take another day to get to your destination.

Argus’ Temple // Hidden far from any civilization lies an underground pool collecting the water that flows in from the Shattered River as it works its way through the Labyrinth. A strudy wooden bridge is the only way to the temple that floats on the shelf above the water, tinted a pale blue by the glowing stone that covers the roof of the cavern. As you reach the temple, you can see a statue of Argus towering above you in the center of the structure. Before him, a large bell hung from the temple door and accompanied by a thickly woven rope. To call him, you must pull the rope 3 times, letting the bells chimes echo through the space and call upon the god you have come to see. It is said that the light above is Argus’ soul and if it were to ever go out, the Arcane god will have left in anger.

The Vast Lands // The most extensive part of Sirith’s visible land, the Vast Lands are rolling plains of tall grass that stretch over the continent. Dotted by skylights, cracks, and cave openings, it is most defiantly a place you want to watch where you are walking. One miss-step could mean the end for you. Despite the dangers, the land is quite fertile making for good farming, though this is very seldom practiced. Small spots of sand can be found to both the southernmost and western most areas but are few and far between. The Shattered river runs heavy as is comes in from the north, crossing the midway point and then splitting off in several directions before falling down into the tunnels below.

The Point // Located in the center of Sirith, the Point is a pit-stop for traders on their way to the deep cavers. It is a very small village, hosting several inns and places to eat. Those that live here year round are mostly farmers who grow extra crop for those that live below ground. Here, you can often find the guides you will need to navigate the Labyrinth and maybe snag a few good on their way in or out of Sirith.

The Skytop Forest // At the Northern most edge of Sirith lies the Skytop forest, home to a large array of trees. The foliage is dense and wild and few travel here because it is so unknown. But what this forest is most famous for is the large 1000 year old trees that are scattered throughout, their snarly trunks wide enough build a home into.

The Shadow Point // Between the Shattered River and the Skytop forest lies a place long forgotten. Where once stood a sprawling wealthy city now stands ruins of the past. The City of Kin was Sirith’s first capital, destroyed by the kirin’s in the great war 1000 years ago. There is little left standing and what is, is overrun by rodents and foliage. A small section of the city has a small handful of residents once hoping to rebuild but to no avail. The ruins have now become a center point for the black market and sketchy dealings, leaving The Shadow Point a less than desirable place to visit.

Aquore

:bulletblue:Talori Herd :bulletblue:

Inaria //
The lost city of Inaria is one of the best kept secrets in Aquore. Legend says the sea goddess, Cascade, brought the city out of the ocean and hid it deep within the thick tropical forests of the peninsula for the sake of her children. Since that time, the Talori have protected the city, maintaining its secrecy generation to generation.  Inaria itself is a lively bustling city, filled with markets and merchants selling their goods. Storytellers stand on street corners, sharing the tales and legends of the city, adding to it’s grand and mystical atmosphere. A grand, golden  temple dedicated to the sea goddess stands in the city’s center, though shrines to other celebrated deities can also be found within the city limits. The palace is located in the side of a massive waterfall, the water cascading over top of it, pouring down it’s sides.
Pegasi may visit Inaria, but not live here.

Kiephis // 

The ancestral home of the hippocampi, Kiephis is a peaceful city under the water’s surface. Naturally occurring air pockets and underwater caves make it possible for usually land dwelling equines to travel there as well. Many of Aquore’s Healers call Kiephis home, as the soothing, meditative environment is ideal for treating patients while allowing them the chance to relax and rest. Gentle melodies echo throughout the city, adding to its calming effect. The quiet city is also a favorite of artists who find their inspiration in the vibrancy of life below the waves. Pegasi cannot visit this city.

Surrounding Villages //
Though many trades-horses live within the city of Inaria itself, many more live in the small villages scattered around its outskirts. Not entirely secluded, village life provides a more tight knit community as well as a quieter environment in which to work. Those who worship Alaya and Ignacio will also find secluded shines if they are willing to wander off the beaten path a ways. These shrines are not as well known, but those who worship the gods of fire and air make sure to give them their utmost care and respect.

The Wilds //
The wilds of Aquore are considered uninhabitable by most. Even Vagabonds seem to avoid the thick rain forests when possible. Predators of all kinds lurk within its boundaries, as do many valuable apothecary components. Natives of Aquore never venture into the wilds alone, unless they have a death wish that is.

Cascade’s Grotto // Cascade’s Grotto is a sacred place of worship and sacrifice. Many horses come here to bathe in the grotto’s waters, believing them to cleanse impurities and wash away illness. Many of the herd’s most devout followers spend a bit of time here each evening, choosing to bathe in the gentle waters in order to wash away the negativity of the day as they pray for prosperity and blessings in the coming hours. A statue of the goddess Cascade stands in the center of the waters and horses will bring small sacrifices of gold, pearls, and coral to adorn her with.

The Isles of the Dead //
The majority of Aquore’s rogues as well as a few more daring brewers and agriculturalists call the Isles home, and they are a favorite pitt stop for many wandering Vagabonds. Open air bars are found everywhere,Illegal trade happens in the open as it’s away from the eyes of the law, and ships of all kinds are kept safely in the harbor. Aquore’s prisons are also found here, making it a quiet, easy procedure to move long term prisoners to the ships without fear of them escaping or disrupting the common herd folk. Many legends surround the isles, keeping most of the herds more law abiding and spiritual citizens away out of fear.

The Aerie // The hidden, and well-defended camp of the Freedom's Flight. The Aerie is located high in the Barrier Mountains, a treacherous climb to those unprepared or those who don't know the route. The Flock has eked out a living there, despite the danger. The camp itself is split into two levels. The lower level makes up the bulk of the settlement, containing housing, training areas and a somewhat functional farmland. The higher level can only be reached by wing, and is where the upper echelon of the Flock reside.

Sedo

:bulletorange:Serora Herd:bulletorange:

!Parts of the this lore are outdated; updates incoming!
Ziuseset // The liveable part of Sedo, mainly the upper ¾. Resembles the Zion National Park, Colorado Plateau, Sonoran desert, and the Valley of Fire (north to south). Temperatures are high with accompanied dryness and strong gusts. Contains mainly nomads going where the food is for the season, but also contains the capital, Osulas.

Osulas // Largest non nomadic city in Sedo. Located at the northernmost of Ziuseset. The city is settled on a north facing canyon wall. The canyon wall is various light streaks of colors resulting in a painted or rainbow facade. Easy to access for pegasi, stairs were built for all non pegasi, which can take hours to climb depending on the equids stamina and strength. The stairs aid in making the city a tougher target for raids and attacks. The north facing wall and elevation also aid in keeping the citizens cool during the hot months. The larger openings on the wall holds the city, tunnels can lead to some of the smaller holes which are individual rooms or houses for the land born. Most of the small holes are only accessible of the facade, making them available to pegasi only. Above the city, on top of the canyon, is a farm plot which pegasi tend (due to there being no stairs for land equines to reach the top) to help feed the herd and trade with the Seroran nomads. HOT DAMN

Niurros River // Main river flowing through Sedo, dries up before reaching The Sear. Provides irrigation for farm plots and is the main water source for the Serora.

The Sear // The bottom ¼ of Sedo. Unlivable and made of only giant golden red sand dunes. No animal or plant life can be found; very dry, hot and windy. Alya’s temple is located here to test her people and their devotion.

God’s Landing // An area in Ziuseset where plateaus reach above the clouds and look as though they are floating amongst a sea of white. Only pegasi may see this part of the plateaus as it is too difficult and dangerous for an unwinged equine to climb. These land bound equines only see the bottom of the plateau as the clouds always block them from seeing the top. God’s Landing is believed to be a place where the Gods land when they come to visit Hireath.

Valley of Melodies // Located in western Ziuseset. Area has red and gold striped rock formations that have been shaped by the wind for centuries creating some interesting forms. It contains both free standing structures in the open but also tunnel and cavern like structures in between two close canyon walls. During early mornings the area is usually covered in a heavy mist, creating a somewhat eerie fog. This area is home to a particular cactus that is completely covered in fuchsia flowers.


Art by dry-oasis and DawnsComing!
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vectormoon's avatar

World? Don't intend to be be mean here but that's a single continent as the rest of it is covered up. And it's not even pole to pole! It's just a smallish continent in the northern hemisphere. Give me the entire planet.