The Shattered Realm of Ilrion
A
Anonymous
Map Layout for IlrionWorld Shape:Ilrion is a continent-sized landmass with two smaller island nations off the coast—one north, one southeast. The continent is roughly oval-shaped, stretching predominantly east-west. Most wild magic zones thread through the center and touch the borders of each major country.1. The Continent of IlrionNorthern Highlands: The Gnomish Dominion of VirelinKey features:Towering spire cities and cogwork bridges.Tinkerlight Spire: the vertical capital city, at the heart of a massive wild magic rift (huge jagged “scar” visible on the map).“Crystal Mines”: scattered throughout the higher elevations.Border:A wide, twisting band of wild magic called The Shifting Glens separates Virelin territory from others—depicted as rainbow-colored canyons and floating land.Neighboring the Isles of Frost to the North/Northwest.Eastern Woodlands: The Sylvarin Conclave (Elves)Key features:Expansive, ancient silverleaf forests.Lysoria: The sentient tree-capital at the very heart, surrounded by interconnected tree-cities and many “living bridges.”Wild magic seams are more hidden, blooming with exotic plant and animal life.Border:Magical shimmering forest edge, merging with zones called The Glitterwilds.Southern Peaks: Khaz-Durim (Dwarves)Key features:Tall, craggy mountains and deep canyons.Ironmaw: The mountain fortress built into a stratovolcano.Lava tunnels and “Glowing Mines” clearly marked.Border:Rocky uplands, descending into the wild magic zone known as the Magma Weald (red and orange fissures, sulfur vents).Central Band: Wild Magic Zone (The Maw & Crystal Scar)Key features:Across the center of the continent, wide and unpredictable: floating rocks, rivers running backward, gigantic crystal forests.The Maw: Largest wild magic vortex, ground ripped open and swirling with energy, ruins of ancient cities partially visible.Function:The source of most conflict and resource gathering; connecting each country through its borders.Neighboring Landmarks:Mirror Towers: Standing ominously at 3-way borders (Elves/Dwarves/Magic zone).2. IslandsIsle of Frost (NW of continent, just offshore of Virelin)Glacial spires, icy cliffs, and snowy plains.Goliath citadels carved into the frost.Crystal geysers venting blue-and-white magic.Largely separated by a narrow sea, sometimes frozen in winter.Isle of Brine (SE of continent, near Dwarf coast)Swampy, thick jungle islands in a cluster.Network of river deltas and pirate coves.Mark “Smuggler’s Bay” and a town called “Mudclaw.”Home to the goblin diaspora’s main settlements.Other PointsCoastline: West coast is rocky, with lots of cliffs facing the gnomish homeland. Southern coast (dwarves) is rough, with many volcanoes and deepwater ports. The east/southeast coast (elves, Brine) is more gentle, filled with shallow bays and marshes.Legend/Key suggestions:Wild Magic Zones: Swirly, kaleidoscopic coloration.National borders: Thick, colored lines overlaying natural features (forest, mountain, river, etc).Unmarked Slaver Routes: Thin, broken lines linking mines to cities.
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