Location Index

Connected Sites

Player-facing places from the Locations Data workbook, starting with the core My Alchemical Romance sites and expanding into the wider Jericha geography.

162 shown162 visible locations

The Queefdom

Von Queef University

VQU is the unstable academic and political center where dangerous brilliance keeps being formalized into policy.

Institution / Campus HubDanger: High

South Aerovia

The Queefdom

A politically complex state shaped by the Von Queef family, VQU, rural rings, and dangerous reform.

Major State / City-State HubDanger: High

The Queefdom City

Gravenhurst

A dense Queefdom district of cemetery politics, old shops, gang pressure, and survival-level rumor networks.

City District / QuarterDanger: High

Queefdom Rural Ring

Root Barrel Farm

A rural campaign site tied to Havyk's commune history, missing workers, strange rewards, and the Nick Kremp question.

Farm / Commune SiteDanger: High

Aleklot's Rest

Paulus Levius Cathedral / Site

A Levius-linked sacred site where judgment, debt, slavery demands, and divine bargains became painfully literal.

Cathedral / Religious SiteDanger: Medium

South Aerovia

Aleklot's Rest

A green-dragon pilgrimage town with nested temple, inn, cathedral, cache, and mission-route consequences.

Temple-Town / Pilgrimage SettlementDanger: Medium

North Aerovia

Point Pringle

A technomancy city-state under Pringle authority where lab districts, industrial wards, and family politics collide.

Major State / City-State HubDanger: High

North Aerovia

Stormcall

A city of Lawful pressure, industrial paranoia, harbor danger, and Flesh-linked violence.

City-State / CityDanger: High

Mainland Jericha

Aerovia

Aerovia is the western continental body of Jericha, split between northern technomancy, southern Queefdom politics, and the violent clan-wartorn middle.

Continent-Scale RegionDanger: HighPartial

Aerovia

Aerovian Clan-Wartorn Divide

The Aerovian Clan-Wartorn Divide is the unstable middle geography between North and South Aerovia, where clan power, border violence, and road control complicate continental travel.

Borderland / DivideDanger: HighNo

Aleklot’s Rest

Aleklot Temple

Aleklot Temple is the sacred core of Aleklot's Rest, tied to green-dragon tradition, pilgrimage, judgment, and the settlement's older religious structure.

Temple / Sacred SiteDanger: MediumNo

East Rekhyov

Amber Kingdom

The Amber Kingdom is an East Rekhyov political or cultural region, useful as a bright-but-uncertain counterweight to the darker forest and bazaar routes nearby.

Kingdom / Major StateDanger: MediumPartial

South Aerovia

Bearfell

Bearfell is a Timber Island or southern wilds location with a rugged settlement feel, useful for hunting routes, woodland danger, and local endurance.

Highland Settlement / RegionDanger: MediumPartial

Drakthar / East Rekhyov coast?

Blushing Willow

Blushing Willow is a visible map settlement near the Drakthar and East Rekhyov coastal question mark, currently useful as a border/coast candidate until its parent region is finalized.

Settlement / RegionDanger: MediumNo

Drakthar

Brimstone Hollow

Brimstone Hollow is a Drakthar location with volcanic, sulfurous, or infernal-edge danger, useful for harsh travel and fire-linked secrets.

Settlement / RegionDanger: HighNo

Queefdom Rural Ring

Cave Entrance to New Goblin City

The Cave Entrance to New Goblin City is the surface anchor that connects rural Queefdom farm geography to the undercity's toll routes and faction districts.

Cave Entrance / Route SiteDanger: HighNo

Central Aerovia / Clan Divide Label

Central Aerovia / Clan Divide Label is a map-facing placeholder for the same dangerous middle region, kept visible so the app can explain the route problem before the final name is chosen.

Large Region LabelDanger: High

Aerovia

Central Aerovia / Clan-Wartorn Divide

Central Aerovia / Clan-Wartorn Divide is the working named version of Aerovia's central conflict region, separating major northern and southern powers with clan-controlled danger.

Borderland / DivideDanger: HighNo

The Worn West

Cindermere

Cindermere is a religious scar-city in the Worn West, haunted by stewardship, sacred damage, and histories that still smolder.

Religious Scar-CityDanger: MediumPartial

Lonely Islands

Collapsed Experimental Sites

Collapsed Experimental Sites are Lonely Islands ruin entries tied to Albert, Krane, Centrum, or other void-adjacent experiments that failed loudly enough to become geography.

Archetype / RuinsDanger: ExtremeNo

Drakthar

Crimm

Crimm is a Drakthar settlement marker that can anchor local civic life, hard travel, and regional rumors between the harsher mountain sites.

Settlement / RegionDanger: MediumNo

Lonely Islands

Cult Fortresses

Cult Fortresses are a Lonely Islands stronghold category for void cults and hostile powers, kept grouped until individual fortress names and factions are confirmed.

Archetype / StrongholdsDanger: ExtremeNo

New Goblin City

Dimoggio Territory

Dimoggio Territory is a New Goblin City faction district controlled or shaped by Mo Dimoggio's clan network, where local authority, family pressure, and undercity politics overlap.

Faction DistrictDanger: HighPartial

Mainland Jericha

Drakthar

Drakthar is a post-war continent-scale region where living edge cities, sacred dragonborn memory, salvage economies, and the cursed Geistatts all sit in tension.

Continent-Scale RegionDanger: HighPartial

Drakthar

Drakthar Edge Cities

Drakthar Edge Cities is the living-city belt around Drakthar's more dangerous interior, preserving trade, government, refugee life, and salvage economies without pretending the continent is only ruins.

Regional Ring / Living City BeltDanger: HighNo

South Aerovia

Dreadport

Dreadport is an exile harbor and dangerous port region where smuggling, survival, and hard bargains shape the waterfront.

Exile Harbor / PortDanger: MediumPartial

Drakthar

Driftmark

Driftmark is a Drakthar port and trade hub where living city politics meet relic risk, refugee movement, and salvage routes into the continent's scarred interior.

Port City / Trade HubDanger: HighPartial

Rekhyov

East Rekhyov

East Rekhyov is the watched half of Rekhyov, shaped by Chekamokovski influence, holy-law pressure, trade surveillance, and unresolved kingdom borders.

Continental SectorDanger: HighPartial

New Goblin City

Emrites District

Emrites District is a New Goblin City faction district tied to Emrite figures and Wingkin-linked culture, currently one of the undercity's more active unresolved leads.

Faction DistrictDanger: HighPartial

Drakthar

Emrys Sacred Site

Emrys Sacred Site is a Drakthar holy or historical site, ready to hold confirmed Emrys lore, rites, miracles, and campaign-facing sacred stakes.

Sacred Site / RuinDanger: MediumNo

West Rekhyov

Everfrost

Everfrost is a cold West Rekhyov landmark or settlement, suited for icebound travel, survival pressure, and old things preserved too well.

Frostbound EnclaveDanger: HighPartial

Drakthar

Evermorn

Evermorn is a Drakthar location with dawn, renewal, or suspended-morning imagery, useful for sacred contrast against the harsher mountain and brimstone sites.

Settlement / RegionDanger: LowNo

East Rekhyov

Fangapor

Fangapor is an East Rekhyov location with a predatory or fortified feel, suitable for tooth-and-claw symbolism, border pressure, and dangerous local legends.

Settlement / RegionDanger: HighNo

The Worn West

Fertown

Fertown is a river city in the Worn West, a merchant-led settlement where trade, frontier politics, and quiet risk meet.

River CityDanger: MediumPartial

Queefdom Rural Ring

Finkus Farms

Finkus Farms is a rural Queefdom anchor near Root Barrel and the New Goblin City surface approach, useful for tying farm politics to undercity access.

Farm / Rural SiteDanger: HighNo

Point Pringle City

Glass Ritz Enclave

Glass Ritz Enclave is a conflicting or alias lab-district entry tied to Glassroot, currently preserved so the canon name can be reconciled instead of lost.

Lab District / Alias?Danger: HighPartial

Point Pringle City

Glassroot Enclave

Glassroot Enclave is a dangerous Point Pringle lab district of goblin invention, unstable experiments, and politically useful explosions.

Lab DistrictDanger: HighPartial

North Aerovia / Point Pringle?

Glombeam

Glombeam is a visible North Aerovia or Point Pringle-adjacent map label, currently preserved as a real place-name candidate while its parent region and role are confirmed.

Settlement / UnknownDanger: MediumNo

North Aerovia / Point Pringle?

Gloombeam

Gloombeam is a second North Aerovia or Point Pringle-adjacent map label, kept beside Glombeam until the app can confirm whether they are distinct places or variant names.

Settlement / UnknownDanger: MediumNo

Gravenhurst

Gloomspire

Gloomspire is a Gravenhurst subdistrict or landmark quarter, likely tied to darker vertical architecture, cemetery pressure, and the district's more ominous local reputation.

Subdistrict / QuarterDanger: HighPartial

Point Pringle City

Guildmarket Promenade

Guildmarket Promenade is Point Pringle's commercial district, a public-facing marketplace where guilds, merchants, inventors, and noble errands meet.

Market DistrictDanger: MediumPartial

Queefdom Rural Ring

Havyk’s Commune

Havyk's Commune is a rural Queefdom commune or farm site linked to Havyk, Root Barrel questions, and campaign danger around hospitality and control.

Commune / Farm SiteDanger: HighPartial

South Aerovia

Hazelhurst

Unknown local

Hamlet / SettlementPriority: MediumNo

Queefdom Rural Ring

Hazy Pastures

Hazy Pastures is an abandoned or altered rural Queefdom area tied to commune history, Pink Pony traces, and the same campaign geography as Root Barrel Farm.

Farm / Pasture AreaDanger: HighPartial

The Worn West

Hollow Valley

Hollow Valley is a dangerous Worn West wilderness region where void distortion, local communities, and old routes create uneasy crossings.

Wilderness / Terrain RegionDanger: MediumPartial

Drakthar

Hollowed Peak

Unknown

Mountain / RegionPriority: MediumPartial

Drakthar

Hollowed Peaks

The Hollowed Peaks are a Drakthar mountain region, good for dangerous crossings, hidden settlements, old rites, and high-altitude ruins.

Mountain RegionDanger: HighNo

The Geistatts

Inner Geistatts

Inner Geistatts names the deeper small-town belt of Drakthar's haunted interior: ghost towns, scams, odd crimes, desolate farms, and things pretending to be ordinary.

Interior Macroregion / Weird Small-Town BeltDanger: HighNo

Gravenhurst

Iron Row

Iron Row is a Gravenhurst subdistrict or quarter, suited for hard streets, metalwork, guarded storefronts, and working-class pressure inside the cemetery-shadowed district.

Subdistrict / QuarterDanger: MediumPartial

Lonely Islands

Isla Rey

Isla Rey is a migratory or phased town in the Lonely Islands, known for deja-vu loops, unstable civic rules, and movement that complicates every route.

Migratory / Phased TownDanger: MediumPartial

Jericha

Multiple / Global

World / SettingPriority: HighNo

West Rekhyov

Kalarthis

Kalarthis is a West Rekhyov location with a scholarly or old-culture feel, ready to hold archive, temple, noble, or arcane-route material as the canon expands.

Research / Containment CityDanger: MediumPartial

The Coast

Kleev

Kleev is a coastal stronghold tied to clan power, storm danger, and the harder northern edge of Aerovian maritime life.

Coastal StrongholdDanger: MediumPartial

East Rekhyov

Kremgrad

Kremgrad is a West Rekhyov city marker with a colder, harder civic feel, positioned as a useful anchor for northern industry, discipline, and regional power.

Capital / Bureaucratic CityDanger: MediumPartial

The Queefdom

Le Queef

Le Queef is the VQU-adjacent settlement where college-town normalcy, survivor logistics, local shops, and political spillover collect around the university.

Settlement / College TownDanger: MediumPartial

Aleklot’s Rest

Levius Cathedral / Site

Levius-linked tradition

Cathedral / Religious SitePriority: MediumPartial

Open Void

Lonely Islands

The Lonely Islands are a void-frontier region of transplanted lands, chaotic enclaves, collapsed experiments, cult fortresses, voidports, and unstable routes.

Off-Map Physical Void RegionDanger: HighPartial

Mainland Jericha / Open Void

Lonely Islands Portal Network

The Lonely Islands Portal Network is the route system that makes an off-map void region usable in play, linking mainland portal sites to unstable islands and transplanted places.

Portal Network / Route SystemDanger: HighNo

Point Pringle City

Lower Foundry Ward

Lower Foundry Ward is Point Pringle's industrial district, where factory heat, inventor runoff, worker politics, and city infrastructure grind together.

Industrial DistrictDanger: MediumPartial

Drakthar

Maiden’s Mark

Maiden's Mark is a Drakthar landmark with ritual, historical, or scar-like significance, suited for vows, warnings, and old power.

Marked Site / SettlementDanger: MediumNo

Jericha

Mainland Jericha

Mainland Jericha is a world layer connected to Jericha.

World LayerPriority: MediumPartial

Mainland Jericha

Major Roads

Varies by region

Route / Transport CorridorPriority: MediumNo

Mainland Jericha

Mapped Mainland Jericha

Multiple

Known Map LayerPriority: HighPartial

West Rekhyov

Mythmount

Mythmount is a West Rekhyov landmark and mountain-linked location suited for legend, pilgrimage, monster rumors, and high-altitude travel stakes.

Forge Mountain CityDanger: HighPartial

Subterranean Jericha

New Goblin City

New Goblin City is a subterranean political ecosystem beneath the surface world, with toll routes, faction districts, black markets, and pressure from every direction.

Subterranean CityDanger: HighPartial

New Goblin City

New Goblin City Black Market

The New Goblin City Black Market is the undercity's criminal market district, tied to Dr. Gristlewick, Fidelphi-linked business, risky vendors, and things that should not have receipts.

Market DistrictDanger: HighPartial

The Queefdom

New VQU

New VQU is the rebuilt active campus where the university tries to look stable while field teams, resurrected students, faculty agendas, and government pressure keep moving underneath.

Current CampusDanger: HighPartial

Aerovia

North Aerovia

North Aerovia holds Point Pringle, Stormcall, coastal powers, worn frontiers, and several institutions that prefer order right up until order becomes leverage.

Continental SectorDanger: HighPartial

North Aerovia Label

Large regions should usually be border/guide only, not single plotted cells.

Large Region LabelDanger: High

North/South Aerovia Water Gap

Map has visible water between North and South Aerovia; represented as terrain/fill, not a plotted label.

Water Channel / Inland SeaDanger: High

Lonely Islands

Nullport

Nullport is a voidport settlement on the Lonely Islands frontier, a trade and transit node for people willing to treat unstable geography as a career risk.

Voidport / SettlementDanger: MediumPartial

Timber Island

Obsidian Fang

Obsidian Fang is a sharp southern landmark or dangerous site, useful for volcanic glass imagery, old violence, and hidden predatory power.

Landmark / SpireDanger: HighPartial

West Rekhyov

Old Rifleton

Old Rifleton is the older settlement layer attached to Rifleton, preserving ruins, memory, and unresolved local history inside the West Rekhyov route network.

Ruined / Reclaimed CityDanger: MediumPartial

The Queefdom

Old VQU

Old VQU is the damaged historical campus layer: part ruin, part memory site, and part proof that resurrection politics did not begin cleanly.

Historical Campus / RuinsDanger: HighPartial

Jericha

Open Void

Void-linked powers

Physical Void-Space / World LayerPriority: HighNo

Queefdom Rural Ring

Orval Finkus Neighbor Farm

Orval Finkus Neighbor Farm is a local rural site in the Queefdom ring, useful as a ground-level anchor for Root Barrel, Finkus, and cave-adjacent events.

FarmDanger: LowNo

West Rekhyov

Ostrang

Ostrang is a West Rekhyov city or settlement marker that can support border politics, difficult travel, and hard-edged regional dealings.

Arena CityDanger: MediumPartial

South Aerovia

Phalaxifore's Folly

Unknown

Ruin / Cliffside SettlementPriority: MediumNo

South Aerovia

Phlakin

Unknown

Settlement / UnknownPriority: MediumNo

South Aerovia

Pilix

Unknown

Coastal Town / PortPriority: MediumNo

Point Pringle

Point Pringle City

Point Pringle City is the urban core of Pringle authority: industrial streets, guild markets, lab districts, manor politics, and public technomancy ambition.

City / SettlementDanger: HighNo

North Aerovia / Island Coast

Pore

Unknown

Island / SettlementPriority: LowNo

West Rekhyov

Porre

Porre is a West Rekhyov settlement marker that can serve as a smaller civic stop between larger western powers and old-route mysteries.

Pirate / Smuggler PortDanger: LowPartial

Mainland Jericha / Void Realm

Portal Routes

Void-linked powers

Portal RoutePriority: MediumNo

Open Void / Cosmology

Power Nine Realm Index

Power Nine / divine powers

Divine Realm Category / Off-Map FocusPriority: HighPartial

Point Pringle

Pringle Manor

Pringle Manor is the family seat where noble etiquette, invention money, inheritance anxiety, and dangerous private rooms intersect.

Family Estate / SeatDanger: MediumPartial

Mainland Jericha

Public Transportation

Varies by region

Transport SystemPriority: MediumNo

The Queefdom

Queef Tower

Queef Tower is the Von Queef family estate and landmark, a noble power site distinct from the formal government halls but never far from political influence.

Noble Estate / LandmarkDanger: MediumPartial

Queefdom

Displayed near Queefdom core.

City-State / CoreDanger: High

The Queefdom

Queefdom City

Queefdom City is the urban face of the state, with VQU politics, noble influence, Gravenhurst pressure, and government business packed close enough to bleed together.

City / SettlementDanger: HighNo

Von Queef University

Queefdom Government Halls

Queefdom government

Government Site / Institution SitePriority: HighNo

The Queefdom

Queefdom Rural Ring

Queefdom farms / landholders

Rural Ring / Support BeltPriority: MediumNo

South Aerovia

Ragefort

Ragefort is a dangerous military institution or fortress site tied to containment, discipline, and unresolved authority in South Aerovia.

Military Institution / FortressDanger: HighPartial

South Aerovia

Raven’s Bay

Raven's Bay is a South Aerovian naval city or region with smuggling risk, unsettled authority, and strong route potential for sea-facing stories.

Naval City / RegionDanger: HighPartial

East Rekhyov

Redmask

Redmask is an East Rekhyov settlement or landmark suited for masquerade politics, faction anonymity, crime rumors, or ritual identity.

Settlement / RegionDanger: HighNo

Mainland Jericha

Rekhyov

Rekhyov is Jericha's eastern continental power-space, split between industrial western dynasties and the surveilled, holy-law pressure of the east.

Continent-Scale RegionDanger: HighPartial

East Rekhyov

Richlands

Richlands is an East Rekhyov wealth region or settlement, useful for estates, agricultural power, merchant influence, and class tension.

Region / TerritoryDanger: MediumNo

West Rekhyov

Rifleton

Rifleton is a West Rekhyov settlement and frontier-style city marker, useful for grounding travel through the more militarized and contested side of Rekhyov.

Industrial CityDanger: MediumPartial

East Rekhyov

Robia

Robia is an East Rekhyov settlement marker that can hold civic travel, local families, regional witnesses, and links between bazaar routes and forest-edge rumors.

Town / Origin SiteDanger: LowPartial

Queefdom Rural Ring

Rootbarrell Farm

Local farm / commune-linked

Farm / Rural SitePriority: HighPartial

New Goblin City

Runner Landing

Runner Landing is the first controlled threshold into New Goblin City, where tolls, route choices, and local authority announce that the undercity has rules.

Entrance DistrictDanger: HighPartial

Mainland Jericha

Sea Routes

Naval/coastal powers

Sea Lane / RoutePriority: MediumNo

South Aerovia

Seaside Flats

Unknown resort powers

Coastal Resort / RegionPriority: MediumNo

North Aerovia

Shattered Peaks

Salvagers / enclaves

Wilderness / Mountain RegionPriority: MediumPartial

North Aerovia

Skyreach Monastery

Monastic order

Institution / MonasteryPriority: LowPartial

Aerovia

South Aerovia

South Aerovia is anchored by the Queefdom and its satellites: VQU, rural farm sites, temple towns, naval cities, fortress institutions, and dangerous recovery zones.

Continental SectorDanger: HighPartial

South Aerovia Label

Large regions should usually be border/guide only, not single plotted cells.

Large Region LabelDanger: High

South Aerovia / Queefdom?

Sunken Library

Unknown / forbidden knowledge

Library / SitePriority: MediumNo

East Rekhyov

Sunspire

Sunspire is an East Rekhyov landmark or settlement with radiant, vertical, or temple-city potential, ready for solar faith, tower politics, or elevated civic space.

Settlement / RegionDanger: MediumPartial

East Rekhyov

Sunspyke

Sunspyke is the sharper counterpart or neighboring marker to Sunspire, useful for dividing radiant civic power from harsher military, ritual, or cliffside terrain.

Settlement / RegionDanger: HighPartial

Amber Kingdom / East Rekhyov

Temple of Ignorant Veil

Temple of Ignorant Veil is an East Rekhyov or Amber Kingdom sacred site with ideological danger, secrecy, and uncertain doctrine built directly into the name.

Temple / SiteDanger: MediumNo

Mainland Jericha / Void Realm

Terramorphed Lands

Unknown

Void Overlap / Terramorphed RegionPriority: HighNo

North Aerovia

The Coast

The Coast is North Aerovia's broad sea-facing macroregion, a connective layer for maritime powers, storm routes, free ports, and coastal identities.

Coastal MacroregionDanger: MediumPartial

The Coast / Free Coast

Combined visible map label.

Coastal RegionDanger: Medium

The Coast

The Free Coast

The Free Coast is a maritime coalition or region along the northern coast, associated with sea-dwarf powers, member ports, and independence-minded travel.

Maritime Coalition / RegionDanger: MediumPartial

Drakthar

The Geistatts

The Geistatts are Drakthar's cursed or exploited interior terrain, a region of ghost towns, strange crimes, desolate fields, and salvage stories that rarely end cleanly.

Wilderness / Cursed TerrainDanger: HighPartial

The Queefdom

The Queefdom City

Queefdom government at VQU

City / SettlementPriority: HighNo

Lonely Islands

The Spiral

The Spiral is a chaotic floating or unstable enclave in the Lonely Islands, where local reality behaves more like a negotiation than a law.

Floating Island / Chaotic EnclaveDanger: MediumPartial

North Aerovia

The Worn West

Unknown

Macroregion / Frontier ZonePriority: MediumPartial

Mainland Jericha

Timber Island

Timber Island is a magical island region of druidic settlements, sacred ecology, Titian-linked lore, and canopy places that still need careful source expansion.

Island RegionDanger: HighPartial

Mainland Jericha

Unmapped Mainland Jericha

Unknown

Unmapped World AreaPriority: HighNo

Gravenhurst

Velvet Cross

Velvet Cross is a Gravenhurst subdistrict or quarter with a softer public face and sharper private business, useful for shops, favors, social pressure, and hidden deals.

Subdistrict / QuarterDanger: MediumPartial

South Aerovia

Verdant Vault

Verdant Vault is a lush protected location, archive-garden, or hidden natural site that can hold secrets under living cover.

Druidic Sanctuary / RegionDanger: MediumPartial

Jericha

Void Realm

Void-linked powers

Plane / RealmPriority: HighPartial

Open Void / Mainland Jericha

Void-Transplanted Lands

Varies by transplanted origin

Void-Transplanted RegionPriority: HighNo

VQU

VQU is a institution / campus hub with land / settlement map context.

Institution / Campus HubDanger: High

Von Queef University

VQU Government Halls

VQU Government Halls are the Queefdom civic and political rooms embedded in the university's footprint, making school policy and state power hard to separate.

Government / Institution SiteDanger: HighNo

The Queefdom

VQU Institution Hub

The VQU Institution Hub is the umbrella entry for the university as a political, educational, magical, and civic machine rather than one single building.

Institution HubDanger: HighNo

Rekhyov

West Rekhyov

West Rekhyov is the industrial half of Rekhyov, where dynastic factories, arena cities, forge mountains, pirate ports, and reclaimed ruins compete for control.

Continental SectorDanger: MediumPartial

Timber Island

Whispering Treetops

Whispering Treetops is a forest canopy landmark or settlement marker, built for hidden paths, overhead travel, secrets, and voices carried by leaves.

Forest Canopy SiteDanger: MediumPartial

East Rekhyov

Whisperwoods

Whisperwoods is the East Rekhyov forest-region entry, preserved separately from Whispwoods until the canon can decide whether they are variants, neighbors, or different places.

Wilderness / Forest RegionDanger: HighPartial

Unknown / Pink Pony link

Whispwoods

Whispwoods is the Pink Pony-linked campaign forest entry, currently kept beside Whisperwoods so the app can preserve both references until the canon call is made.

Forest / Campaign SiteDanger: HighPartial

Timber Island

Willowhearth

Willowhearth is a warm woodland settlement or refuge marker, a natural hub for rest, healing, local families, and softer story beats between dangerous routes.

Druidic SettlementDanger: LowPartial

Mainland Jericha

X Grymmeye’s Trek / Map

Centrum-era mapping

Historical Map LayerPriority: HighPartial

East Rekhyov

Zakhari Bazaar

Zakhari Bazaar is an East Rekhyov trade hub built for rumors, bargaining, rare goods, and the kind of information that changes hands before it has a price.

Bazaar / Trade CityDanger: MediumPartial

Aerovia

Aerovia Missing City-State Slot 01

Aerovia Missing City-State Slot 01 is a reserved page for a future major Aerovian city-state, useful for adding another political hub once the map or story source confirms it.

Blank City-State SlotDanger: MediumNo

Drakthar Edge Cities

Drakthar Edge City Slot 02

Drakthar Edge City Slot 02 is a second placeholder for the edge-city belt, meant to hold another named living hub once the map or source sheets confirm it.

Blank City / Living HubDanger: MediumNo

Drakthar

Drakthar Living Hub Slot 01

Drakthar Living Hub Slot 01 is a named placeholder page for a future major settlement, kept visible so the codex can reserve space for living Drakthar geography beyond Driftmark.

Blank City / Living HubDanger: MediumNo

Inner Geistatts

Geistatts Ghost Town Slot 01

Geistatts Ghost Town Slot 01 is a reserved page for a future named ghost town inside Inner Geistatts, meant for a haunted, abandoned, or supposedly abandoned settlement.

Blank Settlement SlotDanger: HighNo

Inner Geistatts

Geistatts Odd Crime Town Slot 01

Geistatts Odd Crime Town Slot 01 is a reserved page for a future named small town built around strange crimes, scams, staged hauntings, or local magic being abused.

Blank Settlement SlotDanger: HighNo

Inner Geistatts

Inner Geistatts Ghost Town Slot 02

Inner Geistatts Ghost Town Slot 02 is a second reserved ghost-town page, useful for a different kind of haunting, fake haunting, abandoned settlement, or desolate field-town mystery.

Blank Ghost TownDanger: HighNo

Lonely Islands

Lonely Island Label Slot 01

Lonely Island Label Slot 01 is a reserved page for a future named island, enclave, or transplanted place inside the Lonely Islands region.

Blank Island / Transplanted PlaceDanger: HighNo

Lonely Islands

Lonely Islands Collapsed Lab Slot 01

Lonely Islands Collapsed Lab Slot 01 is a reserved page for a future named experimental ruin tied to Albert, Krane, Centrum, or another void-adjacent research disaster.

Blank Collapsed Experimental SiteDanger: ExtremeNo

Void-Transplanted Lands

Lonely Islands Transplanted Town Slot 01

Lonely Islands Transplanted Town Slot 01 is a reserved page for a future named settlement that was moved, stranded, or rewritten into the Lonely Islands from somewhere else in Jericha.

Blank Transplanted SettlementDanger: HighNo

Lonely Islands

Lonely Islands Voidport Slot 01

Lonely Islands Voidport Slot 01 is a reserved page for a future named voidport, a transit settlement where unstable routes, trade, and survival politics meet.

Blank VoidportDanger: HighNo

Mainland Jericha

Mainland City-State Slot 01

Mainland City-State Slot 01 is a world-scale placeholder for a future major city-state somewhere on Mainland Jericha beyond the currently named hubs.

Blank City-State HubDanger: MediumNo

Mainland Jericha

Mainland Portal Site Slot 01

Mainland Portal Site Slot 01 is a reserved page for a future portal anchor on Mainland Jericha that connects to the Lonely Islands or another off-map route.

Blank Portal SiteDanger: HighNo

Mainland Jericha

Mainland Portal Site Slot 02

Mainland Portal Site Slot 02 is a second reserved portal anchor, useful once the world needs more than one known route into off-map or void-linked geography.

Blank Portal SiteDanger: HighNo

Mainland Jericha

Mainland Public Transport System Slot 01

Mainland Public Transport System Slot 01 is a reserved page for a future named travel network, such as rail, airship, caravan, ferry, portal, or mixed public transit.

Blank Transport SystemDanger: MediumNo

Mainland Jericha

Mainland Region Slot 01

Mainland Region Slot 01 is a reserved page for a future province, country, or intermediary region needed between continent-scale maps and individual settlements.

Blank Region / ProvinceDanger: MediumNo

Mainland Jericha

Mainland Route Slot 01

Mainland Route Slot 01 is a reserved page for a future named road, sea lane, rail line, caravan path, or other travel corridor between major settlements.

Blank Route / Transport CorridorDanger: MediumNo

North Aerovia

North Aerovia Rural Region Slot 01

North Aerovia Rural Region Slot 01 is a reserved page for an intermediary rural region between major northern city-states and smaller settlements.

Blank Rural RegionDanger: MediumNo

North Aerovia

North Aerovia Settlement Slot 01

North Aerovia Settlement Slot 01 is a reserved page for a future named town or village, giving North Aerovia room for local stories beyond Point Pringle and Stormcall.

Blank SettlementDanger: MediumNo

Open Void

Open Void Location Slot 01

Open Void Location Slot 01 is a reserved page for a future void-transplanted place that does not fit cleanly on the Mainland map or inside a named Lonely Islands slot.

Blank Void-Transplanted PlaceDanger: HighNo

Point Pringle City

Point Pringle District Slot 01

Point Pringle District Slot 01 is a reserved page for a future district inside Point Pringle City, useful for expanding the city-state beyond its manor, market, lab, and foundry anchors.

Blank DistrictDanger: MediumNo

The Queefdom City

Queefdom District Slot 01

Queefdom District Slot 01 is a reserved page for a future district inside Queefdom City, giving the city room beyond VQU, Gravenhurst, Le Queef, and government halls.

Blank DistrictDanger: MediumNo

Rekhyov

Rekhyov Borderland Slot 01

Rekhyov Borderland Slot 01 is a reserved page for the future boundary zone between East and West Rekhyov, where industrial dynasties, holy-law pressure, and surveillance meet.

Blank Borderland / DivideDanger: HighNo

South Aerovia

South Aerovia Rural Region Slot 01

South Aerovia Rural Region Slot 01 is a reserved page for an intermediary rural region outside the Queefdom core, useful for farms, road towns, temple routes, and countryside stories.

Blank Rural RegionDanger: MediumNo

South Aerovia

South Aerovia Settlement Slot 01

South Aerovia Settlement Slot 01 is a reserved page for a future town or village between the larger South Aerovia anchors.

Blank SettlementDanger: MediumNo

Timber Island

Timber Island Druidic Community Slot 01

Timber Island Druidic Community Slot 01 is a reserved page for a future named druidic settlement beyond Willowhearth.

Blank Druidic SettlementDanger: MediumNo

Timber Island

Timber Island Void-Touched Region Slot 01

Timber Island Void-Touched Region Slot 01 is a reserved page for an altered wilderness area where Timber Island's ecology has been changed by void influence or other unnatural pressure.

Blank Void-Touched RegionDanger: HighNo

West Rekhyov

West Rekhyov Industrial Province Slot 01

West Rekhyov Industrial Province Slot 01 is a reserved page for a future province or industrial territory between West Rekhyov's city-level entries and its wider dynastic power structure.

Blank Province / Industrial TerritoryDanger: MediumNo