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.
The Queefdom
Von Queef University
VQU is the unstable academic and political center where dangerous brilliance keeps being formalized into policy.
South Aerovia
The Queefdom
A politically complex state shaped by the Von Queef family, VQU, rural rings, and dangerous reform.
The Queefdom City
Gravenhurst
A dense Queefdom district of cemetery politics, old shops, gang pressure, and survival-level rumor networks.
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.
Aleklot's Rest
Paulus Levius Cathedral / Site
A Levius-linked sacred site where judgment, debt, slavery demands, and divine bargains became painfully literal.
South Aerovia
Aleklot's Rest
A green-dragon pilgrimage town with nested temple, inn, cathedral, cache, and mission-route consequences.
North Aerovia
Point Pringle
A technomancy city-state under Pringle authority where lab districts, industrial wards, and family politics collide.
North Aerovia
Stormcall
A city of Lawful pressure, industrial paranoia, harbor danger, and Flesh-linked violence.
Mainland Jericha
Aerovia
Aerovia is the western continental body of Jericha, split between northern technomancy, southern Queefdom politics, and the violent clan-wartorn middle.
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.
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.
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.
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.
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.
Drakthar
Brimstone Hollow
Brimstone Hollow is a Drakthar location with volcanic, sulfurous, or infernal-edge danger, useful for harsh travel and fire-linked secrets.
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.
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.
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.
The Worn West
Cindermere
Cindermere is a religious scar-city in the Worn West, haunted by stewardship, sacred damage, and histories that still smolder.
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.
Drakthar
Crimm
Crimm is a Drakthar settlement marker that can anchor local civic life, hard travel, and regional rumors between the harsher mountain sites.
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.
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.
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.
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.
South Aerovia
Dreadport
Dreadport is an exile harbor and dangerous port region where smuggling, survival, and hard bargains shape the waterfront.
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.
Rekhyov
East Rekhyov
East Rekhyov is the watched half of Rekhyov, shaped by Chekamokovski influence, holy-law pressure, trade surveillance, and unresolved kingdom borders.
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.
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.
West Rekhyov
Everfrost
Everfrost is a cold West Rekhyov landmark or settlement, suited for icebound travel, survival pressure, and old things preserved too well.
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.
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.
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.
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.
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.
Point Pringle City
Glassroot Enclave
Glassroot Enclave is a dangerous Point Pringle lab district of goblin invention, unstable experiments, and politically useful explosions.
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.
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.
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.
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.
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.
South Aerovia
Hazelhurst
Unknown local
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.
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.
Drakthar
Hollowed Peak
Unknown
Drakthar
Hollowed Peaks
The Hollowed Peaks are a Drakthar mountain region, good for dangerous crossings, hidden settlements, old rites, and high-altitude ruins.
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.
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.
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.
—
Jericha
Multiple / Global
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.
The Coast
Kleev
Kleev is a coastal stronghold tied to clan power, storm danger, and the harder northern edge of Aerovian maritime life.
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.
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.
Aleklot’s Rest
Levius Cathedral / Site
Levius-linked tradition
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.
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.
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.
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.
Jericha
Mainland Jericha
Mainland Jericha is a world layer connected to Jericha.
Mainland Jericha
Major Roads
Varies by region
Mainland Jericha
Mapped Mainland Jericha
Multiple
West Rekhyov
Mythmount
Mythmount is a West Rekhyov landmark and mountain-linked location suited for legend, pilgrimage, monster rumors, and high-altitude travel stakes.
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.
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.
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.
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.
North Aerovia Label
Large regions should usually be border/guide only, not single plotted cells.
North/South Aerovia Water Gap
Map has visible water between North and South Aerovia; represented as terrain/fill, not a plotted label.
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.
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.
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.
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.
Jericha
Open Void
Void-linked powers
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.
West Rekhyov
Ostrang
Ostrang is a West Rekhyov city or settlement marker that can support border politics, difficult travel, and hard-edged regional dealings.
South Aerovia
Phalaxifore's Folly
Unknown
South Aerovia
Phlakin
Unknown
South Aerovia
Pilix
Unknown
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.
North Aerovia / Island Coast
Pore
Unknown
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.
Mainland Jericha / Void Realm
Portal Routes
Void-linked powers
Open Void / Cosmology
Power Nine Realm Index
Power Nine / divine powers
Point Pringle
Pringle Manor
Pringle Manor is the family seat where noble etiquette, invention money, inheritance anxiety, and dangerous private rooms intersect.
Mainland Jericha
Public Transportation
Varies by region
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.
Queefdom
Displayed near Queefdom core.
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.
Von Queef University
Queefdom Government Halls
Queefdom government
The Queefdom
Queefdom Rural Ring
Queefdom farms / landholders
South Aerovia
Ragefort
Ragefort is a dangerous military institution or fortress site tied to containment, discipline, and unresolved authority in South Aerovia.
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.
East Rekhyov
Redmask
Redmask is an East Rekhyov settlement or landmark suited for masquerade politics, faction anonymity, crime rumors, or ritual identity.
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.
East Rekhyov
Richlands
Richlands is an East Rekhyov wealth region or settlement, useful for estates, agricultural power, merchant influence, and class tension.
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.
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.
Queefdom Rural Ring
Rootbarrell Farm
Local farm / commune-linked
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.
Mainland Jericha
Sea Routes
Naval/coastal powers
South Aerovia
Seaside Flats
Unknown resort powers
North Aerovia
Shattered Peaks
Salvagers / enclaves
North Aerovia
Skyreach Monastery
Monastic order
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.
South Aerovia Label
Large regions should usually be border/guide only, not single plotted cells.
South Aerovia / Queefdom?
Sunken Library
Unknown / forbidden knowledge
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.
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.
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.
Mainland Jericha / Void Realm
Terramorphed Lands
Unknown
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.
The Coast / Free Coast
Combined visible map label.
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.
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.
The Queefdom
The Queefdom City
Queefdom government at VQU
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.
North Aerovia
The Worn West
Unknown
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.
Mainland Jericha
Unmapped Mainland Jericha
Unknown
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.
South Aerovia
Verdant Vault
Verdant Vault is a lush protected location, archive-garden, or hidden natural site that can hold secrets under living cover.
Jericha
Void Realm
Void-linked powers
Open Void / Mainland Jericha
Void-Transplanted Lands
Varies by transplanted origin
VQU
VQU is a institution / campus hub with land / settlement map context.
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.
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.
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.
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.
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.
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.
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.
Mainland Jericha
X Grymmeye’s Trek / Map
Centrum-era mapping
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.