Mainland Jericha
Aerovia
Aerovia is the western continental body of Jericha, split between northern technomancy, southern Queefdom politics, and the violent clan-wartorn middle.
Player Hooks / Rumors
Most people talk about Aerovia as if it is one place. Anyone who has crossed it knows the borders do not agree.
Related Characters
Colonel
Orval Finkus
Imported character from the Character Data sheet.
Diviness
Wanda Silver
Wanda Silver, known as Diviness, was once a healer before a construct-related accident cost her an eye and reshaped her faith into something sharper. Now tied to FLESH, she serves as cleric, ritualist, and voice of anti-construct conviction, turning personal trauma into doctrine for others to follow. Her power remains unrevealed, but her influence is already dangerous: she can steady fearful allies, sanctify violent purpose, and make vengeance sound like holy duty.
Eddie
Edwin Port
Imported character from the Character Data sheet.
Jolly
Jorldeborg
Jorldeborg, known as Jolly, is an orc retired adventurer and former leader of Jolly’s Vultures, now found behind the counter of Jolly’s Shoppe between Point Pringle and Stormcall. The bakery and relic stop offers travelers pastries, supplies, and safety, but its owner carries far more history than the sign suggests. Jolly is the only confirmed survivor of the Vultures’ final expedition, the disaster tied to Iwlvflybadofsjhhu, Solar, and the disappearances of his companions. Jovial by choice rather than ignorance, he hides old wounds beneath warm bread, relic knowledge, and a refusal to explain exactly what happened.
Dhaz Peloshon Port
Dhaz Peloshon Port
Imported character from the Character Data sheet.
Linked Pages
Colonel / Orval Finkus
Imported character from the Character Data sheet.
characterDiviness / Wanda Silver
Wanda Silver, known as Diviness, was once a healer before a construct-related accident cost her an eye and reshaped her faith into something sharper. Now tied to FLESH, she serves as cleric, ritualist, and voice of anti-construct conviction, turning personal trauma into doctrine for others to follow. Her power remains unrevealed, but her influence is already dangerous: she can steady fearful allies, sanctify violent purpose, and make vengeance sound like holy duty.
characterEddie / Edwin Port
Imported character from the Character Data sheet.
characterJolly / Jorldeborg
Jorldeborg, known as Jolly, is an orc retired adventurer and former leader of Jolly’s Vultures, now found behind the counter of Jolly’s Shoppe between Point Pringle and Stormcall. The bakery and relic stop offers travelers pastries, supplies, and safety, but its owner carries far more history than the sign suggests. Jolly is the only confirmed survivor of the Vultures’ final expedition, the disaster tied to Iwlvflybadofsjhhu, Solar, and the disappearances of his companions. Jovial by choice rather than ignorance, he hides old wounds beneath warm bread, relic knowledge, and a refusal to explain exactly what happened.
characterDhaz Peloshon Port
Imported character from the Character Data sheet.
locationThe Queefdom
A politically complex state shaped by the Von Queef family, VQU, rural rings, and dangerous reform.
locationAleklot's Rest
A green-dragon pilgrimage town with nested temple, inn, cathedral, cache, and mission-route consequences.
locationPoint Pringle
A technomancy city-state under Pringle authority where lab districts, industrial wards, and family politics collide.
locationStormcall
A city of Lawful pressure, industrial paranoia, harbor danger, and Flesh-linked violence.
locationAerovia
Aerovia is the western continental body of Jericha, split between northern technomancy, southern Queefdom politics, and the violent clan-wartorn middle.
locationNorth Aerovia
North Aerovia holds Point Pringle, Stormcall, coastal powers, worn frontiers, and several institutions that prefer order right up until order becomes leverage.
locationQueefdom
Displayed near Queefdom core.
locationSouth 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.