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Map and places

Where the realm is at its most alive

Gemnix Terra is largely unmapped. These are the places travellers name most often — the ones where gems have woken and factions have gathered.

The realm at a glance

An illustrated map of Gemnix Terra

Four elemental territories meet at a central highland. The closer a region sits to that meeting point, the more often gems wake there.

Illustrated parchment map: forested earth territory to the north-west, coastal water territory to the south-west, volcanic fire territory to the south-east and mountain air territory to the north-east, meeting at a central highland.
A traveller's map of Gemnix Terra.

Territories

Four territories, four ways of living

  • Earth

    Gargoyles

    Ancient forests, root-halls, stone terraces and mountain shoulders

  • Water

    Tritons

    Rivers, lakes, rain-fed highlands, mist coasts and tidal caverns

  • Fire

    Flamekins

    Forge-settlements, volcanic ridges, ember terraces and warm-lit workshops

  • Air

    Feywilds

    Highlands, cloud paths, wind towers and open skies

Notable places

Landmarks travellers talk about

  • Earth territory

    Ancient forest ridges

    Old-growth forest grown through colossal stone, where roots and rock hold each other up. Gargoyle root-halls are cut into the ridge faces.

    On arrival
    Green light, cool air and a low sound underfoot that visitors mistake for wind until they realise it is coming from below.
    Why it matters
    More gems have woken along these ridges than anywhere else, and every one of them is still where it woke.

    Traveller's note: Stay on the marked root paths; the wardens mark unstable seams in ochre.

    Held by the Gargoyles

  • Earth territory

    The amber quarry

    A terraced cut in the ridge where amber-toned stone is worked slowly and only with permission. The oldest Gargoyle craft comes from here.

    On arrival
    Warm dust, long shadows and the ring of tools that stop the moment a seam begins to hum.
    Why it matters
    The only place the Gargoyles willingly take material out of the ground — and the reason other factions accuse them of choosing when their own rules apply.

    Traveller's note: Ask the stone-warden before touching anything. They will say no, and mean it kindly.

    Held by the Gargoyles

  • Water territory

    Tidal caverns and river mouths

    Mist coasts, still pools and crossings that appear and vanish with the tide. Tritons keep healing places and quiet negotiation grounds here.

    On arrival
    Grey light on flat water, echoes that arrive a moment late, and salt on everything you brought with you.
    Why it matters
    Neutral ground. Every truce in the contest for the gems has been written here, whatever happened afterwards.

    Traveller's note: Crossings close with the tide. Ask a river guide for the evening line before you set out.

    Held by the Tritons

  • Fire territory

    Forge terraces

    Warm ridges terraced with workshops and glowing settlements, where the light never fully leaves the forges.

    On arrival
    Heat that arrives before the view does, constant hammering, and food pressed on you within minutes of arrival.
    Why it matters
    Where gem power becomes legendary craft. What leaves the terraces outlasts everyone arguing about it.

    Traveller's note: Bring something broken. The smiths would rather mend than talk.

    Held by the Flamekins

  • Air territory

    Cloud paths and wind towers

    Highland towers linked by spans above the cloud line, used by Feywild scouts to watch the whole realm at once.

    On arrival
    Thin bright air, rope spans that move with you, and four territories laid out below like a table.
    Why it matters
    The Feywilds see a gem wake before anyone else. Their advantage is time, not force.

    Traveller's note: The spans are safe and they do not feel it. Scouts will walk beside first-timers.

    Held by the Feywilds

  • Where all four territories meet

    The central highland

    A bare upland plateau at the meeting point of earth, water, fire and air. Gems wake here most often, and no faction has ever held it for long.

    On arrival
    Four weathers in one afternoon, and a stillness in the middle of it that nobody has explained.
    Why it matters
    The centre of the contest. Whatever balance the realm keeps is decided by what happens on this plateau.

    Traveller's note: All four factions have standing camps here and all four will host you — once.

    Claimed by no single faction