Many areas across the sphere have their own regions of development. Each region comes with its own peculiarities as well as consistencies with the rest of the Auldensphere. Natural land formations and a tendency to stay close to one's gods has limited interactions within the sphere so that some areas may seem very different while still being relatively near on a geographic scale; these changes are especially noticeable in recent history with the advent of tinkering in some more developed areas, giving a technological ability to move out and prosper from beyond the influence of a region's gods.


Rough map by a traveling scribe.

  • Arvo, an expanse of coastal plains to the West. One of the most recent areas to receive development in recent times with increased mariner activity trading across the sea back to the opposite eastern coast of Xin. Known currently as the most active place to start up a new trade or service--be it legal or not.
  • The Lea, long-rolling fields and woods. Separated by the Merellian and continuing North and South. The Lea stretches from the coast of Arvo clear to the swamplands of Shalk.
  • The Merellian, the jungle band stretching across the equator. And uninterrupted, densely forested natural barrier between the North and South. Many of the Auldensphere's more exotic animal varieties and small thriving indigenous cultures are found underground and above the trees here. A major necessity in resources, regions tend to prosper when connected partially to this naturally rich area.
  • Kauld the blackened charred basin to the South. Ruthlessly hot, though the near-black land hides many essential minerals and precious materials. Daily life is a constant toil working against the land. Those who choose to reside here are said to become as harsh as the cauldron they inhabit.
  • Shalk the long expanse of marsh and mire. Any convoy set on a land route that would have them crossing the Shalk is not likely to be a lively journey. Notoriously difficult to traverse, the loamy land seems sick with the lack of vegetation and smell of decay. The fauna that adapt to live in this bleak area are some of the most vile yet intriguing of creatures. Few people call the Shalk their home, and you can usually smell the ones that do from half a town away. Shalk runs as a natural land barrier, much like the Merellian, that separates races and trade on the Sphere.
  • Malapu the arid land to the east of Shalk and the South of the Merellian. Although the climate is harsh and dry, the people of the region go by an old code and are famously hospitable, finding value in making connections with traveling folk who traverse the plains and sands. Malapu is said to be one of the oldest original areas of settlement upon the Auld.
  • Tor the huge hillside of fog and stone. The seemingly endless slope falls off suddenly into the fiery valley of Kauld on the mountain's opposite side. The Torfolk who inhabit the region tend to keep to themselves and rely on the time-tested methods of mountain life to remain independent from the rest of the Sphere. There only outside interaction is the occasional gutsy traveler making an attempt to ascend the mountain despite its many hazards known only to its natural inhabitants not quick to give away their secrets.
  • Gul the frozen North, a continuous band of stone and ice. Limited communities such as the Twice-born live among the drifts of snow, along with some of the more fantastic and elusive fauna of the Sphere. Whether there are more mysteries of times past buried beneath the snow no one knows, because it's far too cold to bother going to find out.
  • Koleander the area northeast of Shalk. A hard land with a comparably hard people known for their coarse mannerisms and stubborn refusal to allow outside forces to interfere with an old and protected way of life. Koleander was among the first major settled areas in the Auld.
  • Kankru the southern desert, below the arid region of Malapu, and even more sparsely inhabited desert region with seemingly little to offer by way of use or interest on the sphere outside of its well-known Oasis Island that attracts only the very rich or very adventurous to seek it in the sweltering heat under the unforgiving desert moon.
  • Tawniks the mountain edge running long along the Xin coast. A number of notable settlements still cut quite a life for themselves among the cliffs. A natural barrier to the slim coastal region and ocean beyond. Many guides live near the bottom of the mountain to help travelers and merchants cross the suddenly spiking peaks, for a price.
  • Xin, the strip of coast bordering the far East. One of the older cultures that still prefers to develop independent of the rest of the sphere, leading a slightly eccentric way of live. The culture and beliefs of folks in this region are among the most diverse when compared to other areas of the Auld. Recently contact with the Xin region has been on the rise as the development of Arvo coastal settlements have increased maritime trade as an alternative for lengthy land journeys.