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Gods-of-Hireath — Sirith Map: The Labyrinth

Published: 2018-11-09 21:26:30 +0000 UTC; Views: 1032; Favourites: 37; Downloads: 8
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Description SIRITH - The Labyrinth Click here to learn more about the places below!

Cities and Towns
Nariah: The shining gem of Sirith and home to a quarter of the herd's total population, Nariah is the Capital of Sirith and the hub of all Umare activity. 
(Abt. 900 miles from Nariah to Sterling, abt 225 hrs walking, 8 hr days would make a 28 day trip)

Isoba: A small Umare city that began as a mining town west of Nariah. It is located on the way to the Temple of the Arcane and is often used as a stop along the way.
(About 125 Miles from Nariah, abt. 31 hrs walking, about a 3 day trip)


Kago: Town to the north of Nariah. It controls supply lines from the Point to the capital. 
(50 Miles to Nariah abt. 12 ½  hrs walking, 1-2 day trip)

Oyuuta: South of Nariah, Oyuuta is a historian’s haven. Filled with libraries, archives, and museums, it is also home to Sirith's most prestigious college.
(75 Miles from Nariah abt. 19 Hrs walking, 2-3 day trip)


Kibirie: 
South of Nariah, Kibirie is known for it's jewel cap mushroom crop and Fort Agate, Sirith's training facility for all prospective Watch and Wardens.
(20 Miles from Kibirie to Oyuuta, abt. 5 hrs walking, 1 day)

Cresa: A larger town the farthest south of Nariah, kago is home to many healers, and is often thought of as a place of refuge and relaxation. Many royals and other officials have been known to vacation here.
(30 Miles from Cresa to Kibirie, abt. 7 ½ hrs walking, 1 day)

City of the Kawaru - Sterling: The largest Kawaru settlement, Sterling has grown in unexpected ways over the years, making the patchwork city a sight to behold. 
(160 miles from Sterling, abt. 40 hrs walking, 5 days)

Vasall: A Kawaru hybrid town - built around an entrance to the labyrinth east of Sterling  and exists both above and below ground. Acts as a trade town of sorts, ferrying supplies and resources to and from sterling .
(160 miles from Sterling, abt. 40 hrs walking, 5 days)

Other Locations of Note
Holy Site - Temple of the Arcane: Said to be older than any of Sirith's current cities, the Temple of the Arcane is among the holiest of places in the herd and is rumored to house a sleeping Argus in it's ceiling.
(600 miles from the temple of the arcane to Isoba, 150 hrs walking, about 19 days)

Singing Caverns: Also known as the flying caverns, they are a set of large, open caverns that typically have a gentle breeze blowing though creating an almost musical sound. Though still not as much space as one would have on the surface, it's large enough that many of the pegasi from Nariah and nearby towns will visit it to spread their wings and often use them as a safe place to teach young pegasi how to fly. 

The Abyss: Far to the south, the Abyss is a deep pit with a waterfall that flows into it, fed by the Whispering River. It's thought to be the final resting place of the many Breimians who were given a river "burial". Some believe the Abyss to be haunted by the souls of those unable to move on, as dull whisps are rumored to float around the general vicinity.

Unmarked Locations of Note
Cavern of stars: First discovered in Chapter 4 , the Cavern of Stars is located between Nariah and Isoba, tucked away within an old mine. The cavern itself is rather small, winding around itself until it meets the mine's path once more. Bright, glowing blue and purple gems of all sizes are embedded in every wall, ceiling, and floor, giving one the sense of being in space. It's almost ethereal, and is truly a sight to behold. While little is known about the cavern, it has become a bit of a spectacle since it's discovery. 

Unnamed Caverns and Mines: The Labyrinth is littered with all manner of caverns, twisting themselves around and through major tunnels. Many of these caverns and small maze like tunnels exist around major towns and cities, and have been mapped extensively, making them a favorite exploration spot for curious young equines, and those just looking for an adventure. Mines are scattered along most major roads, and many of them are still active.

 

The Tunnels
Charted Tunnels: These tunnels have been mapped out time and time again, and are typically well traveled. While longer journeys require a warden to ensure the safest path is followed and to protect unsuspecting travelers from wandering dangers that stray too far from their own territories, these roads are well worn. Many of the paths to and from major towns and cities even have glow stones inlaid into the floor to ensure travelers don't get lost, making it easy to traverse shorter distances to visit places of interest alone. 

Dangerous or otherwise Inaccessible Tunnels: While these tunnels have been mapped out, they are deemed far too dangerous for the average Breimian, and are typically only traveled by Wardens. Whether it's due to unstable ceilings, hungry creatures, or general cave ins that have blocked certain paths off, these areas should never be trifled with. Those who wander into these parts are rarely, if ever, seen again. 

Uncharted Tunnels: These tunnels have yet to be charted out and should be avoided at all costs by the average Breimian. Only the most competent of Wardens would even dare to traverse these lonely paths, as unknowns are much more difficult to prepare for than known dangers.

Map by GingerBlues  
Map base by DawnsComing
Paper Texture Used: paper texture

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Comments: 1

Cloudedbee [2018-11-09 21:39:01 +0000 UTC]

Oh I love this so much!

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