The Territories of Khevari
The known territories of Khevari, where five races hold contested ground
The Demon Domains
The western territories where obsidian spires rise from volcanic plains. Cities built not by choice but by Presence, their architecture reflecting a purpose no longer understood. The Domains are divided among noble houses, each controlling feeding territories and political influence.
The obsidian isn't merely decorative. It holds heat, channels energy, and creates spaces where Demons feel slightly less hollow. Slightly.
Controlled by noble houses under Maelketh's influenceThe Confederation Forests
Vast woodlands and rolling grasslands where nine Beastkin peoples make their home. The Wolf-kin claim the northern reaches, the Cat-kin the shadowed depths, the Fox-kin the edges where forest meets civilization. Each people maintains their own territory within the greater whole.
The Confederation has no capital. Governance flows through the Council, which meets wherever crisis demands. The forest itself is the nation.
Governed by the Confederation CouncilThe Northern Mountains
Above ground, the Dwarven territories appear modest: fortified entrances, trading posts, mining operations. The truth lies beneath. A tunnel network spans the entire continent, carved over millennia by listening to the stone's will.
No surface map captures Dwarven territory accurately. Their holdings are measured in depth, not breadth.
The true extent is known only to the Listener CollectiveThe Thornwood
The eastern forest that shouldn't exist. Trees too tall, too symmetrical, too wrong. Time moves strangely within its borders: a day inside might be a week outside, or an hour. The Fae make no maps because the territory shifts with their attention.
The Silence that fell upon them centuries ago changed nothing about the danger. Perhaps it made it worse. Before, you could at least bargain.
Borders shift without warningThe Border Communities
Human settlements cluster along the edges of greater powers, surviving through trade, diplomacy, and careful neutrality. Hearthhollow is the largest, a town of perhaps three thousand where human governance attempts to function. The Grove preserves traditional ways in isolation.
Humans hold no defensible territory. They exist in margins, by permission, by necessity. Their survival depends on being more useful alive than conquered.
Mura - The Crossroads
Where Beastkin grasslands, human settlements, and Demon domains nearly touch, Mura rises: a planned city designed for multi-species habitation. The Warrens house Beastkin. The Depths connect to Dwarven tunnels. The Ember District accommodates Demons. The Common Quarter hosts everyone else.
The Threshold marks the closest safe approach to Fae territory. Animals won't cross into that park. Most people won't either, after dark.
Mura is not beautiful. It's not elegant. It's a compromise made physical, and it shows. But it works, which is more than anyone expected.
A Continent Without Borders
Every map of Khevari is a political statement. The Demons draw their domains larger than others accept. The Fae territory is marked with warnings rather than boundaries. The Dwarven tunnels appear as dots when they should be rendered as a second continent beneath the first. And human territory is often omitted entirely, too small to matter.