Overworld
Ranebo has a myriad of environments to explore! There are many places with physical properties different to what we experience on earth - intense magnetism varies across the planet's surface, allowing the existence of floating islands and forests. Some locations sport breathable, oxygen-rich lakes, and others with enough surface tension to walk across. If you'd like more inspiration, please check out the pinterest board!
Click the on map to the right to view full size with place labels. |
Ranebo has a number of ecosystems similar to we're familiar with on earth, such as....
Air density
In some areas, the air has unique tension properties and creates a cushioning effect between two surfaces meeting each other at speed. Similar to cornstarch/water mix, you can glide your finger through it but if you hit it quickly, it's more solid. You can move through the planet's atmosphere as you would with earth, but if you fell from a great height, before hitting the ground your fall would be cushioned by the air compressing between you and the ground.
Lore - Cultures
Throughout Tessarium there are different settlements & communities, some where many species co-exist together, and others that are species-segregated. The most sentient of the discovered species are Bunbii, Bokkudo, Cappari, Drajinn, Mantabu.
Bunbii are known as the "dominant species" on Tessarium. Both Bunbii & Bokkudo have cultural practices, civilized societal structures and architecture. Bunbii consume the most land and resources while Bokkudo are more wary of being one with the ecosystems they dwell in. Mantabu frequently live in pods or reef settlements but seldom construct, preferring to live amongst natural ecology. Cappari's cultural locations are difficult to find, and their societal structure follows a fixed order they say is set for them. Drajinn are seemingly detached from having any unified civilization or culture for their species, living alone or amongst other species.
Lore - Magic
In the world of Ranebo there is technology, magic, and interdimensional wizardry. A lot of species can gain the power to morph and shapeshift. Some species are born with the ability to morph themselves in set ways, such as draphibi and bokkudo's ability to change size. Other species are able to learn to use magic and improve their abilities- creating or change objects from nothing, warping from one place to another, or summoning beings from other worlds.
- deserts, canyons
- oceans, beaches, reefs, islands
- forest, jungles, rainforest
- plains, grasslands, steppes
- floating islands both near the ground and high up in the sky
- solid clouds
- warp holes
- cities built on the backs of giants
- living rivers
Air density
In some areas, the air has unique tension properties and creates a cushioning effect between two surfaces meeting each other at speed. Similar to cornstarch/water mix, you can glide your finger through it but if you hit it quickly, it's more solid. You can move through the planet's atmosphere as you would with earth, but if you fell from a great height, before hitting the ground your fall would be cushioned by the air compressing between you and the ground.
Lore - Cultures
Throughout Tessarium there are different settlements & communities, some where many species co-exist together, and others that are species-segregated. The most sentient of the discovered species are Bunbii, Bokkudo, Cappari, Drajinn, Mantabu.
Bunbii are known as the "dominant species" on Tessarium. Both Bunbii & Bokkudo have cultural practices, civilized societal structures and architecture. Bunbii consume the most land and resources while Bokkudo are more wary of being one with the ecosystems they dwell in. Mantabu frequently live in pods or reef settlements but seldom construct, preferring to live amongst natural ecology. Cappari's cultural locations are difficult to find, and their societal structure follows a fixed order they say is set for them. Drajinn are seemingly detached from having any unified civilization or culture for their species, living alone or amongst other species.
Lore - Magic
In the world of Ranebo there is technology, magic, and interdimensional wizardry. A lot of species can gain the power to morph and shapeshift. Some species are born with the ability to morph themselves in set ways, such as draphibi and bokkudo's ability to change size. Other species are able to learn to use magic and improve their abilities- creating or change objects from nothing, warping from one place to another, or summoning beings from other worlds.
Northern Riftlands
The Riftlands are made up a number of sparse expanses, like the Frospine Tundra, Obsidian mirror, Irre desert, and Labrinthe.
East
Banderin is a lively tourist destination and tradeport. It’s a little rough around the edges, but you’ll find a great number of rogues and travellers trading stories and rare wares.
Tarza is a dense jungle at the edge of the northern cave system. Its inhabitants can be fierce and intimidating at first, but those who are used to visitors are generally welcoming. The jungle offers a range of rare ingredients, making Tarza a popular culinary & potionmaking destination.
The Irre Desert boasts vibrant sands, mountainous dunes, an unsettling number of mirages. The shimmering nature of the sand creates bizarre mirages that can have adverse mental effects if viewed too often.
Hotte is a small, eclectic town and a handy rest stop on the way to Karramesh. 80% of the locals live in underground dugouts to keep cool, and are well-known for their tall stories of visions in the desert (they swear they see monsters that came from Labrinthe)
Karramesh is a lush oasis town shaded by tall plateaus. Here you’ll find natural waterfalls, lakes and pools, and a laid-back way of life to pass the sweltering days.
Double Gulch - there is actually only one gulch. Did something die here?
Labrinthe is a vast, dead expanse of emptiness that sits atop a plateau of black rock. Fierce electrical storms and hundreds of inter-dimensional tears marr its surface, leaving an easy entrance for otherworldly beings.
Cutting through the centre of Labrinth is the Final Abyss - A black fissure of unknown depth. Wary locals know not to venture in, as it’s not common for anyone to return. Many a mining operation has ended in grim demise for treasure seekers chasing legends of a great treasure hidden within.
Tarza is a dense jungle at the edge of the northern cave system. Its inhabitants can be fierce and intimidating at first, but those who are used to visitors are generally welcoming. The jungle offers a range of rare ingredients, making Tarza a popular culinary & potionmaking destination.
The Irre Desert boasts vibrant sands, mountainous dunes, an unsettling number of mirages. The shimmering nature of the sand creates bizarre mirages that can have adverse mental effects if viewed too often.
Hotte is a small, eclectic town and a handy rest stop on the way to Karramesh. 80% of the locals live in underground dugouts to keep cool, and are well-known for their tall stories of visions in the desert (they swear they see monsters that came from Labrinthe)
Karramesh is a lush oasis town shaded by tall plateaus. Here you’ll find natural waterfalls, lakes and pools, and a laid-back way of life to pass the sweltering days.
Double Gulch - there is actually only one gulch. Did something die here?
Labrinthe is a vast, dead expanse of emptiness that sits atop a plateau of black rock. Fierce electrical storms and hundreds of inter-dimensional tears marr its surface, leaving an easy entrance for otherworldly beings.
Cutting through the centre of Labrinth is the Final Abyss - A black fissure of unknown depth. Wary locals know not to venture in, as it’s not common for anyone to return. Many a mining operation has ended in grim demise for treasure seekers chasing legends of a great treasure hidden within.
West
Songrest is the name of the snowbound area to the north, and gets its name from Mt Songrest. Its twin peaks produce an unsettling, low infrasound when the wind blows from the northeast- the locals say this is the mountain warning them of the cursed wind from Labrinthe.
Frospine is a small, chilly town with a warm heart. The popular winter gift-giving tradition of Chumbus originated here. Frospine is also a popular skiing destination.
The Singing Spires are ice-covered natural formations that are marked by mysterious holes. They create an otherworldly sound when the wind blows across them.
The Obsidian Mirror is a black-sand volcanic zone where not much grows naturally, save for hardy moss and algae. The mist and sand absorbs noise, giving it an eerie stillness. Its low-lying areas floods yearly with the spring snowmelt - the still water creates an enormous reflective landscape, giving it its namesake.
Mute Abyss is a deep fissure that curiously absorbs all sound, due to the structure of the rock it sits in. The deeper you go, the quieter it is - explorers have experienced auditory hallucinations due to the extremely sound-deprived environment.
Creoi is a hardy town situated atop a plateau to keep safe from the flooding and volcanic activity. They grow a number of specialized moss strains and mushrooms there that become potent with chemicals from the volcanic soil, and are in high demand for potions.
Salvagé is a chilly lookout and fishing settlement on an icy crag jutting from the sea. Life here is hard, but its inhabitants pass the time by sharing stories of their encounters with terrifying sea creatures.
Frospine is a small, chilly town with a warm heart. The popular winter gift-giving tradition of Chumbus originated here. Frospine is also a popular skiing destination.
The Singing Spires are ice-covered natural formations that are marked by mysterious holes. They create an otherworldly sound when the wind blows across them.
The Obsidian Mirror is a black-sand volcanic zone where not much grows naturally, save for hardy moss and algae. The mist and sand absorbs noise, giving it an eerie stillness. Its low-lying areas floods yearly with the spring snowmelt - the still water creates an enormous reflective landscape, giving it its namesake.
Mute Abyss is a deep fissure that curiously absorbs all sound, due to the structure of the rock it sits in. The deeper you go, the quieter it is - explorers have experienced auditory hallucinations due to the extremely sound-deprived environment.
Creoi is a hardy town situated atop a plateau to keep safe from the flooding and volcanic activity. They grow a number of specialized moss strains and mushrooms there that become potent with chemicals from the volcanic soil, and are in high demand for potions.
Salvagé is a chilly lookout and fishing settlement on an icy crag jutting from the sea. Life here is hard, but its inhabitants pass the time by sharing stories of their encounters with terrifying sea creatures.
Midland Plains
Buzzdew is a bustling city and the national hub for bunbii activity. Both hi- and low-tech, this city is deeply interwoven with nature, mech and magic.
Honeycrest is a picturesque town nestled among rolling hills and flower fields. It’s a popular destination for its living history and old buildings.
Cloverill is a windy farming town that sits at the edge of the rumbling forest & yawning caves.
Blushwood is a town of eternal spring- Its trees are shades of pink year-round, but their seasonal blooms happen in the springtime and draw crowds from far and wide to experience their beauty.
The Shattered Peaks are jagged chalk-white cliffs jutting upwards into the sky. With their excellent updrafts from the sea, these peaks make a popular flight range for both experienced and beginner flyers.
Rougewood is a pleasant, sleepy village nestled within a forest of autumn-colored trees.
Riverstead is a fishing village that takes advantage of its location next to two river spits and the ocean.
Adriff is a series of intriguing floating islands hidden within thick mist. Scattered patches of low-gravity make travelling through here very interesting. A number of very ancient, very secretive villages and monasteries can be found here.
Altareit is a monastery on the northernmost island. Its iconic spires can be seen from miles away, jutting out of the mist as if to beckon explorers. Though it’s the most welcoming out of any establishment on Adriff, its ancient magic practices are still shrouded in mystery, known only to the monks and elders that reside there.
Hallogrove is a dark, swampy forest along the Boreli river. Daring types from buzzdew challenge each other to make the passage through it during the deep nights of hattowen.
Honeycrest is a picturesque town nestled among rolling hills and flower fields. It’s a popular destination for its living history and old buildings.
Cloverill is a windy farming town that sits at the edge of the rumbling forest & yawning caves.
Blushwood is a town of eternal spring- Its trees are shades of pink year-round, but their seasonal blooms happen in the springtime and draw crowds from far and wide to experience their beauty.
The Shattered Peaks are jagged chalk-white cliffs jutting upwards into the sky. With their excellent updrafts from the sea, these peaks make a popular flight range for both experienced and beginner flyers.
Rougewood is a pleasant, sleepy village nestled within a forest of autumn-colored trees.
Riverstead is a fishing village that takes advantage of its location next to two river spits and the ocean.
Adriff is a series of intriguing floating islands hidden within thick mist. Scattered patches of low-gravity make travelling through here very interesting. A number of very ancient, very secretive villages and monasteries can be found here.
Altareit is a monastery on the northernmost island. Its iconic spires can be seen from miles away, jutting out of the mist as if to beckon explorers. Though it’s the most welcoming out of any establishment on Adriff, its ancient magic practices are still shrouded in mystery, known only to the monks and elders that reside there.
Hallogrove is a dark, swampy forest along the Boreli river. Daring types from buzzdew challenge each other to make the passage through it during the deep nights of hattowen.
Southern Isles
The Southern isles are a tropical string of islands lapped by gentle waves and teeming with places to explore.
Mazemire is a eerily beautiful bayou teeming with music, food, culture, and odd creatures. Shellfish and other seafood make up this area’s main exports, as well as rare gems from the northern mines.
Reinin is a treetop town deep in the jungle. The cave system and natural pools north are not to be missed if you can tolerate the thick humidity.
Porin is the capital of the southern isles, and the most developed. It acts as a tourism and trade hub for rare finds out of reinin and mazemire, with tropical farmlands surrounding. Baylock island just south sports one of the three major ruin sites in Tessari.
Melekele and Ocrakoe are both settled islands, the latter with an active volcano. Tamboa is an island in the treasure cove, which lives up to its name for visiting adventurers and treasure hunters. Lombai has a beautiful lake and natural waterfalls and is near an intriguing spiral reef.
Barboda was one island that split in two for unknown reasons, exposing its seacaves in the centre and requiring creaky rope bridges to be built for passage between the halves. The island south of barboda is the best place to start from to get to the decrepit shipwreck to the east.
Mazemire is a eerily beautiful bayou teeming with music, food, culture, and odd creatures. Shellfish and other seafood make up this area’s main exports, as well as rare gems from the northern mines.
Reinin is a treetop town deep in the jungle. The cave system and natural pools north are not to be missed if you can tolerate the thick humidity.
Porin is the capital of the southern isles, and the most developed. It acts as a tourism and trade hub for rare finds out of reinin and mazemire, with tropical farmlands surrounding. Baylock island just south sports one of the three major ruin sites in Tessari.
Melekele and Ocrakoe are both settled islands, the latter with an active volcano. Tamboa is an island in the treasure cove, which lives up to its name for visiting adventurers and treasure hunters. Lombai has a beautiful lake and natural waterfalls and is near an intriguing spiral reef.
Barboda was one island that split in two for unknown reasons, exposing its seacaves in the centre and requiring creaky rope bridges to be built for passage between the halves. The island south of barboda is the best place to start from to get to the decrepit shipwreck to the east.