The 7 wonders of the (homebrew) world


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Natural

Falg Snowfield – Near the end of the Arm of Haruk, a peninsula stretching across the equator, there lies the dense jungles of Tika-Mahn. The sweltering heat is exhausting, and the insects and predators are deadly. However, in the middle of this jungle, almost right on top of the equator, there, almost suddenly, lies a frigid field of ice and snow, where white flakes slowly drift down underneath an unceasing cloud cover. No explanation for the hundred-mile radius tundra and environs, and it’s unlikely any ever will.

Eden’s Gate – In the islands of Arcadia, south of the island-continent Mu, there lies a series of much smaller islands formed of reefs in the warm, shallow seas. One of these is almost nothing more than the root system of a massive oak tree reaching two miles into the sky. The tree is covered in soft, green moss, and ancient marble ruins lie about its base, along with a strange arch set into the tree itself. The arch is called “Eden’s Gateway,” whether or not it leads to the mystical floating island is not known for sure.

Nazro Desert – Toward the end of the Goddess War, or so the legend goes, the personification of Gaia herself strode across the land, striking down the main forces of the magitech armies, creating this vast section of land, taking up almost an entire continent. The desert seems inescapable at a point. Those who entered have never returned. Magi gazing into the mana realms from a distance claim to see a sickening purple glow hanging about the area.

Sea of Sorrows – A place rumored to once be the home of the ancient Phrynosan empire, now reduced to a series of islands in the Khufu Sea interconnected by bones and mud. Skeletons and single bones litter the ground and beach. A constant light emanates from the strange red motes of flame that flit among the piles of the dead. There is no knowledge of where all these dead beasts came from. Humans, animals, Phrynosans, even the occasional rusted hulk of a golem litter the landscape. Atop it all, there is a cliff overlooking what was once a valley, and is now a bay with spires and curving architecture that looks oddly like a giant ribcage.

Air Corridor – Chunks of this mountain range itself seem to be missing, causing many of the mountains to literally hover in midair, yet the rocks maintain integrity. Vicious winds whip through the missing portions like channels, creating horrendous sounds. Great beasts prowl among the empty spaces like sharks in the seas.

Crystal Beach – At the edge of the continental shelf of Southern Arna, an air line runs along the lip of the dropoff. Glowing white crystals grow far beneath the waves, and the grinding action of the currents there causes chunks of crystal to break off and drift toward shore. It is ground up further as it travels along, until it at last reaches the beach. Pure white during the day, the entire beach is lit up at night as the sand glows with a soft light. Strange fish found nowhere else in the world call the lagoons of south Arna home, and the beaches themselves are taboo places where restless spirits are said to dwell.

Nymal Forest – This section of forest, deep within the wilds of Daum, is a sea of blue-green amid rocks and wasteland. Wellsprings of Manastream, a softly glowing violet fluid, secretly pulse beneath the landscape. The trees are hearty, but strangely shaped, spiraling and branching into crystalline leaves that themselves give off a pale light. Dreams and are said to be given life here, and many a visitor has claimed to hear strange sounds. Those getting lost in the forest are known to have found gateways into the mana realm, the mysterious world Magi see when they dream or squint off into the distance.

Man-Made

Sky City – Once called Farwhail, the nobles of the kingdom of Sirnoth took a liking to the zeppelins and dirigibles invented in the early 3400s, and moved their castle suites into vast floating balloons. Their subjects slowly followed them, and the city below now lies in ruins, with a vast sea of blimps and dirigibles of all shapes and sizes in the sky, held inside an endless storm created by the air magic used to hold them together. Vehicle suspensions and bridges allow drivers to travel between the larger airships while all manner of planes and other aircraft zip among the bags of gas and magical energy.

Magitech Ruins – Skyjockeys flying over the Purum Sea during the later years of the Great War reported back seeing “strange lights” and “marvelous illumination” beneath the surface of the sea far below them. Investigation revealed that among the deep seas amid tropical islands laid the ruins of a magitech civilization from before the Goddess War. These ruins far below the ocean’s surface still glow with unearthly light, and may still contain pockets of air.

Copeland – The City of the Beast. Settled in 765 by Lewis Drinker Cope, this coastal land soon grew into a massive city like any other, but with one important difference. A gigantic, four winged reptile hovers over the city, it’s enormous wingspan stretched out over the land. Every so often it will readjust its wings. It is said there will come a time when the beast moves, but for over three thousand years, it has remained silent and immobile.

The Golem – Not a massive structure, but instead a wonder of modern magic, no one is quite sure how the golem works. Also known as an android, it’s certain that magic was used in its construction, but the knowledge making of any magical items has been lost to time. The company that built them mysteriously fell out of business. Inside each is a small softly glowing box with the Tourmekian word for “life” upon it. No one knows what is inside, and all attempts to open it have ended with insanity.

Sea of Time – The infamous Poroit Experiment of 3419 allowed a non-Magus for the first time a glimpse into the mana realm. The experiment itself had not gone well, forcing a much media-covered event and spelled the last stand for the organization known as the Silent Cabal. The warehouse that was used in the experiment still resonates with magical energy. Anyone entering finds themselves upon a dark plain of glass that looks like a sea frozen in time. Staying for long causes the feet to get wet or, if you stand still long enough, your soles to sink in just a bit; the sea isn’t frozen after all, just slow moving and dense.

The Cathedral at Poroit – The second wonder in Poroit is the cathedral the city houses. Priestesses and Keepers began to build the cathedral in 2 GY, and have not stopped until the current year of 3454 GY, resulting in a massive structure that spans several miles of ground. Buttresses, parks, multiple floors, gargantuan carvings, and oddly located stained glass decorate the immense building. They're even still going, with scaffolds and construction crews being a common sight.

The Pillars of Durmoth – In Maeri, this is a series of massive stone pillars hanging in the air through some unknown magical means. The pillars range in size from ten feet to a mile in height, and seem to form a kind of road towards statues of Gaia and several other, older even more bizarre gods. The statues are the size of skyscrapers, yet the figures are sitting. Were they standing, they might reach even farther. Their size is impossible; some form of magic obviously holds them up. The ground at the base of each statue is littered with piles of old swords, and a field of rust extends nearly three miles from the statues themselves. No one knows how the pillars or statues were formed, just that some ancient empire built them.
 
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