Maps of Bothea - Surface
Find here Bothea's surface main maps. Keep in mind that such maps would worth a lot in trades, and remain very rare on Bothea itself. The most evolved regions such as Home and Knowledge and the Peaceful wilds can have such global maps, but they'll only let the worthiest have a look at them. Most of cities and towns will create their own local maps, but since it remain an expensive thing to create, maps are a very rare resource. Nomadic merchants are known to remember the places they travelled into.
(As usual, any picture here can be used for free in your YVVO projects. These AI generated images are "ethical", read why in the rules!)
(As usual, any picture here can be used for free in your YVVO projects. These AI generated images are "ethical", read why in the rules!)
Bothea's global map
(more maps if you scroll)
From left to right on the map: Jungles - North hemisphere Home and knownledge, or in their language: "Melystuhei," is probably the most populated region on Bothea. In a way, it can be considered as the world's capital city, or region! With an incredibly high amount of cities and towns, they can brag of being the most developed place on all Bothea... and they wouldn't be wrong. Most people living here are either knowledge keepers, either knowledge seekers. And most of them are proud, noble-like and sometimes even a bit arrogant. We could imagine that the best life conditions are here, but that's at one condition: you've got to be somebody, to have a name. If you're a "peasant," you'll probably work for the "most deserving ones." Many Yevatem dream of visiting this region at least once in their life, either to see the elite of their species, or to witness with their own eyes the highest and biggest world-trees Bothea has ever created. The region is connected with the Quiet woods and A Varveleil's roar through the North. |
The playful forest - This region got its name from the high ammount of animal-plants hybrids populating it. For example, Nyokuem replace many flowers and hide in the grass; and it's said that the Yevat who named this region got surprised by many plants that became alive along their path. In general, it's safe to say that the population of wild creatures in this region is higher than usual, probably because only a few Varveleilem wander there. It's also the last place to gather resources from before taking the deadly passage if you're going to travel, and your last playful moments before several weeks. Misty rain forest is a place where the weather is capricious, but the life is good. It's a region with calm neighbors, where it's excellent to raise children or to live your old days. It's close enough from Home and Knowledge to attract merchants, and at the same time far enough from them to be at peace and avoid their hierarchy wars, or whatever they're doing in these huge tree-citites. |
Haunted groves - Stuck between mountains and scattered with high blocks of rocks and cliffs, the haunted groves have the reputation of always being dark, deprived of sunlight. This lack of light tinted the local trees into very dark shades (in their vain hope of absorbing/attracting more sunlight when it's noon), resulting in the general fauna's camouflage to be darker as well. There are also a lot of glowing bugs in the area, giving the place an ominous look. In other words, everything's creepy in there, and that's enough for many to be superstitious and to avoid the place, hence the name. But the clever ones will understand that the lack of light comes with an advantage: the region is much fresher and enjoyable. Quiet woods - There's nothing much to say about the Quiet woods: they lived in the shadow of Home and Knowledge for decades, and are mostly a calm stop-by for merchants. Many Yevatem here have a humble life, and have the reputation of being the most kind (and harmless) Yevatem on Bothea. Or at least, that's what everyone thought before the recent events, since Silmael's humble town is located in the Quiet woods... |
A Varveleil's roar - Legend says that the first thing that the first group of Yevatem exploring this region heard was a Varveleil's roar. It wouldn't be surprising since there are many Varveleilem populating the region. Local Yevatem learnt how to live with this constant winged threat and, surprisingly, it looks like Varveleilem learnt to live with their small Yevat neighbors as well. If they most of time ignore each other, Yevatem living here better not try to have pets or mounts, since they're quickly found and eaten by the dragons. Folks living here enjoy a life mostly in a complex of tunnels very close to the surface where they enjoy freshness, shadows, and bathes.
Deserts The whispering expanse - Many thin, plate-like rocks scattering the region seem to "sing" or to "whisper" when the desert winds pass through them, hence the name. The great desert - Nothing much to say here; you'd better be prepared to walk for weeks, to be dehydrated, to be too hot, and to see nothing but sand and rocks on miles. The rare towns and cities are mostly based on the high levels of undergrounds rather than directly on the desert, and it's hard to spot them. Don't even try to cross it if you're unexperienced, for the dangers are many and the rewards, almost inexistant. Dreadful steppes - If the presence of a lot of Varveleilem in the area isn't enough for you, the amount of wild animals and predators here should be enough for you to naturally avoid the region. However, it's a frequented path taken by merchants since the region is mostly flat, and caravans can easily pass there. |
The deadly passage - Surrounded by the moutain ranges named The insect's mandibles, the deadly passage is frequented by many merchants, travellers and nomadics. That's because the mountains offer shadows and hideouts in the night, which increases the life conditions to travel in the desert. It's also one of the most mapped region of Bothea, and these maps are easy to obtain. However, it's also the place where valisem love to prepare traps and attack caravans to gather their resources. If you're going to take the deadly passage, you must be prepared before. Restless savanna - In the Restless savanna, nothing sleeps. Days and nights are always eventful, for the local fauna and flora are vivid, and the old Yevatem tribes are known to be at war between each other. If you're a stranger here, you'd better keep a low profile. Misty wastelands - The region is anything but flat. Many earthquakes created huge faults and rifts, so large, wide, and numerous that they're impossible to cross for Yevatem. It explains why the region is mostly abandonned, and why nobody has yet discovered the many Oyevat ruins present here. In the mornings, Bothea "breathes" through these faults, creating the general fog of the environment. If that isn't enough, the lands are said cursed, preventing the last curious souls from reaching them. |
Burnt lands - The Burnt lands owe their name to the multiple Varveleil wars constantly occuring here. Their fire breath sets everything on fire, and the hot sunlight doesn't help it to turn it off. It's said that even the sand burns here. Most of the horizon is burnt, bears no life, and is sometimes simply covered with ashes. If you come during a battle, you'd better run faster than the fire spreads.
Open flats and No water lands are similar in every points to the great desert. They're mostly abandoned places, covered with sand and rocks.
The Arch - If you were looking for a very original place on Bothea, you found it in the Arch. Despite being a desert region, the Arch is a place full of life and animation. Not only theater and martial arts have been invented here (as well as many other animations and entertainments,) but it's also said that Yevatem living here never sleep and are always partying. Strangers love to call them "the noisy Yevatem," or "the Yevatem who always remain children and immature." But that's not the main reason why the Arch is known world-wide: they're good at raising and living with Varveleilem. A bit more than 3% of the population is composed with dragons (that's one Varveleil for every 30 Yevatem, the highest amount on Bothea) and they are friendly, and living with Yevatem in harmony (when they don't set things on fire.) The whole economy, art, culture and means of transport is based on the fact that Varveleilem are heavily present. Some places and cities can only be reached on the back of a Varveleil. Yevatem living here tend to think like their Varveleil brothers, and can be territorial and proud. For this reason, the west and the east regions of the Arch used to be art war for cycles and many times in their history, but they're currently in a fragile peace. If merchants absolutely love to travel in the Arch for their very original and local productions (such as dragon scales capes, or dragon teeth necklaces, that's worth a lot in other regions) it's another story if you're simply a stranger who wants to live or visit this region: other Yevatem will think that you're crazy and immature to want to visit "such an indecent, uninhibited, carefree, shameless and reckless region."
The passage - Somehow, the passage is a region that has been spared by most of the desert expanse of the planet's equator. Raised above the desert level, the passage is covered with light forests and grass, and even enjoy some world-trees from place to place. It's truly the safest way (at least on the surface) to travel between the North and the South, while avoiding the rough life conditions of the desert. Folks living on the passage enjoy one of the most used merchant's path and thus, can trade a lot. Some folks love to call that passage "the center of the world."
Rabia's paws - As indicated by its name, Rabia's paws is infested by Rabiem, more than in any other desert. Folks living here made of this invasion an identity, and carve symbols of Rabia's paws on the Oyevat ruins they turned into new homes.
Jungles - South
The Oasis - Surrounded by deserts and moutains, this region seems lost and abandoned. But once you visit it, you want to never leave: Having the most varied and colorful fauna and flora on Bothea, this region looks like paradise. More: a high ammount of surface's water sources spit water at the surface several times in a month, creating rainbows under the sun and refreshing Yevatem. It's said to be one of the most beautiful places on Bothea. Add to this a surface Oyevat complex ruins, with an especially beautiful and well-preserved achitecture, and you have the prettiest and most touristic region. However, since the Oasis is close to nothing, Yevatem tend to leave the region quickly because of boredom.
Open flats and No water lands are similar in every points to the great desert. They're mostly abandoned places, covered with sand and rocks.
The Arch - If you were looking for a very original place on Bothea, you found it in the Arch. Despite being a desert region, the Arch is a place full of life and animation. Not only theater and martial arts have been invented here (as well as many other animations and entertainments,) but it's also said that Yevatem living here never sleep and are always partying. Strangers love to call them "the noisy Yevatem," or "the Yevatem who always remain children and immature." But that's not the main reason why the Arch is known world-wide: they're good at raising and living with Varveleilem. A bit more than 3% of the population is composed with dragons (that's one Varveleil for every 30 Yevatem, the highest amount on Bothea) and they are friendly, and living with Yevatem in harmony (when they don't set things on fire.) The whole economy, art, culture and means of transport is based on the fact that Varveleilem are heavily present. Some places and cities can only be reached on the back of a Varveleil. Yevatem living here tend to think like their Varveleil brothers, and can be territorial and proud. For this reason, the west and the east regions of the Arch used to be art war for cycles and many times in their history, but they're currently in a fragile peace. If merchants absolutely love to travel in the Arch for their very original and local productions (such as dragon scales capes, or dragon teeth necklaces, that's worth a lot in other regions) it's another story if you're simply a stranger who wants to live or visit this region: other Yevatem will think that you're crazy and immature to want to visit "such an indecent, uninhibited, carefree, shameless and reckless region."
The passage - Somehow, the passage is a region that has been spared by most of the desert expanse of the planet's equator. Raised above the desert level, the passage is covered with light forests and grass, and even enjoy some world-trees from place to place. It's truly the safest way (at least on the surface) to travel between the North and the South, while avoiding the rough life conditions of the desert. Folks living on the passage enjoy one of the most used merchant's path and thus, can trade a lot. Some folks love to call that passage "the center of the world."
Rabia's paws - As indicated by its name, Rabia's paws is infested by Rabiem, more than in any other desert. Folks living here made of this invasion an identity, and carve symbols of Rabia's paws on the Oyevat ruins they turned into new homes.
Jungles - South
The Oasis - Surrounded by deserts and moutains, this region seems lost and abandoned. But once you visit it, you want to never leave: Having the most varied and colorful fauna and flora on Bothea, this region looks like paradise. More: a high ammount of surface's water sources spit water at the surface several times in a month, creating rainbows under the sun and refreshing Yevatem. It's said to be one of the most beautiful places on Bothea. Add to this a surface Oyevat complex ruins, with an especially beautiful and well-preserved achitecture, and you have the prettiest and most touristic region. However, since the Oasis is close to nothing, Yevatem tend to leave the region quickly because of boredom.
Lost realms - Anyone living in the Lost realms is having a rough life. It's simple: nobody stops by the Lost realms: indeed, they have nothing more than another region, and they live in the shadow of the Oasis, where every merchant and nomadic prefer to go. The Lost realms learn every news months after they happened, and must live with the food and textiles they can produce themselves. It's the perfect place for a hermit, or for sombody who'd like to hide. If the rare cities are said to be pretty normal, there are rumours that the wild tribes of Yevatem you'll encounter first are from the weirdest type, and that they don't welcome strangers very well. The cocoon - Hard to reach, you have to cross the Peaceful Wilds before seeing the Cocoon. Folks living here probably have the most tranquil, calm, and easy life. Almost no predator wander in the region and there's everything a Yevat needs in life to live at hand. Yevatem here live in world-trees and have the reputation of sleeping in oval-shaped lianas beds hanging far above the ground, hence the name of "cocoon." But since it's a pretty lost place, people often move to the Peaceful Wilds for it's a more active region. |
Happy glades - The Happy glades are exactly what they sound to be: sunny meadows and light forests, where life is simple and humble. If Yevatem usually don't practice agriculture nor have any farms, the Happy glades are an exception to the rule. It's the only place of Bothea you'll witness real and large fields, farms, and packs of Bokem or other animals raised for their wool or their meat, or sometimes for their company. Yevatem here are not afraid to work hard in exchange of the stability it offers. The Happy glades are also a must stop-by for any nomadic or merchant seeking the best mounts in the world. Bloodthirsty paradise - This region bears its name pretty well: not only the most dangerous and poisonous fauna and flora seems to be living here, but there is also a high concentration of acid-spitting Varveleilem in the area. In other words: it's pretty, but it's best to avoid it. Sleeping trees - The region owes its name to the peculiar shape of the trees growing there: they seem heavier than regular trees, and their branches tend to bend to the ground. It's pretty useful when you want to shape natural bridges between world-trees, and that's exactly what local Yevatem do: cities here are huge and ultra connected to each other. Rumors say that this region is the best to have visions in your dreams... but that's probably only rumors to attract Velilyevatem. |
Place of giant fungis - There are giants fungis in every jungle and forest of Bothea, but this place is especially invaded. Every kind of mushrooms grows here and trees are almost hidden by the high amount of fungis. Large and really light cloud-like fungis grow on top of world-trees and catch the sunlight in their stead, and their roots/mycelium act in a symbiosys with the trees. The scent of this region is known to be rancid and dry, and spores often scatter in the air.
The Vicious jungle owes its name to the numerous holes in the ground and cave access, as well as being one of the region with the most numerous earthquakes per cycle on Bothea, constantly changing the hoziron. Not only it's easy to get lost, but it's also easy to fall into natural deadly traps. At this point, the population of Varveleilem living in the North of this region is just a danger like another. The alcove - If you're a peaceful hermit, that's where you'd like to live. The Alcove is rarely visited by merchants (if not never) and the population is very, very low. Your closest neighbors can be miles away, and you can spend a lifetime without meeting anyone else. Peaceful wilds - This region is the second most developped and evolved region on Bothea, just after Home and Knowledge. Folks living here are not as proud as their direct rival, but the two regions are known to be quite competing. Luckily, they're literally at the opposite sides of the planet, and don't enter in a real war. Folks from the Peaceful wilds also have a lot of knownledge and, on the contrary to their rival, are more likely to share it. Alas, they suffer from the reputation of being weaker than Home and Knowledge due to the poor dangers of the region, and you'd have a better fame saying that you visited Home and Knowledge rather than the Peaceful wilds. |
Mountains
The high lands are known to bear a high amount of deadlands and to be, anyway, too high to reach for any Yevatem. The lack of oxygen on the highest peaks makes it a mountain mostly avoided by life in general. Varveleilem living here use the deadlands as cemeteries. The insect's mandibles - This name concerns the two moutains ranges surrounding the deadly passage. They're extremely sharp and pointy rocks that are hard to cross through. Sometimes, and mostly in old tales, they're also called "The beast's jaws." Cold rocks - The moutain ranges composing the cold rocks is a mostly abandoned place, where the air is fresher than anywhere on Bothea. It's due to their undergound mostly composed with ice, freezing life everywhere and preventing flora to grow on it. Lone soul hills - The dark fame of the Haunted groves just nearby tinted the Lone soul hills mountains as well. This, and the high amount of deadlands as well gave the mountains a reputation of "home for the dead." The Arch mountains - Surrounding the Arch in a pretty and almost unnatural way, they contribute to the Arch's reputation of microcosm, making the region a small second world into the world. They're also an excellent playground for local Varveleilem and riders. They're the reason why the Arch is difficult to reach if not on a dragon's back, and why the Arch remained so long separated from the rest of the world before being discovered again. |
The sister - Not everyone is aware of it, since it's a well-kept secret, but these mountain ranges are filled with tunnels linking the Lost realms and the Cocoon. They keep this secret to avoid most of merchants to take these tunnels, so they can remain little and discreet regions enjoying the calm of their respective regions. This mountain range is also the personification (or should we say, the 'mountaintification?') of Seles, the big sister and the neighbor planet of Bothea, a recurrent theme in many Yevat stories (with the big and the little brother.) In the Yevat language, they're named the "Seleshorem."
The big brother - It's not the highest mountain range of Bothea, but it's surely the longest. The big brother represent Ma'ni, the biggest sun of their system. It's also a recurrent theme in Yevat stories. In the Yevat language, they're named the "Ma'nihorem."
The little brother - Under the protection of the big brother, but also wilder and more suited for explorers, the little brother is an excellent place for walks and discoveries, if you've got what it takes to explore nearby the Vicious jungle. The towns and tribes nearby have rites of passage which consist in reaching the highest peaks. The little brother represent Kubo, the smallest sun of their system. It's also a recurent theme in Yevat stories. In the Yevat language, they're named the "Kubhorem."
The Silent mountains are the south counterpart of the Cold rocks. There's nothing more to say.
The Heart - Often named "the second center of the world" (the Passage being the first), old tales say that you can hear heartbeats while wandering in this mountain range. This can be explained by the fact that these mountains are hollow, filled with gigantic caves and Oyevat ruins, and a single footstep or the flap of a wing a mile below would resonate for hours, hence the sounds making you believe that Bothea's heart could be here.
The big brother - It's not the highest mountain range of Bothea, but it's surely the longest. The big brother represent Ma'ni, the biggest sun of their system. It's also a recurrent theme in Yevat stories. In the Yevat language, they're named the "Ma'nihorem."
The little brother - Under the protection of the big brother, but also wilder and more suited for explorers, the little brother is an excellent place for walks and discoveries, if you've got what it takes to explore nearby the Vicious jungle. The towns and tribes nearby have rites of passage which consist in reaching the highest peaks. The little brother represent Kubo, the smallest sun of their system. It's also a recurent theme in Yevat stories. In the Yevat language, they're named the "Kubhorem."
The Silent mountains are the south counterpart of the Cold rocks. There's nothing more to say.
The Heart - Often named "the second center of the world" (the Passage being the first), old tales say that you can hear heartbeats while wandering in this mountain range. This can be explained by the fact that these mountains are hollow, filled with gigantic caves and Oyevat ruins, and a single footstep or the flap of a wing a mile below would resonate for hours, hence the sounds making you believe that Bothea's heart could be here.