Maps of Bothea - Undergrounds
Find here Bothea's undergounds main map. Keep in mind that such maps would worth a lot in trades, and remain very rare on Bothea. The most evolved regions such as Home and Knowledge or the Heart 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.
There's a whole level beteen the surface and the undergrounds, it goes like this:
Surface
Crust - Can't be globally mapped (only locally). It's a whole layer of small grottos, passages and caves that links the surface and the undergrounds, pierced by many paths to take for Yevatem. It can take up to two days to travel through it while trying to reach either the Surface or the Undergrounds, but it's rarely longer.
Undergrounds, sea level - You're here.
Undergrounds, below the sea level - can hardly be mapped, only small local regions are mapped. Heavily depends on the region. The caves below the sea level are covered in ice and are very dangerous to roam through, few Yevatem live down there, not enough to map it.
This underground zone is fully covered by the crust, and every place represented on the maps of this page has a roof. Yevatem living here get their light from the bioluminescent flora and flora, eventual holes in the roof, and fire.
(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!)
There's a whole level beteen the surface and the undergrounds, it goes like this:
Surface
Crust - Can't be globally mapped (only locally). It's a whole layer of small grottos, passages and caves that links the surface and the undergrounds, pierced by many paths to take for Yevatem. It can take up to two days to travel through it while trying to reach either the Surface or the Undergrounds, but it's rarely longer.
Undergrounds, sea level - You're here.
Undergrounds, below the sea level - can hardly be mapped, only small local regions are mapped. Heavily depends on the region. The caves below the sea level are covered in ice and are very dangerous to roam through, few Yevatem live down there, not enough to map it.
This underground zone is fully covered by the crust, and every place represented on the maps of this page has a roof. Yevatem living here get their light from the bioluminescent flora and flora, eventual holes in the roof, and fire.
(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!)
Global map
(no names)
Global map
(names and regions)
From left to right on the map: The serene cay The serene cay is a cold place, where life doesn't bloom a lot. It's a very calm region, sought by hermits and people who love when it's silent and easy to live. Somehow, many old Yevatem love to come here for their end of life, and especially many old Velilyevatem who lost their role of leader long ago, replaced by younger or wiser leaders. Some monk Velilyevatem are known to do the trip to the serene cay for the elders' knowledge, but it used to be more common in the past and it's nowadays becoming a rarer tradition. |
The fathomless
The fathomless are a huge part of the planet with only small grottos. A hellish place filled with thin bowels, claustrophobic caves, intertwined with unexplored Oyevat ruins and dangerous gaps, without any source of light... in other words: it's a maze, running high and deep on miles and miles. It's so huge that even explorers gave up on this zone which was simply too hard to map. (To have a Human comparison, the whole zone is about three times the size of Russia in full diameter, not counting the fact that there are miles of depths to it.) Only the very borders of the zone are mapped and nobody would like to go futher, for the exploration requires a lot of crawling in unwelcoming - and sometimes drowned - areas. The zone is known to be an explorer-killer, since many explorers who claimed to be able to go further than their previous colleagues never came back. To this day, Yevatem ignore what secrets could this zone hide, and if there's any secret worth the sacrifice. It's because of the Fathomless that many travellers and merchants take the surface roads to cross it, risking everything in the hot deserts rather than in this hell. |
The Heart's underground (or the Heart)
Dominated by a moutain zone covering an ocean, the whole zone is always unstable. Many mini-earthquakes happen all the time, but it's not enough to afraid Yevatem who live in the region since cycles. Despite the high earthquake activity in the region, it's not a very dangerous one. The mountain on top of it is filled with many unreachable and large caves, carved naturally in a straight way, so much that Yevatem can sometimes see the sky through it, if they're right underneath. The wind also passes through these caves, causing noises that could be interpreted as songs by Yevatem, giving the feeling that the planet herself is singing; and that the mini-earthquakes are her heartbeats - hence the name of the region. Yevatem living here are proud of their region, and could directly compete with Home and Knowledge and the Peaceful Wilds if only they had a better accesses and implementation to the surface. The whole region of the Heart is ruled by a huge council of many Velilyevatem, and then each sub-region, then each city, then each town are ruled by new Velilyevatem that receive their orders from above. This region probably has the most complex ruling system, and it's not rare to witness turf wars among the rulers, although none would admit it.
The weather is warm, even inderground, and the water is lukewarm.
West (Heart)
Directly connected to the Ancestor's alcove both by the West, on earth, and by the North, with rivers, and connected to the surface through many paths, the West part of the Heart's undergrounds is a heavily merchant's one and a place of passage. They're probably the most "party-goers" inhabitants of the whole Heart, since it's common knowledge that their rules are the most permissive of the whole Heart, especially concerning the merchandise. The West tried several times to become an independant region, then abandoned after several of their most important leaders died mysteriously poisoned.
East (Heart)
The East part of the Heart is a producing region. They managed to import many animals and even to grow some plants around the rivers coming from the Fathomless. They also are crafters, and live from what they produce. No wonder why the pirates are installed so close to them...
South (Heart)
If you want to live in the heart of the Heart, Bothea's soul and voice, you first need to be approved in the South region of the Heart. The South is like a Velilyevat factory, where Velilyevatem only accept to reproduce with other Velilyevatem and only keep their child if they has wings. Filled with nobles, this paradise-like environment looks like hell once you try to get friends: rumors say that it's a territory of dissensions. They mostly live of what the East produces.
Bothea's Soul and voice (Botheamitsaal)
If you think that's a pretentious name, you're right. Located in the middle of the Heart, Yevatem and Velilyevatem who live here think that since they live in "the heart of the Heart", there must be located Bothea's soul as well - and her voice, since we can hear "her singing" resonating with the crystals here. In other words, it's supposedly the most pure and sacred place on all Bothea. Add to this that the shape of the roof, naturally carved in this underground, forms a dome. Can't be more royal than this. That's why the population living here believe that they're not only the center of the world, but also the only leaders of the world. Leaders of leaders. And they're not completely wrong: Velilyevatem formed here have the reputation to be the most effective in the world. Whenever a place needs new Velilyevatem to lead, Bothea's Soul and voice can send some. And whenever there is a large conflict somewhere, they can send emissaries and warriors to solve the problem, even if nobody called them. Because they don't only shape perfect leaders, they also shape perfect fighters...
But their realm is mostly underground, and it's rare to see people from the Heart having a peek at the surface.
The moaning depths
Surrounding Bothea's Soul and voice, this sea gained its name with the natural sounds that the whole Heart has. This sea has many merchants travelling here since, well, it's kinda the center of the world.
Dominated by a moutain zone covering an ocean, the whole zone is always unstable. Many mini-earthquakes happen all the time, but it's not enough to afraid Yevatem who live in the region since cycles. Despite the high earthquake activity in the region, it's not a very dangerous one. The mountain on top of it is filled with many unreachable and large caves, carved naturally in a straight way, so much that Yevatem can sometimes see the sky through it, if they're right underneath. The wind also passes through these caves, causing noises that could be interpreted as songs by Yevatem, giving the feeling that the planet herself is singing; and that the mini-earthquakes are her heartbeats - hence the name of the region. Yevatem living here are proud of their region, and could directly compete with Home and Knowledge and the Peaceful Wilds if only they had a better accesses and implementation to the surface. The whole region of the Heart is ruled by a huge council of many Velilyevatem, and then each sub-region, then each city, then each town are ruled by new Velilyevatem that receive their orders from above. This region probably has the most complex ruling system, and it's not rare to witness turf wars among the rulers, although none would admit it.
The weather is warm, even inderground, and the water is lukewarm.
West (Heart)
Directly connected to the Ancestor's alcove both by the West, on earth, and by the North, with rivers, and connected to the surface through many paths, the West part of the Heart's undergrounds is a heavily merchant's one and a place of passage. They're probably the most "party-goers" inhabitants of the whole Heart, since it's common knowledge that their rules are the most permissive of the whole Heart, especially concerning the merchandise. The West tried several times to become an independant region, then abandoned after several of their most important leaders died mysteriously poisoned.
East (Heart)
The East part of the Heart is a producing region. They managed to import many animals and even to grow some plants around the rivers coming from the Fathomless. They also are crafters, and live from what they produce. No wonder why the pirates are installed so close to them...
South (Heart)
If you want to live in the heart of the Heart, Bothea's soul and voice, you first need to be approved in the South region of the Heart. The South is like a Velilyevat factory, where Velilyevatem only accept to reproduce with other Velilyevatem and only keep their child if they has wings. Filled with nobles, this paradise-like environment looks like hell once you try to get friends: rumors say that it's a territory of dissensions. They mostly live of what the East produces.
Bothea's Soul and voice (Botheamitsaal)
If you think that's a pretentious name, you're right. Located in the middle of the Heart, Yevatem and Velilyevatem who live here think that since they live in "the heart of the Heart", there must be located Bothea's soul as well - and her voice, since we can hear "her singing" resonating with the crystals here. In other words, it's supposedly the most pure and sacred place on all Bothea. Add to this that the shape of the roof, naturally carved in this underground, forms a dome. Can't be more royal than this. That's why the population living here believe that they're not only the center of the world, but also the only leaders of the world. Leaders of leaders. And they're not completely wrong: Velilyevatem formed here have the reputation to be the most effective in the world. Whenever a place needs new Velilyevatem to lead, Bothea's Soul and voice can send some. And whenever there is a large conflict somewhere, they can send emissaries and warriors to solve the problem, even if nobody called them. Because they don't only shape perfect leaders, they also shape perfect fighters...
But their realm is mostly underground, and it's rare to see people from the Heart having a peek at the surface.
The moaning depths
Surrounding Bothea's Soul and voice, this sea gained its name with the natural sounds that the whole Heart has. This sea has many merchants travelling here since, well, it's kinda the center of the world.
The gleaming enclave
Deriving its name from the multiple glowing fungi that grows on the roof of this underground, making it looking like a sky, the enclave was first the territory of the Peaceful Wilds' undergrounds. With time passing, more and more people installed here, and the local leaders finally asked for freedom from the Peaceful Wilds. It led to a small, non-violent conflict, that Bothea's Soul and voice solved by giving freedom to the enclave. If it looked like a generous move, it's more probably because the Heart heavily seeks to get this territory as well, and works on it - so they'd better not give it to one of their main rivals. Folks here know that they live in a region that may lose its freedom at any time and it's more and more deserted with time. They're afraid that their peaceful life could suddenly become a warrior's life because Bothea's Soul and voice asked for it, for example. Altough the risk is reduced by the - still protective - presence of the Peaceful Wilds nearby, most people are afraid to be located just between two very powerful regions that don't get along. Ice bay Crystals become a common sight when reaching some depths, but ice? Surrounding the Ice bay, a lot of icebergs can be spotted in the region, due to the cold nature of the poles, which is a very rare thing. The Ice bay itself is so much covered in ice that it's almost impossible to see the ground underneath at some places. A rare sight, for sure, but the most rarer sights are some cities installed here, living from fishing and the ice as source of clear water. They receive almost no visitors and plenty of outsiders never heard of them. They don't travel a lot either. The perfect place if you want to disappear forever. |
Salty sand lagoons Probably the most hated (or the most loved?) region of the undergrounds: Salty sand lagoons is a paraside-like region... filled with valisem. It's a lair to whoever has been made valis, wrongfully or not, by their original society. If a Yevat bears the valis mark, they're welcomed here. And bad news: it's a lair of pirates. Perfectly located between the East Heart's production, the Ports of whispers, and the Fishermen's road, any valis knowning how to ride a boat and not afraid to be a aggressive just has to bend to pick up ressources produced by others. They can be mostly encountered on the sea named "Passage of the brave", an obligatory passage for many unfortunate merchants. They often roam on the Moaning depths as well, but remain more careful because the Heart knows how to defend themselves. There used to be non-valis and non-pirates folks living here before, and if most of them left the region when the pirates arrived, some remained, not afraid at all. The presence of "civilians" among the pirates makes every tentative from the Heart to "clean" this place a failure, and the valisem are enjoying the circumstances. Passage of the brave The name is pretty self-explanatory. The presence of valisem pirates and traps in the sea makes it a "passage for brave Yevatem" only. When getting here, you better cross your fingers, know a safe path, or have a guide who knows the passage. |
Marauder's islands
If you ask the Salty sand lagoons, they'll tell you that the Marauder's islands are part of their region. But it was never officialised for obvious reasons, and it's technically still a part of the Fishermen's road region. However, the valisem won one thing: these islands were previously called the "Jumping fish islands" and were renamed with this more sinister name since the pirates invaded them multiple times. The Marauder's islands used to be fishermen's homes and storage rooms for their fishes, but it's being progressively deserted because of valisem attacks. Fishermen tend to live by the East fungi-invaded coast nowadays. Fishermen's road Tales say that fishing has been invented in this region. Reality has proven that Yevatem used to fish in every region with water long before anyone could prove who caught a fish for the first time. But ah! If fishing wasn't invented here, at least the best boats and the best fishing beasts and systems were invented here! And it's also true that most of the South of Bothea, including the surface, are provided with fishes caught there. But that's not all: this region has the reputation of hosting the best beast tamers, especially for Projelem and Jebarem. Honest Yevatem workers doing honest work, in other words. Most of folks living here inhabit the fungi-invaded coast at the East, to avoid the pirates at West. The waters are cold and the winds are strong, but it's a good life for any sea lover and sailors. Children use to say that's "the place where the wind is so cold it hurts your face." |
Seagrass isles
This region has some special aspects: while the waters are from the deepest on all Bothea, there are frequent pikes of stone reaching to the surface of the water, forming countless of micro-islands that are too small to be marked on a map. Some of these "islands" are only one-meter wide, while its direct surroundings are a direct depth where the bottom can't be seen. It's due to the presence of deep underwater volcanoes sometimes rejecting enough magma to create these spikes. Another peculiarity is the overproduction of seagrass in the region, creating opaque waters. It also creates small to large patches of floating plants that will sometimes cover the islands. For these two reasons, no sailor would imagine dragging a boat here; it would almost instantly crash onto something like a small "island" or pointy rock that was hidden by seagrass. Aquatic animals can be brought here in travels, but animals that aren't used to the poor vision and the bad underwater breathing of the region might suffer from the sudden change. But despite these dangerous conditions, this region hosts among the most impressive cities of Bothea: Yevatem here adapted and built their cities above water, hanging houses against the highest pikes like if they were in the branches of a world-tree, defying gravity everyday in a dark place. They even have zip lines! The water here is cold on most places, but lukewarm above active volcanoes. The bravest Yevatem sometimes love to enjoy the warmth despite the dangers. Dead Projela beaches This specific zone in the Seagrass isles is avoided by most Yevatem. Aquatic life born in the Seagrass land may be used to the harsh environment, but it'll be a tough time for migrating ones. Alas, many migrating animal end up loosing their path in this awful region, and will eventually die on these beaches. The streams in water probably redirects them here. Many different animals end up on these beaches, but the Projelem are the ones who probably shocked the Yevatem more, hence the sinister name of these beaches. |
Home and Knowledge's undergounds Not a lot of regions and cities can brag about being present at the surface level AND at the sea level, especially when they're mostly known for their resplendent world-trees. But Home and Knowledge established in their region so long ago that they didn't stop at ignoring what was under their feet. When they understood that their region also had resources in its undergrouds, they didn't hesitate a second. They however carefully avoided the Seagrass islands' dangers, and drew the limits of their region close to the safe lands. If they're well-installed on the surface, they have a "peaceful conflict" with A Yevat's tail's region. Understand by these terms that both regions keep drawing their region's limit on top of the other, but it never goes further. Folks living in the limit either don't really care, either pick a side and shout in the streets which region is the best. It may eventually lead to a fight in a public place, but it's not a real war. Not enough, at least, for Bothea's soul and voice to consider ever taking actions here. |
A Yevat's tail
It *has* the shape of a Yevat tail, can't you see it? Why would Home and Knowledge take a bit of it at the top? It makes no sense!
Home of peaceful folks, A Yevat's tail never had trouble before Home and Knowledge came and claimed part of their lands. The region suffered from a vast epidemic of Ovscrud disease cycles ago, that lasted for entire cycles and killed many. Heavily damaged by it, inhabitants then suffered from famine. The Black sand coasts helped them in their worst times without asking for anything in return, and they're now allies. Any folks living here will tell you only good things from the Black sand coasts, and the opposite is also true. It's not rare to witness cities from both region exchanging valuable resources, and even sending gifts to the other.
And for their rivers, the passage is free... Except for Home and Knowledge!
The flat sea
None could describe more tranquil sea. Even in the very middle of it, you'll rarely witness huge waves.
It *has* the shape of a Yevat tail, can't you see it? Why would Home and Knowledge take a bit of it at the top? It makes no sense!
Home of peaceful folks, A Yevat's tail never had trouble before Home and Knowledge came and claimed part of their lands. The region suffered from a vast epidemic of Ovscrud disease cycles ago, that lasted for entire cycles and killed many. Heavily damaged by it, inhabitants then suffered from famine. The Black sand coasts helped them in their worst times without asking for anything in return, and they're now allies. Any folks living here will tell you only good things from the Black sand coasts, and the opposite is also true. It's not rare to witness cities from both region exchanging valuable resources, and even sending gifts to the other.
And for their rivers, the passage is free... Except for Home and Knowledge!
The flat sea
None could describe more tranquil sea. Even in the very middle of it, you'll rarely witness huge waves.
Black sand coast
If this region's name is pretty self-explanatory, there's a reason why the sand is so dark: coal, black spices, and a serious lack of light. Old tales say that the coal has tinted everyting it touched in the region, so even the fauna and flora adapted to be dark colored. Rocks and sand beaches are black too, and it's a miracle that the sea remains blue on the coasts. The whole region reunites really rough conditions to build anything. The northern part of it is mistly covered with large beaches of sand, while the rest is covered with round rocks everywhere, and the small, fungi-infested region that remains, is muddy. It didn't scare the local Yevatem, however, who became experts in building on these treacherous lands, using clever methods to create durable homes. It gave the region the reputation to have the best builders, and to only be composed with muscular people. It's of course a cliché, but a cliché that hardly dies because it's partially true. A lot of Yevatem here are taller than usual, and their region forces them to become more muscular than others. This region too had its Northern part stolen from Home and Knowledge cycles ago, but didn't fight for useless beaches. |
The singing reefs
The singing reefs are a rather abandoned region, filled with huge and dangerous crystals hanging from the roof, menacing to fall anytime. What would explain the presence of so many strange crystals here may be the presence of a lot of unexplored Oyevat ruins at the surface: Yevatem didn't take so long to understand that, strangely enough, crystals mostly grow where Oyevatem used to live. The sea isn't so deep here, and some crystals seem to grow from the bottom of it, sometimes even protrudring from the water. And when the water hits it, it seems... to sing. Hence the name of the region. Yevatem are simple creatures when it comes to naming.
People living here are mostly archaeologists, and other folks especially interested in Oyevatem, ruins, or crystals.
The singing reefs are a rather abandoned region, filled with huge and dangerous crystals hanging from the roof, menacing to fall anytime. What would explain the presence of so many strange crystals here may be the presence of a lot of unexplored Oyevat ruins at the surface: Yevatem didn't take so long to understand that, strangely enough, crystals mostly grow where Oyevatem used to live. The sea isn't so deep here, and some crystals seem to grow from the bottom of it, sometimes even protrudring from the water. And when the water hits it, it seems... to sing. Hence the name of the region. Yevatem are simple creatures when it comes to naming.
People living here are mostly archaeologists, and other folks especially interested in Oyevatem, ruins, or crystals.
Ports of whispers
Due to the many coastlines and rivers among the region, it's a country filled with ports. For cycles, Ports of whispers welcomed travelers and merchants, and helped them navigating in these complex lands. Being a central point in terms of travel, they're often very aware of everything that's happening in the world. They're used to exchange news from somewhere in the world in exchange for news from somwehere else. "I heard that! I heard this! It would be happening now!" It became a region both aware of news really fast, but also spreading fake news due to false rumors. Inhabitants being asked to stop spreading false rumours when they had nothing to trade started to whisper their rumours not to be caught, and it gave its name to the region. Despite being directly menaced by the valisem of Salty sand lagoons, it didn't stop them from installing traps in crucial points in the waters. They're also asking for a high price when it comes to indicate to travellers where the traps are placed. Indeed, one can't live in this region if they don't ask for a price when it comes to pass safely in dangerous places! |
High tides haven and The pleasant waters Largely a marshy place, all the visible lands on this map are probably a swamp. The water is lukewarm, and the general temperature is good. Enjoying these conditions, a whole kind of swamp trees and plants develop here, in spite of the complete lack of light: they instead create their own bioluminescence. This unique flora participates in desalinating the waters in the region, and make it a unique place to live in. Maybe Yevatem constantly have their feet in water, but the life is pleasant and comfortable. One could call it a little piece of paradise on the sight of so much flora underground, glowing in every kind of color. Ah, but it also comes with a ton of bugs... Darn it! |
The sharp route or "The teethy ones"
It's said that cycles ago, the Fathomless rocks split in this region from Bothea's hand tracing a road from the tip of her finger. It's now a sea-level region filled with crucial rivers, that links the North and the South parts of Bothea. But the separation of these supports of the surface didn't came easily, and many rocks stayed in place. So much that the rivers's borders are filled with teethy, jaws-like reefs, on which it's easy to sink a ship or to hurt a sea mount. And at some places, the roof is so low that some big ships simply can't pass. Nowadays, most of the zone is mapped and the safest routes are well-known, but it's still easy for newcomers to get lost and to sink.
It's said that cycles ago, the Fathomless rocks split in this region from Bothea's hand tracing a road from the tip of her finger. It's now a sea-level region filled with crucial rivers, that links the North and the South parts of Bothea. But the separation of these supports of the surface didn't came easily, and many rocks stayed in place. So much that the rivers's borders are filled with teethy, jaws-like reefs, on which it's easy to sink a ship or to hurt a sea mount. And at some places, the roof is so low that some big ships simply can't pass. Nowadays, most of the zone is mapped and the safest routes are well-known, but it's still easy for newcomers to get lost and to sink.
Bird's shore
Bird's shore was originally the name of a single port in the region, previously named "High sky lowlands" (but few remember this name, for it was cycles ago.) The port has a lot of connections with the surface, and was (and still is) known for bird importation in the undergrounds. Imported originally in wooden cages, it wasn't rare that birds managed to escape before getting any buyer. The high roof in this region allowed the escaped birds to fly far and to live their life in this new, strange environment. Nowadays the region is filled with birds, of which some of them adapted to the undergrounds by reducing their size and growing bigger eyes due to the darkness, making them, according to some, even cuter. Birds here are a local treasure, and it'll be badly seen to bring any bird-eater animal such as Lyfem. Foaming waves' sea This sea is rather calm, easy to travel most of time. It's not rare to have the company of underground birds who rest on your mount or boat and steal some of the food. The high presence of a glowing kind of plankton in the area makes the sea slightly glowing, and creates a lot of foam in the waves and beaches. A relaxing sight! |
Refuge of sold salt
This is one of the oldest Yevat tales: Long, long ago, Yevatem with powers were accepted among all the others. It was common for everyone to have visions, to master some kind of telekinesis, or even to have unique powers, abilities, or appearances. But these special Yevatem felt soon too superior, powerful enough to refute the Velilyevatem's leadership. Those who had powers then attacked those who didn't, and weren't afraid to use the worst methods for it. But the gods decided otherwise, and even Al Yevat and Ai Bothea themselves all teamed up to stop this threat. All the attackers, made valisem, were then locked up in an underground prison in the region of the Refuge of old salt, which bore another name which was forgotten with time. Since then, it's said that no Yevat can be born with a unique power or appearance, unless they cheated to get it. Only Velilyevatem, wise enough to master such powers, and chosen by the Father himself, can be born with such peculiarities. This is why, still to this day, Yevatem born with peculiar powers are feared and often made valis in many regions. With time, the prisonners' children would have found a way to free themselves from this prison, and installed there. The homes here are built in a special achitecture, like cells carved in stone blocks. What percentage of this story is a tale and what's inspired from potential real events remains a mystery. Time also forgot if the stone architecture was here before this tale, or went after, and what inspired what. The region is fresh and quickly climbs high after the sea level, creating only small beaches and hard to build ports. The lands are filled with huge gaps, giving a rare sight for this special architecture which sometimes looks like a whole city of stone hanging almost magically above the void. Rumors also say that peaceful valisem, who have been made valis only because of a power they had (and not because of a crime), or anyone who for some reason would have been excluded from their original region, would be welcomed here. |
Cold lands
The Cold lands are avoided by most life. Many reasons are the cause: the weather is cold, and it's said that remaining here for too long will freeze your bones and then, your soul. The North even has icebergs and ice, merging with local crystals. These ice and crystals grow in a strange way, from the ground to the top against the gravity, turning the ground into either large pools of ice you'd slip on, or into countless of little spikes that hurt the feet. But the rough paths of this place aren't the only reason why it's deserted: there's a feeling, something in the heart or the soul, that makes Yevatem think think it's not a good idea to remain here. A bad chill, a cold hand caressing your back, a "bad feeling about this place," like if it was haunted. Maybe it's the eerie silence of the place, maybe it's the aggressive undergound fauna, or maybe it's something else. The presence of the Maze, this deep underground where the Silma happened, is maybe the beginning of an explanation. |
The uncanny tides
The rare, central lands of this region are known to be very flat on miles, and the sea, to have its own behaviour. Every time Seles, the huge gazeous planet, comes close to Bothea, there's a powerful tide effect in this specific region. The lands being so flat, the tide engulfs most of it, so much that a big portion of what's visible on the map diseappears under water. Depending on the region, only a few inches to several feet will be covered. But it doesn't prevent life to bloom and Yevatem who installed here to built houses on stilts. Just like the High tides haven, the place is filled with life and a generous fauna and flora. But a lower, almost claustrophobic roof, and the strong tides makes it a less paradise-like region than its neighbor. The first generations who installed here were surprised by the tides and a lot of their homes were destroyed in the process, which gave its name to the region. The moist ground attracts many crustaceans, which is the main diet of locals, with algae. Uncanny shoals This sea, and this specific passage, are shoals. It may be a wide sea but only small boats or animals can cross it. During the high tides, bigger boats can cross it; but they must be fast or might remain stuck on a shoal! There are several abandoned boats in the region, after the tide trapped them. When the tides are at their lowest, it would be possible for a Yevat to cross this passage barefeet to reach another region, with a bit of swimming from time to time, if only a Yevat would be crazy enough to attempt this journey of walking for months. |
Red sand coasts
This region owes its name to a specific kind of tree which grows edible black berries. They don't have a strong taste until boiled. Their juice is a vivid red that tints everything strongly. (For a Earth comparison, think about beets.) The trees solely grow on sand and in dark areas. The species enjoys the presence of many Syntylem in the areas, who grab the berries and scatter them and the seeds everywhere. Yevatem used to believe that cycles of the presence of this tree in the region tinted even the sand of the coasts. But the truth is that the rock and sand of the region were already red too naturally. There's also a high amount of fungi forests in the area, and the Red sand coasts are unofficially called the "crazy fauna and flora lands" because of all the cited above. |
The misty cave, the Angry sea, and the Thunder reefs
With one of the lowest roof in all the undergrounds, this region is often refered as angsty and claustrophobic. At some places, the roof even touches the sea! This peculiarity creates a lot of humidity and ambient moist. The water is lukewarm and generates lot of mist too. Breathing the hot, thick air here sometimes feels like directly breathing underwater, and many would complain about it. The waves of the sea shatter against reefs and roofs, and slam in a noise similar to thunder. The sea is reputed to always be angry and hard to navigate in, even if it's not always true. Around the Thunder reefs, huge waves can be witnessed, sometimes 10 meters/33 feet high, sometimes even more. Living in the middle of giant fungis, the population here developped the "cure through warmth", using baths of warmed water (the pools usually are installed above smithing station that never shuts down) to create literal saunas. Even if Yevatem pant instead of sweating, they can sweat when placed into these saunas, and it'll help them evacuating extra body toxins. Due to the hot and moist environment, it's not rare to see Yevatem of this region having little drops of water on their body. The locals are often called "the moist ones." They're known to have a lot of forges and craft a lot of metallic tools. Most of their homes are carved into stone, since any imported wood would quickly bend and rot due to the ambient humidity. |
Peaceful wilds' underground
If the Peaceful Wilds claimed this territory long ago, it's only recently that they started really colonizing it. They used to willingly ignore what was happening under their feet, but they recently showed an interest for the undergrounds and started establishing homes and rules down there. They think they're not well placed in the undergrounds, stuck between a mad sea, a deserted enclave, and a crazy refuge, the whole inside a very cold weather. And they're probably not wrong! If they can have the rare sight of some ice in the horizon, it's all they have to comfort themselves. They used to own the Gleaming enclave, but they lost it because of the kings of the undergrounds: Bothea's soul and voice, and the Heart. They try really hard to remain one of the most important place of Bothea but alas, their bad underground location only makes them powerful at the surface. Their coastlines are weak and undevelopped, and they currently work hard to import and grow here. Their important connection with the surface is their only good point, which attracts a lot of toursists, travelers and nobles. "The prettiest jungles in the world!" ... But don't look at the cold and sad undergrounds. |
The ancestors' alcove
Owners of one of the largest discovered Oyevat ruin, that they turned into a gigantic city, people's pride here are the ruins. They have a lot of them, and mostly live of tourism. They are poets, archeologists, story-tellers, clothe-makers... Masters of the nobles arts, in other words. One could argue about the way they "respect" the ruins, but they wouldn't listen. They have a strong connection with the Arch above them, are are known to share the love for theaters and spectacles too. Sea monster's home Legends say that a sea monster lives here. Witnesses reported having seen a monster's head since cycles, and almost every day a new legend pops about this "monster." Everyone has their own theories about it, but the good point of it is that it prevents children from swimming too far in the sea. Is there really a monster, is it an abnormally large aquatic animal, are there only rocks shaped like a monster's head in the dark, who knows? The monster never attacked travelers, so it's more a local legend rather than a real threat. |