The world of Bennick has many fantastic locations and sights to see, now, not everyone will see all of them, in fact, seeing all of them would be an adventure in itself. But more locations will be always be discovered, so don't think this is all of them. For now.
The Elder-Glen
A view from deep within the jungle, looking out.
The Elder-Glen is supposedly the birthplacee of plants. It was originally created when Kirim's twin daughters, Belcum and Celbum, fought over who controlled the dominant breed of plants. Supposedly, Belcum won out, but the plants soon took a shape similar to Celbum's own plants, however, further enraging Belcum.
It is rumored that the massive tree in the center of the jungle of weeds and roots is a cult of worshipers to Belcum, and that only by Celbum's sheer will the forest doesn't devour the world.
Even with all the superstitions about Kirim's children, the forest is home to dozens of tribes and villages of Plant maidens and barons call the Elder-Glen home, and reside within and even in some of the larger trees. They have adopted tribal-like characteristics, and are one of the main reasons the massive trees stay where they are, otherwise money-lusting pioneers would have chopped down and sold the probably incredible wood from these towering trees.
Several massive rivers surge through the elder-glen, fueling the massive growth of the plants, but since the plants are so dominant, the rivers are constantly forced to take new routes and bends, so sections of the jungle are constantly losing and gaining sources of water. At times, one or two rivers will merge at a point, creating a massive flooded area in the forest.
Dozens of living plants such as Root Spawns, Treants, Dryads, and the like roam the trees and brush, ambushing potential pioneers, adventurers, and even one another, resulting in a sort of plant war.
It is rumored that the massive tree in the center of the jungle of weeds and roots is a cult of worshipers to Belcum, and that only by Celbum's sheer will the forest doesn't devour the world.
Even with all the superstitions about Kirim's children, the forest is home to dozens of tribes and villages of Plant maidens and barons call the Elder-Glen home, and reside within and even in some of the larger trees. They have adopted tribal-like characteristics, and are one of the main reasons the massive trees stay where they are, otherwise money-lusting pioneers would have chopped down and sold the probably incredible wood from these towering trees.
Several massive rivers surge through the elder-glen, fueling the massive growth of the plants, but since the plants are so dominant, the rivers are constantly forced to take new routes and bends, so sections of the jungle are constantly losing and gaining sources of water. At times, one or two rivers will merge at a point, creating a massive flooded area in the forest.
Dozens of living plants such as Root Spawns, Treants, Dryads, and the like roam the trees and brush, ambushing potential pioneers, adventurers, and even one another, resulting in a sort of plant war.
Hazza's Tomb
A small way into the cave, looking in
In case you're thinking of delving this ancient place in hopes of meeting a god, don't. Hazza doesn't actually rest in Hazza's Tomb, no matter how strange that sounds.
In reality, many of Hazza's worshipers end up here because it is a place of pestilence, disgust, and disease. It is filled with disease-carrying creatures and disciples alike, and all are in league to keep intruders out.
Even though the tomb is a disgusting place, it is also rumored to be filled with many of Hazza's artifacts, but they are viciously guarded by both Hazza's disciples and what are called the "Spawn of Hazza".
Every few minutes spent inside the tomb is enough to give even the strongest Crystarian a crippling disease. Every known, and plenty of unknown diseases frolic throughout the entrance cave and tomb itself, infecting anything without a complete immunity to the diseases in the first place.
Some surviving spelunkers have emerged as vampires riddled with diseases, or as mere Thralls or Hazza himself, grotesque visages of disease personified. The range is great, and luck is an incredible factor upon diving into the filthy place, but it's up to the adventurer to decide if the rewards are truly worth it.
In reality, many of Hazza's worshipers end up here because it is a place of pestilence, disgust, and disease. It is filled with disease-carrying creatures and disciples alike, and all are in league to keep intruders out.
Even though the tomb is a disgusting place, it is also rumored to be filled with many of Hazza's artifacts, but they are viciously guarded by both Hazza's disciples and what are called the "Spawn of Hazza".
Every few minutes spent inside the tomb is enough to give even the strongest Crystarian a crippling disease. Every known, and plenty of unknown diseases frolic throughout the entrance cave and tomb itself, infecting anything without a complete immunity to the diseases in the first place.
Some surviving spelunkers have emerged as vampires riddled with diseases, or as mere Thralls or Hazza himself, grotesque visages of disease personified. The range is great, and luck is an incredible factor upon diving into the filthy place, but it's up to the adventurer to decide if the rewards are truly worth it.
Prothmere's Hall
A place of not only order and peace, but of battle and holiness. Prothmere's Order reside here; yet anyone, evil and good alike, are welcomed within the halls, libraries, etc.
The only reason so many people are so openly allowed inside, is mostly because getting to the actual hall is a feat within itself. Not only is it located in the most desperate dunes of the eastern desert of Everia, but it is locked within cliffs and mountains alike.
Even though filled with order and laws, battles and training fill the halls and echo throughout the building. Warriors from all around come to test their merit, or compete for Prothmere's favor, the most venerable paladins and priests usually emerging as the victors.
The hall itself is the polar opposite of Sekri's domain, and her zealots and worshipers struggle to so much as come near the sacred place, yet every so often, one manages to sneak in.
The only reason so many people are so openly allowed inside, is mostly because getting to the actual hall is a feat within itself. Not only is it located in the most desperate dunes of the eastern desert of Everia, but it is locked within cliffs and mountains alike.
Even though filled with order and laws, battles and training fill the halls and echo throughout the building. Warriors from all around come to test their merit, or compete for Prothmere's favor, the most venerable paladins and priests usually emerging as the victors.
The hall itself is the polar opposite of Sekri's domain, and her zealots and worshipers struggle to so much as come near the sacred place, yet every so often, one manages to sneak in.
Middlemist
Ships that travel between Ellesma and Everia frequently run out of supplies halfway through the ocean, or the crew simply can't stand one another, or sometimes a mixture of the two. Luckily, an island roughly seven miles across sits basically at the halfway point, Middlemist, named so for the heavy fog that surrounds the port town early in the mornings.
Since so many ships stop at the ports, the center of the island is basically uninhabited, but the outskirts have thousands of residents. With so many boats stopping in all the time, it also incredibly prosperous, with gold constantly flowing and docks extending some two miles beyond the island in any direction.
The majority of the population is races that can survive in or at least near water, Oceanfolk make up most of the population, being creatures like those from the ocean itself. The population speaks both elven and common, to easily speak with almost all members of both continents; and they all seem to be incredibly happy most of the time.
The northern section of Middlemist is a massive cliff, the island itself like a large ramp. The waters in this area are incredibly rough, with large reefs and strong winds; few sailors dare to move through the "Mistzone" as many residents have taken to calling it. Even though many sailors avoid the area, many residents have taken to settling on the cliff itself, to catch some of the larger fish, no matter how dangerous it is.
Since so many ships stop at the ports, the center of the island is basically uninhabited, but the outskirts have thousands of residents. With so many boats stopping in all the time, it also incredibly prosperous, with gold constantly flowing and docks extending some two miles beyond the island in any direction.
The majority of the population is races that can survive in or at least near water, Oceanfolk make up most of the population, being creatures like those from the ocean itself. The population speaks both elven and common, to easily speak with almost all members of both continents; and they all seem to be incredibly happy most of the time.
The northern section of Middlemist is a massive cliff, the island itself like a large ramp. The waters in this area are incredibly rough, with large reefs and strong winds; few sailors dare to move through the "Mistzone" as many residents have taken to calling it. Even though many sailors avoid the area, many residents have taken to settling on the cliff itself, to catch some of the larger fish, no matter how dangerous it is.
The Fountain of Ylph
A sacred thing, even to those who don't believe in Ylph as a true god. It is said that the fountain can not only grant someone who takes in some of the glass-like water with a temporary but massive intellect, it can also reveal truths and decipher puzzles by itself.
A small camp of Ylph's faithful reside in a camp just a small way away from the fountain, said to see not only the past, present, and future, but some among their ranks know what i supposedly unknown, and others know even beyond that, seeing into the great truths of the universe and deities. They each indulge in the water daily, and their intelligence is renowned, but they've also grown addicted to the thought-enhancing liquid, and only through sheer willpower do they keep themselves from drowning.
Only a small handful of Ylph's faithful, scholars, and priests know the exact location of the fountain, but in no means is it exclusive, it's simply tucked away from society and city alike, supposedly just like Ylph to his siblings.
A small camp of Ylph's faithful reside in a camp just a small way away from the fountain, said to see not only the past, present, and future, but some among their ranks know what i supposedly unknown, and others know even beyond that, seeing into the great truths of the universe and deities. They each indulge in the water daily, and their intelligence is renowned, but they've also grown addicted to the thought-enhancing liquid, and only through sheer willpower do they keep themselves from drowning.
Only a small handful of Ylph's faithful, scholars, and priests know the exact location of the fountain, but in no means is it exclusive, it's simply tucked away from society and city alike, supposedly just like Ylph to his siblings.
Ion's Temple
YET TO BE WRITTEN
Ioza
YET TO BE WRITTEN
The Cathedral of Lost Hope
YET TO BE WRITTEN