(Please note that GPS cannot find these towns, and normal scrying methods cannot find them either. When the Magewinds are at their worst, they can disappear from reality completely, cut off within their own inaccessible pocket dimension)
Nope Town - one of the main cities and largest town, home to the Warden and the Bug Catchers Guild. The location of the Edgewalkers HQ is here as well, the only publicly known location for such a place (though it’s not their main headquarters).
The Town of No - often confused for Nope Town, The Town of No is filled with dread necromancers, witch doctors and worse, as well as the services that cater to their needs.
Ferngully - a town of Druids, Witches, and other nature-types who are particularly fond of the swampy environment. Are actively against PETA and many other nature-based terrorists.
Trench’s Demise - a cavern set at the middle of a famous crater where many freebooters, smugglers, miners, spelunkers and adventurers tend to rest at. Sports beds, showers, and even a small store.
Alpha Crater - the first of the mysterious craters, caused from a “gravity howitzer” phenomenon. When the gravity howitzers first began to beat the crap out of Florida, the first five unearthed rare materials and strange magitek never before seen.
Alpha Crater, also known as “Zero One” or “First,” continues to provide artifacts and more even as the populace drills down into it.
The Deeps - as Alpha Crater continues to provide strange materials and artifacts, the spelunkers, miners and adventurers discover new layers further down below. With each layer the flora and fauna grow weirder, wilder, and more dangerous, but the rewards become more and more exotic. As such there are outposts at odd levels, but sometimes they can be overrun by weird stampedes and, sometimes, abandoned.
Should these stampedes ever get close to the surface, the Edgewalkers will step in and obliterate everything.
There is a rumor that an apocalyptic nightmare lays at the final layer of Alpha Deep, but really is there anything an Edgewalker can’t kill?
(Note: Deep Stampedes are different from the Monster Stampedes on the surface, and isn’t considered the same. Natives can tell the difference when talking about a “Stampede” but a non-native or tourist is outed almost immediately if they call it a Deep Stampede or Monster Stampede)
Beta Crater/02 - one of the newest craters to open up, but most people go for Alpha since it’s guaranteed riches. Most people warm up by checking out Beta, then go Alpha.
The Craters - during the Havoc of 2012, most of Florida was simply blasted apart by a strange phenomenon known as “gravity howitzers.” During this time gravity is not only reversed in a localized area but increased by many megatons, smashing the earth’s crust apart.
While most of Florida was sunk under a boggy marsh of black magic and ill dweamors, this revealed certain locations which could, presumably, be mined for precious materials and more. These points of interdimensional mining became known as “The Craters” and, for those truly hungry for adventure, “The Deeps.”
Beneath the first layer of each Crater lays a series of underground levels, each one a self-contained world that may or may not bridge other dimensions, each one with their own level of dangers and treasures alike.
Old Settlement/Oldtown - a town of hyper hicks and one of the few trading posts that bridge the world of normal people and the strange, mutated creatures that became of the rednecks in this area.
Old Settlement (or Oldtown) is neutral territory during the day, but the Hyper Hicks will actively hunt anyone out at night.
No Zones (1-22) - there are quite a few areas in Neo-Florida where people simply do not go. You will die, period.
No Zone 13 - out of all the No Zone's, this one in particularly stands out. It's noted that when the first gates tore through the Swamps, refugees from other, fantastical worlds began pouring in. Naturally the Max Prison State took them in as hostages...uh, I mean, valuable resources...and a treaty was brokered between the disparate races.
In one of these zones, though, there exists a strange floating market of sorts (mostly a gondola island created by pirates as a place to trade, stock up, and rest) which is run by a secretive house of creatures non-native to this world.
While they can never officially leave Neo-Florida (even if they CAN find a way past the Magewinds), lest they upset the delicate and sometimes undefined Pact of Pantheons, the fantastical races have each taken up their own makeshift kingdoms within this particular zone.
It is noteworthy that time doesn't inexactly work the same way here, and while in most other places of Neo-Florida there has only been one generation since NZ13's inception, there have been, in fact, three to five generations of natives since then.
It's just like that in Neo-Florida.
>East NZ13
A poorer slums of sorts, East NZ13 caters to a broader clientele than Western. While goods and services there are cheaper, they're also of lower quality. You'll never find an enchanter or quality blacksmiths there, and most of the magic-slingers are in Western anyway.
>Western NZ13
The richer burgs of No-Zone 13, and where you can find some of the more quality goods and services. The more powerful houses and races also live here, and rarely mingle with Eastern save when they have to.
Cooperation is key between Eastern and Western, and both trade and social mobility is actually encouraged...though it may seem, most of the time, "downwards."
>Central NZ13
It's known that the Central area is neutral territory to many of the fantastical races of NZ13, and as such caters to all tastes of any sort, though without the true connections and higher quality of WNZ 13.
The Dark Elves who head the local government here practically live in Central territory, though their various houses spill over into either Western or Eastern.
-Temple District: a row of streets devoted to religion and religious services.
-Crusher's Gym: in the back of the Karn. Temple, there lays a boxing gym run by Neo-Flordia's previous Spellboxing champion, Royce "Crusher" Royal. Despite its connection to the Karn. Temple, Crusher is a well-known Aphrodite devotee and whoremonger.
Didney Worl - you don’t want to go there. There’s Hyper Hicks everywhere, mutations and monstrosities and it’s rumored that’s where most of the artificial monsters come from anyway.
Mam Town - for some reason the word “I” does damage to people there. Mam Town has become a ghost town, a shell of ts former self, but there are many dangers and bountes that awat mercenares, travelers, and the merchant caravans of ths location. t has been suggested that the Cty tself s sentent, and smply hates the letter “I” for whatever reason.
No one knows why, but ts up to you to fgure t out.