The largest territory within the valley, Goldenwind is a sparse and nearly empty land. Throughout the desert are scattered ruins, old and overgrown with desert shrubs. Deep down within these ruins are eerie caves and tunnels that move through the earth.
A rumour circulates that an aspect of eld slumbers beneath the sand.
Green and dense, the Verdure is the last bastion of vegetation within Goldenwind. Fed by the nearby river, the land remains prosperous all year round. The ground rises in elevation towards the shoreline, dropping into a steep cliff before tapering off towards the sand. Much of this territory once belonged to a faction called Gaelkin, but they are no more.
Previously home to Gaelkin's former densite, the Dawn Throne is a newly acquired densite for when the Skyarch is too hot to inhabit during the Tidal Ensemble. Large ruins reach into the sky with lush trees surrounding it. The area however is a vulnerable defensive point, akin to being backed into a corner.
The main river branches off into two paths, where during the summer, the southern tail becomes an oxbow lake, only to be retaken by the main river again in the Fallow. Vegetation surrounds this river and clings on to life with vigour, many prey can be found in this area. It has been said during the day of the Black Sun the river is known to run red.
The majority of Goldenwind's territory consists of arid desert and badlands. Canyons and valleys ripple through the earth, gentle dunes caress the cliffs and canyons that surround the main den site. Grazing land is sparse but present, making it suitable enough to feed the local herds. Though, care must be taken that their populations do not grow too large.
The heart of the desert, tall cliffs conceal an entrance into a well sheltered cavern beneath two jutting rock faces. The name comes from the shadow formed on the ground at certain times, where both shadows overlap and form an archway. There are several hidden tunnels that lead back out to the brush, providing ample escape paths to the residents.
A shimmering jewel in the desert, this lagoon appears shallow at first glance but in reality it's much deeper. Large trees surround the perimeter of the oasis and provide sparse shade during the hours where the sun is highest.
During the Fallow, many herds migrate to this area when the grassland is replenished. It's sparse and cover is variable, providing a challenging canvas to hunt upon. During the other ensembles, the most common type of prey a Breeze will find here are Valley Goats, who will eat just about anything.
It is said that time itself freezes within these caves. A serene pool lies within, dense vegetation surrounding it on all sides. It is a false paradise to lure in unsuspecting visitors. Many come to reflect before the pool, but more often than not what they see in their reflection is not what they wish for, tempting them further and further into the cave and into the water.
Deep within the Still Caverns one will come across a pool of lavender water. In order to see what lies in this endless abyss, one must submerge into the still waters. Upon sinking into the pool, a current pulls one deeper in until the mind is filled with nothingness and everything turns black. Only then will on find themselves awakened along the waters edge, surrounded by an eternal garden. This garden carries within it a very special plant. The plant has been called many titles and in this universe it is known as the Golden Hour.
It shines a brilliant gold riddled in an encampment of various hues of gold, purple and pink. With an almost unending shine as it glitters within the realm of the garden. Consuming this plant will cause a deep sleep and in that sleep those who seek will enter the dreamscape. This dreamscape is as vast as it is ever changing. The truth of one’s past lies within its arrangement, memories that had once been pushed deep into the mind come to the forefront. A rare few have been said to even have visions of the future, a peek into events that are destined to be foretold.
Not discovered yet IC
Dunes upon dunes that the eye can see, the deep desert is home to majority of Goldenwind's ruin formations. Simmering with heat during the day, the temperature plummets as the sun goes down, and shelter is difficult to find amongst the shifting sands. Many inexperienced Valleyfolk perish from the elements in this land, venturing into the danger without a guide is ill-advised.
A cavern that is difficult to find during the day, but at night gives off a faint blue glow from the moss that grows within. This cavern is invisible to the eye while the sun is out and can only be found at night time. It is rumoured that the vegetation within reacts to the temperature, as the sun never shines within.
A temple located deep underground, its entrance lying in a hidden location beneath an aspects remains. The path downwards is slippery and dark. Beneath the facade are winding tunnels that lead into the shadows, one of which leads into the moonpool, and the other into the maze of sun stars. Various dead ends litter the pathways, making navigation difficult and easy to lose track of. It is said that the only guide is the faint sound of slithering snakes.
Located deep within the serpent bone temple lies a path only known by those belonging to the Voidwalkers. At the end of this path is where the moonpool can be found. The area is small-personal and shrouded in darkness with the only light coming from the shine of the moon, illuminating the pool at its center. No one knowns how this sky-lit hole managed to peak through yet is persist. The water of the pool is pitch black and ice cold to the touch with only the moons light giving it a slightly blue glow.
Located deep within the serpent bone temple lies a path known by those only of the Solarflares. What was once a dark and eerie temple, changes into a light, colorful and reflective area at the end of this path. Known as the maze of sun stars, large crystals scatter the surrounding area while a distinctive shift in the air can be felt. A gentle cloudy fog remains permeant along the paths base, covering the smooth surface of reflective crystal beneath ones paws.
Located within the serpent bone temple lies a hidden path that leads to the burial site of all whom belong to Goldenwind. The top of this cavern is littered with dots that mirror like the stars, sun, moon and constellations. Allowing the sun's light to peak through during the day and the moon glow to shine during the night. Glowing lilies, roses and various desert flowers grow in numbers around the seemingly endless fields that cover where the river does not run.
The caves extends for miles until a steep cliff edge is reached where the water from the never empty river flows. Cascading below as it fills the pool where Starweavers are often found, the area specifically reserved for them. The area around the pool is serine as three fish circle the waters, each representing a part of Goldenwind. The sun, the moon and the stars. These fish are a reflection of their representation; the sun burning gold, the moon shining blue and the stars glittering an iridescent silver. These fish are never to be harmed or consumed as it is common knowledge any who does will curse the land and themselves....
A sudden transition in the desert, where the sand appears scorched and burns hotter in the midday sun. The dunes are blackened with a metallic scent in the air. Shards of ore litter the ground, making the dunes sharp to walk over. When the wind picks up, it is sharp enough to slice fur from pelt.
The land where danger lurks in the dark. An abandoned castle crumbled to ruins haunts the sands as creatures of old linger and spirits of the dark gather. Half the fountain remains above ground, while the other half goes deeper underneath the sands. Breezes patrol these areas routinely to cleanse the area of undesirables and offer tribute to the ghostly chimera said to walk the sands. It has been said should your gaze ever befall upon the beast, you will be blinded for an eternity. This is why, when travelling the ridge at night, it is imperative to trust your instincts and either close your eyes or keep your head down.
Cleanse Encounters: Currently Open
If you wish to cleanse the ridge, members have an option to roll for chance encounters. Please send in a ticket through the ticking system on discord and Spookywonders will get back to you with a unique encounter. Please include in this ticket the character you are rolling for and their rank.
Please note only Twilight or above Stormbreaker's or Shadowbringer's may cleanse the ridge.
The sand storm expedition all led back to Chimera's Ridge has an exit to the endless caverns were found connected through the castle ruins. The area was heavily cleansed with offerings left at the exit entrance. However, it now remains open to all those who wish to revisit and explore deeper through each maze of puzzles.
Available Exploration
Webbed Tunnel: A tunnel covered in spider webs, offering little space and lighting. Small scattering lights glow across the webs littering the tunnel alongside glowing plants offering a soft blue guidance. The unusual spiders calling this tunnel their home glow in the darkness, large and well adapted. Their webs are thick and sticky as they carry with them various striking scents, some stronger than others. It is known that a giant queen governs these tunnels...
Midnight Slopes: These rocky slopes are cold with heavy unnatural winds and a silent atmosphere. At the base of these slopes lies the only small source of light, coming from the dim glow of cave stars that scatter the base. Not much is known about these slopes other than a wind that seems personified in nature...
Slithering Trail: A pit surrounded by snakes. The scaly creatures are hard to make out in the darkness but every movement made by them can be felt. Luckily a dim light can be seen from above the pit as guidance, however, it seems there is more to these serpents than meets the eye...
Screeching Depths: The path ahead is covered in darkness, as high pitch screeching echoes across the rocky surfaces. A gentle gush of wind blows throughout the cavern making the space appear larger then meets the eye. There are bats that have a colony within these dark walls, however, a few unusual bats stand out. Glowing in an array of colors and holding runic markings along their body that vary in glow strength...
Chance Encounters: Currently Open
If you wish to revisit these areas, members have an option to roll for chance encounters. Please send in a ticket through the ticking system on discord and Spookywonders will get back to you with a unique encounter. Please include in this ticket the character you are rolling for, the location you wish to roll for from the available locations and the characters rank.
Please note that characters must be ranked Twilight or above to explore The Chasm.
An area located within the far southern part of the deep desert, where the sand turns brown and firm. There a few scorching pools of tar pits are bubbling at the surface, creating deep cracks within the ground. Bones and fossils of various creatures are scatted about both inside these pits and out. However, the surrounding area isn't completely void of life as some can be found savaging the remains of others.
A golden tomb whose walls shine even in the darkness of the temple, lighting the entire area a brilliant gold. The path seems endless...more to come.
Not discovered yet IC