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INCENSED MODS ([personal profile] treasuremap) wrote2021-09-17 12:44 pm

LOCATIONS - CHAPTER I


LOCATIONS



TALAM
Talam is the name of the planet the game takes place on. Its climate, flora and fauna, and general makeup are similar to what Earth would've been like a few hundred years ago. There are four seasons more or less equivalent to Earth's, although the day/night cycle stays consistent no matter what time of year it is, with the sun rising at 6:00 AM and setting at 6:00 PM per the local timezone. Most plants are the same as Earth, as are the animals for the most part, however "fantasy" creatures are real and have been known to make appearances (more on this in the bestiary). Races, cultures and religions vary, but modern technology is nonexistent and there are next to no places with electricity.

At this time, little is known about the rest of the world outside of Copalli, and characters will be able to glean very little if they ask around. Strangely enough, most of the natives don't seem to be all that curious about what could be beyond the waters surrounding Copalli and won't have much to say about it. Eagle-eyed characters may begin to notice odd, out-of-place elements that don't seem to fit in with standard Copalli fare in each region, though. Naturally, seemingly no one has an explanation for that, either. Travel to other places is also currently impossible, but surely all that will change, now that there are new, intrepid adventurers at the helm...

COPALLI

Click here for a full-size map.

Copalli is the continent the game takes place on. Its climate is most similar to ancient Central America, although the landmass is not similar; it is a tropical region covered with mostly rainforest and dense jungle, and largely surrounded by water. Temperatures are temperate with moderate rainfall year round. It has been isolated for well over a hundred years due to the heavy coverage of the incense and insurgence of monsters and twisted flora, which make traveling to other continents very difficult. While it isn't actually an island, the shallows and peninsulas that connect Copalli to other landmasses are teeming with monsters, and no attempts to cross them have ever been made. What would happen if you were to try and do it anyway? You'll have to wait and see.

As a result, Copalli is essentially quarantined from the rest of the world and has become very insular. The dense, fog-like coverage of the incense obscures most everything from view save for the tallest trees and the tops of mountains, so the majority of the continent is a mystery to most who live there. Since the mist stays low to the ground, cities are largely built on plateaus, surrounded by mountains and close to water, making the scenery in town look much like the view from above the clouds in an airplane. Below incense level, it's almost a different world. The sun rarely seems to shine, its light murky and filtered through the dense fog-like coverage. Everything seems to be dreary and dark—the plants, the soil, even the people, once they've been out there long enough. It's also a lot quieter, the way a snowy scene seems to take on a certain stillness, with all the ambient noise being soaked up by the snow.

Distance between the four cities varies depending on how badly you're hampered by monsters, mist, and misfortune. In general, distance between Coba and Tikal is about three days' time, five days from Coba to Kiichpan, and eight from Coba to Coatepec. Most travelers use Coba as their guidepost due to its position toward the center of the continent. Distance between other cities can give or take a few days' time, particularly when passing through Tikal due to the mountain ranges that surround most of its sides.

Technologically, Copalli has next to nothing to offer. There is no electricity, no gunpowder, and no convenient methods of transportation save for the odd tamed mist-beast and good old fashioned walking. However, they are rich in natural resources: the plant life offers medicine for just about any ailment, and the soil is very fertile (outside of the places tainted by the incense), so in most cases food shortages are rare. Pets and livestock are hard to come by and keep safely, so any domesticated animals are well taken care of, and any produce is quite high quality. Housing is sturdy, with varying sizes ranging from small, one-room, hut-like structures to larger, multi-floor stone or stucco dwellings. There are also quite a lot of precious metals and gemstones easily available throughout the continent, with many weapons, armors and other adornments being made out of or decorated with gold and jewels. In spite of the seeming opulence, though, wastefulness is not tolerated due to the dangers of leaving the city walls, which make trade difficult. The open marketplaces, seen in some form in every city except for Coba, do offer plenty for trade, and the coteries in particular always seem to be well-supplied.

Culturally, Copalli's natives are mostly dark or tan-skinned people who are oftentimes tall and muscular. The majority are human in appearance and makeup, although there are small pockets of races that closely resemble dwarves and elves that mostly live in the larger cities, Kiichpan and Coatepec. The closest real-world equivalent of the most common spoken language on Copalli is ancient Nahuatl, but there are different dialects everywhere you go. Their observed holidays differ from Earth's in some ways, although a few fall somewhat in line with the calendar you might see in America. Each of the four cities have their own behaviors, customs and beliefs, and there are some celebrations done in one place that aren't known in another. There is no universal ruler of the land, and each city is governed by its own people, with some input from their coterie's leader as well. As for religion, there isn't much of one, universally or otherwise. The closest one might find, outside of the near-obsession everyone seems to have with the ruins and whatever relics might be found inside, are very vague mentions of "four ancient gods." What these gods are called, or what they look like, are unclear.

Settlements outside of the four major cities are all but nonexistent. It's possible to find encampments and the odd cluster of survivors living at ground level, but highly unlikely; in most cases, anyone who's been breathing the incense in long enough is half-transformed into a monster and more than half out of their mind, anyway. Any noteworthy locations will be detailed on the map as the story progresses.

TIKAL

Tikal was as "military" as the four cities came—the entire town (once populated almost entirely by warriors, bounty hunters, and other fighters) has now since fallen into ruin during the events in July 2022. Before the very plateau it sat upon crumbled beneath it, its people were always serious, armed, and ready for a fight whether that be amongst themselves in a friendly (or otherwise) spar or against monsters. Strength had been valued above all else and the rough lifestyle meant it wasn't the best suited for families so "domestic" life and animals not meant for eating were quite rare. The sturdy wall meant to keep monsters at bay and the population safe still remains in sections, though the bulk of it has fallen into the crater with the rest of the city and what few windmills they had. Because of that, many of the surviving civilians who have relocated to Coatepec and other cities are more on-edge than ever.

The architecture (presently at the bottom of said crater) can still be seen. To the credit of those who built it many of them haven't completely fallen to ruin, though it's obvious that the only things that'll be living in them for the forseeable future will be wildlife. Many of the ones still "intact" have a weatherworn look to them, with moss and viney overgrowth crawling up the sides of some located towards the edges of the city. Banners and pennants meant to warn the people of Tikal of strong winds litter the ruins, and what little farmland they once had no longer exists. Some farm animals have somehow managed to escape a grisly fate but the same can't be said for the side-effects brought on by the incense. Still, the natives have a good grasp on what is and isn't edible, and though trade has all but ceased, those that have survived have brought their talents to the cities they've chosen to settle in.

The Jaguars are a big part of the "warrior culture" in Tikal and—when the city stood strong—worked closely with the natives, new recruits and offworlders to provide training around the clock. There was once a massive training center in town outfitted with obstacle courses, but that too has vanished from sight. Many of the crafters calling Tikal home have moved on and despite everything, the local blacksmith now reaches out for new apprentices to help rebuild. Alaric, the Jaguars' leader, is highly respected and looked to as a leader more than the mayor himself—including by the mayor himself. While he makes few personal appearances, Jaguar spends much of his time training his people and participating in hunts as anyone else.

NOTABLE LANDMARKS:
Jaguars' Lodge: A tall stone temple positioned toward the front of town, also treated as a forward base of sorts. This is perhaps the only reason why out of all of the buildings within Tikal, its the one that appears to be mostly intact after it and the rest of the city fell into the crater. While only members of the coterie were allowed inside, many of the locals are members, and so it was often a full house. Amenities are limited and decor is sparse, but the armory is absolutely packed with all sorts of weapons and hunting supplies. The majority of activity happens in the main hall on the ground floor; the upstairs area only has a few rooms that are typically reserved for injured Jaguars or those suffering from the effects of the incense, for containment purposes. The ground-floor hall has a small stand offering food and drink, as well as places to sit, several fur-lined cots to rest on, and a raised platform off to one side with extra seating, often used for meetings. Members do their part to try and keep the place clean, but with the constant shuffling in of dead or injured people or monsters, many of the surfaces, particularly the floor, tend to be... bloody.

Training Grounds: A large arena/training center located just beyond the lodge. Once a great coliseum, it's crumbled to a shadow of its former glory and scarcely has "walls" still standing. After falling with the rest of Tikal, it's safe to say that none of it remains standing save for the time being. Many of the stands now sit in pieces around the ring, while the pens to hold monsters for combat training are in complete shambles. Yet in spite of this, many who once lived in Tikal still speak of its greatness and have dozens of their own stories to tell about it to any who might listen.

Blacksmith: The best craftsman Copalli has to offer, Migel, also doubles as a builder and consultant on wall upkeep. He frequently takes on several apprentices at a time and teaches them to make weapons, armor and masonry. He's quite old, but his skill is unmatched. He's prone to telling stories about his days as a warrior while he works, and is highly interested in monster parts to use in his work. In addition to taking on students, he also accepts commissions for custom weaponry or armor—but be aware his prices for that are steep, and typically require particular materials you'll only find outside of town or from well-supplied traders. He may have lost his workshop in Tikal, but that hasn't stopped him from continuing his work.

COBA

The smallest and least populated city in Copalli, it only takes a few moments of being in Coba to understand why that might be. The gates - once left unguarded and open - have been closed more often and patrolled by the city guard (and any volunteers). While this keeps monsters from roaming in unattended and at their leisure, the Eagles continue capture any that wander close enough to use as their mounts. Few can tolerate living in such a risky environment, in spite of the system of walls and traps meant to protect them, with the result being that there are many more houses and buildings than there are people inhabiting them. There also is no specific trade center or marketplace, with only the odd trader or envoy stopping to deal directly with customers or the coterie before passing on their way. Coba's geographical position in the center of the continent makes it a good stopping place for travelers on their way to other places, but few do that, either. There are many large, functioning windmills, but the area is notoriously windy and incense wafting into town is a fairly common occurrence. That's not to say no one lives there, though—quite the opposite as of late. A recent influx of newcomers and refugees from other cities has seen to that, along with the intrepid adventurers who enjoy generous rewards for their work with the coterie. There's an almost lackadaisical air about Coba's inhabitants, and boy do they love to party.

The vast majority of the buildings in Coba are tall, two or three stories at least. This is to help stave off the incense, which tends to stay low even when traveling on the wind. They've held up well over time in spite of having few people to tend to them, and all of them have a very ancient, historical look to them. With the gates always open on both sides, the walls don't serve a lot of purpose, and are used more as part of the "pens" that keep in the captured monsters to be used as mounts. These monsters include all types, anything that can support human weight, and often have their most dangerous parts removed, such as fangs and spines. There are very few of these available at any given time, but given that Coba's role is to send its inhabitants out to explore, the ones they do have are outfitted with makeshift bridles and saddles for easy riding. The layout of the city is designed to prevent the monsters that wander in from reaching the residential areas or the coterie's lodge, which include palisade walls outfitted with stakes, strategic placement of sturdy buildings, and various traps. There are in fact farmlands and people who tend to them, as well as large groves of fruit-bearing trees. Trade is somewhat rare in Coba and supplies are carefully rationed, but one thing they do always seem to be well-stocked with is alcohol. In fact, the local tavern is famous in Copalli for its food and rowdy celebrations... ones they usually remember to close the gates during.

The Eagles are a flighty bunch, if you will, and spend more of their time out of town than they do in it. That's their job, after all, and it's a respected one in spite of everything. Members are easy to identify by their masks—all recruits are supplied with what are essentially brightly-colored fabric bandanas to tie over their mouths and nose to help stymie the effects of the incense while they travel. They look a bit like bandits, and between that and their "tamed" mounts, most locals prefer to give them a wide berth. Florian, their leader, is a familiar face in town, better known for his socializing and partying than his leadership skills. The mayor can't stand him, but his findings and efforts in exploration and mapmaking make him an invaluable asset; knowledge of the lands stretching in every direction has increased dramatically with the Eagles doing their work.

NOTABLE LANDMARKS:
Eagles' Lodge: Situated toward the back of town in a tall tower that also doubles as a windmill, the lodge functions largely as a meeting room/lounge. There are rarely very many Eagles (other than Eagle himself) back at base, but when there are, they are usually working together at the various tables, pooling their information, dropping off their finds, and catching up over drinks. There are a few dedicated seamstresses that make the masks they use, and yes, they do take commissions for custom designs. Much like the rest of the city, the base is breezy and quite comfortable in spite of its strangely barren appearance. The bar area takes up the majority of the first floor, with plenty of seating around the many tables that are all often covered with various parchments and papers, compasses and masks. The second floor is mostly used for meetings; the third houses a few rooms for members to stay in. The top floor is where Eagle spends most of his time, and the door is always wide open for visitors.

Viento: A famous tavern that serves food and copious amounts of alcohol. It's one of the largest buildings in Coba, big enough to hold rather sizable parties, which is its other specialty. Loud, colorful festivities in Copalli are a bit few and far between, but in Coba you can always count on Viento to be decorated for the latest holiday or ceremony. The barmaid, Isabel, is a very close friend of Eagle's and gives discounts to coterie members (regardless of affiliation, but especially to fellow Eagles). During big events there can be anything from games and activities with live music to "pin the tail on the mist wolf"; on your average day, though, it can be a bit dreary. As one might expect, it's one of the best places to pick up information and meet passing travelers.

Dragon Statue: A large (presumably life-sized), ominous three-headed dragon statue that has stood in the city for as long as anyone can remember, seemingly without explanation. No one is quite sure what the dragon represents—one of the four ancient gods? Another ancient deity? Whatever it is, it unsettles more than a few people, and a few particularly suspicious locals have reported seeing it "breathe smoke" at night; however, extensive investigation by the Eagles and visiting Salamanders has thus far turned up nothing. What they did discover is that once served as a shrine of sorts and so it has again. Making simple offerings of food, plants, gold, or anything of value will at times grant blessings, the prize found at its feet the following morning. Item and animal companion regains can be done here, using the form here.

KIICHPAN

Kiichpan was the largest and most prosperous city in Copalli, sporting the highest population and greatest amount of commerce until events in February 2022 decimated nearly half of the buildings and flooded it with seawater. Prior to its destruction, there had always been a monster problem, with so many traveling west to reach it and creatures from the mist often following in their wake, and that has only grown more troublesome since the events at the Grand Temple. The resident Vipers are more skilled in evasion and escape than fighting, but they do their best at keeping the city safe alongside the tall, well-fortified walls and plentiful windmills. Most of the surviving civilians have since relocated to Coba or other cities, taking their trade, school, and native-owned businesses with them for the time being. Perhaps surprisingly, there is a very low crime rate, and the people tend to be generous by nature, an ideal that starts at the top and works its way through everyone that still lives there. Spreading what wealth remains and paying it forward benefits everyone in the long run, and such is the kind and trusting nature of Kiichpan's inhabitants that you're likely to be given the shirt right off someone's back if you happen to need one. This sentiment has only grown stronger in the wake of Kiichpan's destruction, and rallied under Viper, are more determined than ever to rebuild and reunite.

While a large part of Kiichpan's infrastructure was built on top of water, the events at the Grand Temple washed away a large amount of the bridges and flooded the waterways, leaving a good half of the city completely waterlogged. There are still some portions intact, most notably the eastern side closest to the front gates, but the waters aren't particularly safe thanks to the aquatic mist monsters that swim in them, so caution must be exercised when getting around. Housing and land for commerce has seen a comeback recently, despite many of the districts being ruined however coterie members have lodging in dormitory-like dwellings close to the Viper headquarters, and many of the unused buildings toward the front of town are being repurposed into shops. Compared to other cities and locales, Kiichpan is more brightly colored and richly decorated than others, and like Coba, celebrations are often lively, with events happening in the square at the center of the city or in the various temples located throughout town.

Jun, the Vipers' leader, was heavily affected by the events at the Grand Temple, and while she has rallied her recruits and loyal natives to begin rebuilding, there are more than a few who hold her personally responsible for the destruction. With so many leaving the city, Viper recruits are at an all-time low, but there were fortunately a large enough number of them that they're still able to mount a respectable defense against monsters. Whenever possible, Vipers and Eagles work together to share resources, particularly with regard to the relocation efforts. Jobs within the coterie are plentiful and constant, and many natives are willing to extend extra jobs, services, and goods to members in shows of good faith. Conversely, the roguish nature of the Vipers seems to have inadvertently inspired a less reputable collection of younger folks hoping to capitalize that do considerably less good for others, including strings of robberies, which has soured public relations considerably. The Viper pretenders helped to incite rioting and rebellion during the events at the Grand Temple, making them primary targets for apprehension.

NOTABLE LANDMARKS:
Vipers' Lodge: The largest remaining building in the city, it sees the most activity on a daily basis. Members and applicants frequently head in and out at all hours, and there are usually enough waiting back at base should a monster situation arise. There is an armory as well as a generous amount of supplies any rogue worth their salt would find useful, although with as many members as they have and how quickly the stuff seems to run out, saying it's well-stocked at all times is a little bit of a stretch. A scoreboard on one wall denotes who has brought in the most valuable artifact to date and is a source of healthy competition. The lodge also doubles as a makeshift clinic of sorts for injured members (as well as locals and travelers), an unfortunately common occurrence. There are many more rooms than have uses in the lodge, and quite a few make a near-permanent residence there, so it isn't all that uncommon to walk into a room that seems occupied and find it furnished with someone's personal effects.

Marketplace: Having been washed away in February, the Kiichpan marketplace has seen a booming recovery in the months afterward. While not as grand as its glory days, many traders have returned to sell their goods, oftentimes less for their own profit and more as a "fundraiser" of sorts to continue rebuilding the city. The open-air market has a lively feel, and there are often many types of food being cooked at street stalls along the main thoroughfares. Merchants aren't quite as generous as they used to be, but still very much willing to cut deals for those who bring goods to trade.

Grand Temple: Positioned right on the ocean's edge far on the outskirts of the city, it housed the Fire Relic for a hundred years in secret. Upon discovery of the relic, the building changed shape and ultimately exploded when Quetzalcoatl was summoned, leaving nothing more than a jagged "stump" behind. With nothing left to salvage or explore, it serves as nothing more than a reminder of the traumatic events that brought ruin to Kiichpan.

New Fire Square: Named for one of the oldest ceremonies on Copalli, the square in the center of town survived the chaos at the temple and is one of the more beautiful and aesthetically pleasing places you'll find on the continent. Gold replaces many of the stone bricks in the ground and decorated pillars, along with streaming banners in patterns and colors that don't seem to align with what's seen elsewhere give the place an otherworldly feel. Celebrations and rituals are held here during certain days or weeks of the year; on regular days, some people choose to treat it as a sort of park, sitting on the ground to have picnics or otherwise enjoy the fresh air... provided there isn't any wind.

COATEPEC

Strategically built directly into a mountain range high atop a plateau far to the east, Coatepec is one of the safest places to live in Copalli. Its walls are well attended to and its windmills are quite strong, which afford it very little in the way of attention from monsters (mountain-dwelling crazed wyverns aside). In spite of this, there aren't as many families and natives settled in to make lives for themselves as there are in Kiichpan, possibly due to the economically unfortunate situation Coatepec is often in. Safe and remote also means difficult to reach, and few travelers head this way unless it's to seek medical attention or offer their services. The people who live here are quiet, studious and a bit serious, and can sometimes come across as worriers. The entire city looks and feels almost more like an elaborate university setting than a city proper, with elegant but solemn architecture and a culture that lends itself more toward observing the skies and honoring the dead than drinking and partying. Of course that doesn't stop travelers and offworlders alike from leaving their marks. More often than not this comes in the form of extra noise (much to the chagrin of the local population), new and welcomed trade, an embassy founded by an offworlder belonging to the Vipers, and a peculiar bar simply known as The Eye. While monsters are somewhat uncommon, they have an absolutely abominable sentient plant problem, and are constantly fending off vicious vines and toxic flowers at their borders. Little is done to eradicate them, though, as the local coterie often takes live samples for study, and others have found medicinal purposes for some of the leavings. Waste not, want not, after all.

There are more houses in Coatepec than there are people, like in Coba, but all are kept in good working order, providing ample space for any who come to stay. Over the last eight months Coatepec has seen a slight uptick in its population, many of them refugees from Kiichpan and (more recently) Tikal. The mayor, Coahti, takes his job very seriously and is quick to send messengers to commission help from other cities whenever possible if they don't have the supplies to resolve the matter themselves. There are children, and a strangely large domestic cat population, but trade and commerce is a bit cyclical. The clothing seen in Coatepec is less vibrant than in other places, and decoration tends to skew more toward practical than frivolous. Still, the marketplace is an especially good place to find books, and a recent trend in potted, possessed succulents has seen an influx in traders looking to own their very own highly dangerous Mandragora. Efforts to suppress these sales have so far been unsuccessful.

The Salamanders, led by Aminat, spend most of their time practicing alchemy at their headquarters, so public relations are mostly neutral. They're quick to be called on during an invasive plant issue, though, or when the aforementioned Mandragoras outgrow their pots and go on a rampage. While the coterie itself is mostly left to its devices, Salamander herself is very well-loved among Coatepec's residents. She's attracted a sort of miniature celebrity status for herself that she humbly disavows every chance she gets, but still the constant admiration for her gentle patience and attractive looks continue.

NOTABLE LANDMARKS:
Salamanders Lodge: A stalwart complex of buildings located in the center of the city with many rooms and floors housing libraries, containment areas for live plant specimens, and most of all, space for practicing what could loosely be referred to as science and alchemy. The entire place often smells of medicinal herbs and salves, but most see that as a good thing; healers and medicine are quite possibly the most valuable things on Copalli, moreso even than the relics, and are often treated as such. The main building, multiple floors high, is a quiet hub of activity with a functional but formal front area that comes across more as a waiting room than a lobby. Adjoining buildings include a rather large infirmary that serves as the closest thing to a proper hospital on the continent, a cluster of housing built almost like "apartments" for coterie members who want to live as close to work as possible, and another in the back that appears to be more ceremonial than anything with a colored-glass floor and murals all over the walls.

Passiflora: Named for a famous local flower, the owners of the shop have turned it into a greenhouse of sorts and sell all sorts of plants and plant care supplies. Most notably, the Mandragora black market seems to pass through here, but their source can't be pinpointed. They do sell less dangerous sentient plants, typically in the form of carnivorous potted flowers and writhing, disembodied vines, but their specialty actually happens to be their medicine made from the plants: antivenoms, potions used to flush invasive seedlings from the body, and the like originate here before being traded to other cities.

Crystal Garden: Something about the incense-warped plant life creating an odd, seemingly magical alchemy with the mountain ranges and land itself resulted in a glowing, beautiful thicket known as the Crystal Garden. The stones there hold power and are used for rituals, research, and balancing energies, and the plants there are absolutely invaluable for their various properties. Because no other place like it exists on Copalli and the plantlife is rare and delicate, entry is typically restricted to Salamanders and their guests, but many venture out to the border of the city where the garden is located to sit quietly and meditate, something the standing guard turns a blind eye to.


RUINS
Hundreds of years ago, Copalli was a very different place. There were scores of cities in all sizes, a much broader culture and a much bigger population. Legend has it that some sort of "calamity" took place and much of the continent was reduced to rubble, which became reclaimed by nature overtime until the majority of it was overgrown and forgotten. Eventually, travelers and the remaining natives returned and built new cities in place of the old, and attentions soon turned to retrieving lost items from the ruins. At first it was practical: recover valuable resources and preserve pieces of history before they could be lost to time entirely. Eventually, though, certain adventurers realized just how valuable those items could be and at times banded together to make their way past the wildlife that had taken over and keep what they'd found for themselves. In addition to wealth, certain lost relics were rumored to grant otherworldly powers to whoever possessed them, and when one of those rumors turned out to be true, treasure hunting became a full-blown phenomenon across Copalli.

Unfortunately, someone must've gotten a little too greedy, because as the story goes, the incense was unleashed when a certain four particular objects of power were disturbed deep within the temples they'd been enshrined in. Ever since that fateful time a hundred years ago, the entire continent has been overcome by the mist and many of the ruins' locations were forgotten. But with the help of the coteries and this mysterious group of new adventurers, that's about to change.

Most of the ruins are still densely overgrown and inhabited by wild, twisted beasts and sentient plant life, making infiltration a challenge. On top of that, there is of course the effect of the incense itself, obscuring visibility and posing a direct threat to anyone who breathes it in. For the most part, the ruins closest to the towns will be easy enough to reach and conquer, and expeditions will lead characters to all sorts of exotic (and dangerous) places. It's the four much bigger, much better-guarded temples where the source of the incense emanates that will offer the best rewards—details on those will be outlined on this page as the story progresses.

NAMED RUINS & NOTABLE LOCATIONS

ATOCTLALLI
Located just west of Tikal, this expansive ruin's origins are difficult to discern. Very few indoor structures remain, with the majority of what were once buildings now reduced utterly to rubble. The only "intact" pieces of architecture seem to be large, stone slabs with tall pillars at each of their four corners, with strange runes carved into the base. The history surrounding Atoctlalli, while murky, seem to indicate that it was once a city, but there are little to no explanations for the daises or what they were used for, nor what the runes could mean. Some of the destroyed former dwellings (if that is what they were) contain a host of still-usable household items ranging from dishes and utensils made of stone to framework used for bedding, although a large amount of it is very fragile. What isn't fragile are the precious gems and colorful stones littered all over the area, including diamonds in nearly every hue of the rainbow, rhodochrosite, and opals. Although the majority of the findings are practical in nature, with very little in the way of artwork or purposeless decorations or gold adornments, these jewels are strewn about almost haphazardly, as if a dragon's hoard exploded. And they don't even seem to be guarded by any monsters outside of the standard fare, save for perhaps a few oversized arachnids living in the cave system leading in and out of the area.

THE FADEWOOD
Located at the northernmost tip of Copalli, the Fadewood is less a proper ruin and more a gateway to something else. This area was once believed to be the landing place of new arrivals before most of Copalli was leveled, and that may or may not still be true, but it seems like it'll be some time before any intrepid adventurers find any evidence of a lost city. What they'll find instead, deep within the dense jungle, is a passageway to dreams. Some of the lingering effects of the water relic's mist, perhaps, creating a strange alchemy with what's already there has resulted in a place where the line between Talam and other worlds seems to blur. The incense takes the form of not just people, objects, and other details from a person's mind, but also entire places—in the Fadewood, it's possible to suddenly find yourself standing in your hometown, or perhaps on the sandy beach of a place you went on vacation once, or anywhere else you're capable of recalling. Humans, animals, and everything else are recreated with startling accuracy and realism, although they unfortunately aren't capable of speaking or being touched—you'll pass right through. The buildings and objects, though, feel shockingly real. That is, until you leave. Nothing you take with you will remain, and it all fades back into the mist that formed it. Anyone who enters the Fadewood will have these "bubbles" of incense formed around them, but can be easily and freely entered and exited by themselves and others at will. One might think such a wondrous place, capable of encapsulating so perfectly the memories of their homes and loved ones, is too good to be true—and they would be right. Spend too long in the Fadewood and you're liable to be overcome by the incense's effects, growing more and more obsessed with the illusion until it consumes you completely. Still, it's hard to see such a beautiful place, dimly lit by the distant Crystal Gardens' brightest crystalline trees, and not feel comforted, even just for a moment.

GAIA'S PEAK
Coatepec is known for its mountains, and Coba's tall and treacherous peaks are almost equally as famous, but funnily enough it's Tikal that has the tallest mountain in all of Copalli. Informally known as Gaia's Peak, it was said once to be the cradle of the gods; a Mount Olympus by any other name, where the revered deities of the land would take their rest. And like any good resting place for the honored, the cradle of the gods had a guard dog: Fenrir, the Wrath of Earth and Sky. Since time immemorial, Fenrir has commanded control and protection of the area, and travelers often left offerings at the base of the mountain—a possible explanation for Atoctlalli and its multitude of abandoned treasures. With the recent seismic activity in July, however, Gaia's Peak sunk somewhat after Tikal's collapse, and pieces of the terraforming guardian's home came down along with it. These broken bits of stone walls that have fallen to the earth seem to indicate some kind of previously undiscovered structure up at the top of the mountain, and for any researcher worth their salt, that means quite the climb. The trouble with that is, it's not possible to get that high up and survive it, both because of the altitude (still quite considerable, in spite of everything) and because Fenrir still remains at the top, ruthlessly protecting the cradle. But if anyone were to reach the top, they'd be startled to find an entire city still somewhat intact up there...

THE GRAND TEMPLE
While there are many grand temples, some of which are still standing in Copalli, there is only one that is referred to as The Grand Temple... or there was. Prior to the events in January, which partially decimated Kiichpan and saw the rise of one of the most feared gods in this land, Quetzalcoatl, the Grand Temple was an enormous, towering building that was used to hold some of the most sacred ceremonious in the Copallic calendar. Among these were, naturally, bloody sacrifice and dark rituals, but there were a vast many more uses that, unfortunately, will never be practiced there again. After Quetzalcoatl emerged to defend the fire relic, the entire temple exploded as if it had been struck by lightning, leaving nothing more than a stump. Only decimated parts of the first and second floor remain, and its charred interior and exterior leave little left to discover. What is strange, both before and after its destruction however, is that the Grand Temple also didn't look anything like the rest of the architecture on Copalli; it was distinctly more Eastern, with a hip-and-gable roof style and unusual colors. Why that is, no one can really say.

HOT SPRINGS
While technically not a ruin, the natural hot springs just south of Coatepec are one of the few places in Copalli that have been around for a long period of time and don't have anything nefarious or troubling attached to them. While some of the rocky outcropping that surrounds the area is manmade and care has been taken in how the area is shielded from the rest of the surrounding jungle, how it's lit, and how it's decorated and supplied, there's been little by way of eventfulness happening here for a century or more outside of the odd relaxing hot bath. There are rarely ever monsters to contend with or even problems with the incense, especially after the mist in the area largely dissipated after the events in April, so many see the hot springs as a place of refuge and encourage visitors to treat them well.

NELTIYA
Discovered toward the end of February, after the incense near Kiichpan had thinned out enough to make its surrounding jungle more navigable, this area begins in a winding maze with tall, stone walls that, unfortunately for anyone looking to explore it, still stand tall and sturdy even after a century or more. Its construction is stern, purposeful and stark, with next to no aesthetic quality to it, the reason for which becomes clearer after reaching the interior of the maze: because it was once an ancient proving ground, likely for military use. Many of the facilities are still perfectly usable, with an ample space for training, sparring, running laps, as well as a large number of massive stone structures that make up a challenging obstacle course. With a little upkeep and a few additions, Neltiya would be an excellent place to work out, rivalling even the arena in Tikal... if not for the wraiths. Ghosts, spirits, whatever you want to call them, these intangible beings with indistinct forms haunt their former training grounds and terrorize anyone who enter. Unable to be fought off, but also unable to inflict harm, the stout of heart would say they're a minor irritant at worst, but there's no denying the unsettling effect of their bereft howls, not unlike the banshees that occasionally rise from the dead and shamble toward the cities.

NORTHERN ISLAND
Although the Northern Island (not properly named, although perhaps it should be) isn't specifically a ruin itself, the small landmass that was pushed out to see sometime in Copalli's calamitous history houses little else but ruins. Their appearance in relation to the rest of the continent's architecture is strange, to say the least, as it appears distinctly Grecian, or perhaps Mediterranean in composition rather than Mesoamerican. That fact alone is a little difficult to take stock of, however, given two issues: one, that the island is extremely difficult to reach without a seaworthy vessel, and even then is more than likely to be sunk by water-dwelling monsters; and two, that the advanced state of weathering the ruins there have faced is such that there's little more than a few crumbled walls and pillars here and there to indicate that there ever were structures of any sort there in the first place. This site once housed the water relic, guarded by Cuetzpalin, but was recovered after a lengthy struggle back in April. It's seen little activity since, other than the comings and goings of the Mindflayer population.

TENYO
Not far from the southern seaside outside of Kiichpan, Tenyo is less a ruin proper and more an ancient, abandoned causeway, accessible through the city's sewer systems which run underneath the mountains and give way to the surface after several miles. In spite of it being a sewer, its waters once ran pure and clean, drinkable once filtered to ensure no leeches were in it (an unfortunate common problem in Kiichpan). However, since the destruction of the city in February, the wild crashing of the sea caused most of the city to flood, including the causeway, leaving it washed out with salty ocean water and full of much more dangerous monsters. As the floodwaters have receded, navigating the ruins is actually possible again, although they do require either a vessel capable of floating on water or a strong swimmer to reach the inner depths. On the other side dwell a persistent tribe of Sahagin that often make their way into the city to attack, kill, and occasionally consume the residents, and so have been a constant threat over the last year or so. Although their chief, easily identified by the gold trident it carries, has been reported dead numerous times, it seems the tribe are always quick to appoint a new, equally powerful one and resume their efforts. Aside from these aggravating adversaries, there's little else to find within Tenyo, although it's believed that numerous treasures, either washed up through the waterways or scavenged by the Sahagin, may be plentiful at the bottom of the channels, if only one were able to dive deep enough to reach them.

TEPETICPAC
Once a dizzyingly tall tower, now a crumbled and destroyed remnant that looks almost as if it had been struck by lightning. There are still a few standing flights of steps that are more or less possible to climb, but the dilapidated structure suffers from unpredictable faults and could fall apart under the slightest bit of pressure, so caution must be exercised when climbing it. Its lore is well known across Copalli, but especially in Coatepec: Tepeticpac is the famed roost of the legendary Phoenix. Otherwise known as the firebird, its melodic cry and brilliant plumage as well as its sacred fire are a rare but blessed sight to any who behold it. A creature nearly as old as the gods of centuries past, most believe the Phoenix to be a protector of the land—and up until recently, those beliefs had seemed to hold merit, as it had never attacked the city or its people without due cause or provocation. However, in February, it finally succumbed to the effects of the incense after a hundred years of resisting and needed to be put down when it became corrupt and began attacking everything in sight. After its defeat, a pile of ash left in its wake appears to have given birth to a new baby Phoenix, which are known for progressing through their life cycles quickly, so one can only hope it will be another century before the benevolent bird becomes a threat again.

TEPEXITL
A narrow temple built into the face of Coba's eastern mountains, to reach it requires a trip from the outside of the city, as it isn't possible to scale the cliffs from inside the gates. Known colloquially as "the womb," legends surrounding its origins refer to it as very alarming things such as "the birthplace of chaos," "the maw of hell," and "the belly of the beast," among others. Funnily enough, the ruin itself is little to write home about. Once the climb is made to reach the entrance, a tight squeeze past the openings in the crags leave little to be discovered by way of treasure or history. Its style and construction are odd, particularly for the surrounding area, with very little in the way of traditional building materials and more the impression that it was simply carved painstakingly out of the mountain itself. Time, the elements, and humidity have caused the inside of the structure to appear pale blue or off-white, and the stone seems to retain moisture and slickness very easily. Most pressingly of all, however, is how absolutely atrocious it smells—but that might be because of what's guarding it: a hideous, floating Malboro, awakened only after hapless adventurers have trapped themselves inside, at the mercy of its Bad Breath. This is a massive threat to Coba, as the area tends to be breezy and such poisonous vapors could easily drift into the city even with all their windmills hard at work, so it isn't any wonder most have steered clear until now.

TEZCATLI
Just southeast of Tikal, nestled right beside the inlet is an enormous, intact ruin that was once home to the Jaguar God of Night, Tezcatlipoca. After his defeat in November, and now following the relative absence of incense after July, the entire sprawling labyrinth has become a go-to spot for treasure hunters and historians looking to study ancient Copallic culture. The enormity of Tezcatli is difficult to overstate—strange, considering it was once a ritual site, and no records seem to indicate the reason for its massive size. It seems it may have once served as a great temple, rivaling even the Grand Temple in Kiichpan (which would make sense, seeing as Tezcatli and Quetzalcoatl were said to be brothers of a sort, or perhaps rivals, as well), and possibly a place of extensive commerce as well. Nearly all of the ruin is belowground, and the tunnels expand in every direction for miles. One such passageway leads to Titlacauan, the temple of Ocelotl, Tezcatlipoca's twin brother. But where the others lead... that's something adventurers are hoping to find out. Along the way, there are countless murals on the walls, forgotten altars and gathering places, lost treasures of every shape and size, and an endless expanse of investigation to be done. Mapping out such a place would be a monumental, if not practically impossible task, but surely someone is willing try.

TITLACAUAN
Following one of the tunnels within Tezcatli due south and crossing a great chasm, squeezing through a narrow passageway, and passing under an enormous stone gate will eventually take you to Titlacauan, a temple dedicated to Ocelotl, Tezcatlipoca's twin brother. This was also the former site of the earth relic, which has since been recovered and returned to Jaguar. The temple itself, entirely subterranean and partially caved-in after the events in July that led to Ocelotl's defeat and the relic's recovery, is not very big, although that may be partially because of the strange pillars of salt and sand that have collapsed all around the various passageways leading to other parts of its former structure. Over time, these blockages have become hard-packed, and trying to excavate tunnels might just be too risky, since it could cause the entire thing to crumble. There's little else to find there, but it remains a place of power nonetheless.

XOCHIYOTL
Situated between Tikal and Coatepec on the outskirts of the dense coastal jungle, this labyrinthine maze of abandoned, overgrown hallways seemingly branch off in all directions for miles. The "main" pathway leads to a great, open hall filled nearly to the brim by a massive, overgrown flower known as Rafflesia. Being that this was once a repository and research center for alchemists, this dangerous plant guards an Elixir with incredible healing properties as well as untold other reagents, compounds, and resources. This particular structure is one of the few that doesn't seem to possess any sort of record in the form of murals, carvings, or anything else on or inside its walls to give some clue as to what its history is. Even the records in Coatepec only acknowledge that it was used for study, and posits that this "study" may have been performed on humans and animals, possibly while still alive. Legends and even factual records pertaining to bloodletting, sacrifice, and generally morally opposable treatment of live victims is quite common on Copalli, as it were, but most are couched in either deep-rooted culture, religion, or other rituals, but in Xochiyotl... well, science had to start somewhere. The plantlife that have taken root (no pun intended) here are notoriously nasty, and it is regarded as a breeding ground for Ochu, particularly in the cooler months of the year. Thus, an unpleasant smell often permeates the area surrounding the ruins, making it an easy place to find... or avoid.


PLAYER-OWNED BUSINESSES
If your character has opened their own business of any sort, feel free to list it under the appropriate city's header in the comments below. This can be anything from an inn, a shop, to a service they provide. If your character is able to travel for business, you can list the information under whichever city they live in or are based out of. There is no form to fill out, but the more information you provide, the better. Most businesses will not require mod approval before submitting, but if you are unsure, feel free to contact us.


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