Geography of Caldrath
Caldrath is a large world containing treacherous seas, with diverse biomes and mysterious regions that have shaped the cultures and conflicts of its inhabitants.

Major Regions Overview
The known areas of Caldrath can be broken into saveral regions
The West includes the Badlands, the Western Reach, and the Sea of Ghosts.
Badlands
A semi-lawless region between the Western Reach and the Inner Sea, defined by rugged terrain and scattered settlements. Monsters and wilderness make much of the land untamed.
- Settlements inside the Badlands: Windhaven, Rock Bottom, Rock Bottom Junction, Moon Valley, Mencer’s Ferry, Port Kern, Pigby’s, Fisherman’s Wharf
- Geography: Eastern foothills of the Shatterhorn Mountains and western slopes of the Stormridge Mountains. Northern coastline on the Merriatic Sea; southeastern coastline along the Grand Titanic.
Western Reach
A large peninsula west of the Badlands, bordered by the Sea of Ghosts to the south and the Merriatic Sea to the north. The land is dominated by the Shatterhorn Mountains, which split the region and provide natural barriers between the inland settlements.
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Key Settlements and Features: Maraset, Brightmoor, Port Kern, Korvain, Brumeford, Windhaven, Rivercrest, Westgarde, Nacescurn, Cliffside, Cedarlox, Dauny, Pigby’s, Rock Bottom, Rock Bottom Junction, Moon Valley, Fisherman’s Wharf, Mencer’s Ferry, Haltwick, Alcharion
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Geography: Central Shatterhorn Mountains; northern Stonridge Mountains; coastlines hosting fishing villages and ports.
Sea of Ghosts
A stretch of ocean and scattered islands south of the Western Reach, known for treacherous waters, strong currents, and strategic coastal settlements.
- Settlements:
- Korvain: A large city renowned for its elite naval fleet, serving as both a military power and a hub of maritime trade.
- Northbank: A smaller coastal city, functioning as a secondary port and support center for naval operations.
- Geography:
- The sea is dotted with islands and rocky outcroppings, creating hazardous navigation routes.
- Coastal waters are rough and storm-prone, adding to the difficulty of sailing.
- Despite its dangers, the Sea of Ghosts is vital for controlling southern maritime trade and military dominance.

Cordelian Coast
An eastern continent region defined by a mix of mountains, jungles, and plains, with both natural and constructed borders.
- Settlements: Venetia (major coastal city), Ironhill (mountain settlement)
- Geography:
- Fangspire Mountains dominate the center, creating a divide between inland plains and coastal lowlands.
- Arachosia Jungle lies along the eastern edge by the Kythian Sea.
- Golden Steppes stretch across the western interior, merging with The Whisperwood forests.
- Halidron’s Wall marks the western border, a strong natural and defensive landmark.
- The Hinterlands lie north of the Fangspire range.
- Coastlines open onto the Kythian Sea, providing maritime trade routes.
A map for this area is not yet available.
Eurus
An eastern continent island that has developed a distinct culture due to its isolation from the western mainland.
- Settlements:
- Laridia: A major region in the northwest, dominated by mountains.
- Anga Vast: A desert city on the western coast, homeland of the Skyrith.
- Kymeria: A southern coastal city, located at the edge of the great forests.
- Geography:
- Northern and central mountain ranges divide the land and act as natural borders.
- The west is arid, with desert terrain surrounding Anga Vast.
- The southeast is heavily forested, though Kymeria itself sits directly on the southern coastline.
- Eurus remains culturally distinct from the western continent due to its isolation across the sea.
A map for this area is not yet available.
Flame and Flood
A paired region consisting of a vast marsh peninsula and a volcanic island, separated by a narrow channel of sea.
- Settlements: Pyrros (city on the eastern volcanic island)
- Geography:
- Blackwater Marsh: The western peninsula, a massive stretch of wetlands with thick vegetation and treacherous ground.
- The Volcanic Island: The eastern island, dominated by rugged volcanic mountains. Pyrros sits here, likely benefiting from fertile volcanic soils along the coast despite the danger of eruptions and unstable terrain.
- Together, the marsh and the volcanic island form the dual identity of the region: flood to the west, flame to the east.
A map for this area is not yet available.
Grand Abysmal Respite
Two islands located in the middle of the world’s largest ocean.
Great Inner Sea: A central inland sea separating the Badlands, Lowlands, Neverending Wood, and Winterveil.
- Settlements: Altharion
- Geography: Inland sea bordered by multiple major regions, serving as a central body of water and trade route.
A map for this area is not yet available.
Neverending Wood
A vast and ancient forest in the northwest of the main continent, regarded as the ancestral homeland of the elves. It stretches from coastal shores in the west to mountainous terrain in the east.
- Settlements: Arm’anti (western coastal city), Gnarvitrix (eastern forest city), Haltwick (southern edge settlement), Richteville (northern edge town)
- Geography:
- Interior dominated by dense, ancient trees and thick undergrowth, making travel and mapping difficult.
- Western boundaries touch the ocean, giving Arm’anti maritime access.
- Eastern forests rise into mountain foothills, where Gnarvitrix lies.
- Southern edge thins into hills and valleys, with Haltwick as a border settlement.
- Contains old elven ruins and mystical landmarks.
A map for this area is not yet available.
Perdesia
An island continent in the southeast of the largest ocean, largely unknown to most inhabitants of the world.
A map for this area is not yet available.
The Lowlands
A vast desert region marked by arid plains, sparse vegetation, and extreme climates. It is home to the Skyrith, who have established two major cities despite the harsh conditions.
- Settlements: Surapura, Nagasetra
- Geography:
- The region is dominated by desert terrain, with sand plains stretching between rocky ridges and isolated mountains.
- Harsh, dry winds and scarce water sources make survival difficult outside the cities.
- The Lowlands sit inland, between other major continental regions, serving as both a barrier and a cultural stronghold of the Skyrith.
A map for this area is not yet available.
Winterveil
The frigid northernmost region of the main continent, defined by tundra, snowfields, and icy mountains. The climate is harsh, but it has been home to both humans and dwarves.
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Settlements
- Lodan Rul Once a major dwarven city in the mountains, destroyed during the war. Now a ruin.
- Frostgaard: A city still thriving, cohabited by dwarves and humans, serving as a center of trade, defense, and survival in the unforgiving north.
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Geography
- Mountain ranges run through the west and center, providing natural fortifications but also isolating communities.
- Eastern forests and tundra stretch into the cold plains where Frostgaard lies.
- Permafrost, heavy snow, and icy winds dominate the landscape, shaping the architecture and lifestyle of its inhabitants.
A map for this area is not yet available.
Rumerria
A lost island in the northwest of the Merriatic Sea.