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SVAJONE: the dreaming isle | official map

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The island of Svajone is a diverse landscape! Much of the coastline is hazardous and rocky, aside from the southern coasts which boast long beaches of white sand. Huge mountains raise into the skies, and ancient ruins are dotted all over the island, the last remains of ancient human life on the island.

The landmarks provided are those that have been identified and charted or named by the wolves of the island... but there could be more yet to uncover, and you're very welcome to draw things not specifically mapped here. Waterfalls, cliff sides, mud slopes, forest glades... Svajone is your oyster.

Be sure to check the laws of your pack, to know if you are permitted to wander; and be wary of getting too close to the border of an unallied pack. They may not welcome you, and your actions could have deeper consequences for the future of the relationship between your two factions.




KOL TERRITORY


The Kraštas
The northernmost boundary of the island, a desolate peninsula of barren land where very little foliage other than low-lying shrubs can be found. This region is typically very, very cold, and extremely high winds commonly storm across the whole expanse. The very furthest edge of the site ends in stoney, jagged cliffs that are almost always slick with ocean spray and thin sheets of ice. Wolves who travel here would be wise to tread carefully...

Remiel
High in the mountains, Remiel is a crumbling abandoned temple that has fallen into ruin. The Kol have retaken this area and protect it fiercely, as it is believed to be the place where the habitual sacrifices occured in ancient times. It is difficult to access, and Kol are forbidden to go there unless summoned by their leader.

Vėlėstone
The foothills of the mountain are largely barren, save for a strange stone structure, on top of a rocky mound. It’s most likely been carved by the ocean waves, which regularly envelope it - at high tide all but the tip of the stone is surrounded, but in low tide the area is free to explore. Across this large area of land, the tide is usually slow moving, so it’s not usually too risky to visit. The Vėlėstone - or soulstone - is the final resting place of the honorable and loyal Kol dead. Bodies are brought here at the end of their burial rights, for their soul to join with the stone and their body to wash to the sea.

Tamsus [VISUAL]
Accessible only by skirting the mountains, this small and barren strip of shoreline is rarely visited. The tide is violent here, and the mist and spray of the ocean seems to permanently hang in the air like fog. The sand is black underfoot, and the mountain outcrops offer excellent roosting spots for seabirds. It’s possible to pass by here undetected, but the risk if great, for the tide can easily cut off your path and force you back, or worse - swallow you whole.

Keres Oak
A single oak tree in the midst of the thick forest that smothers much of the Kol territory. Believed to be the resting place of the Keres, the dark spirits to whom the Kol appeal to pursue their dark work. Occasionally the Keres will grant Blessings to those they deem worthy.

Mirrorwood
The thick forest that secures the oak is dense and dark, the overhead canopy so thick that light rarely breaks through. The earth and bark are blanketed in green moss. Every tree and fern seems to look the same. It’s easy to get lost in here when you don’t know your way. Hang on, have you passed this tree before?

Veseti Forest
Close to the brook and nestled at the foot of the mountains, this forest is lush and green, flooding into life in Spring and Summer. It’s the best foraging spot in the North, home to a wealth of useful plants and weeds.

Alderglen
It’s believed that this small glen of alder trees was fed by the blood of ancient sacrifices, bleeding down from Remiel onto the soil. Close to the mountains, this glen is still and quiet, and frequently visited by those hoping to clear their mind. Others are wary - after all, wolves borne of the Alder Moon are prone to madness, so perhaps prolonged exposure to the bleeding trees will drive a wolf mad.

Magellan Brook
The Kol's only water source is highly valued. Despite extending well beyond their marked territory, the brook is widely considered to be Kol property, as such they will patrol and protect the entire length of it. The Kol and Tundes often come to blows over the brook, as its tendrils extend to the very fringe of Tundes land. It is named after a wolf of ancient Almos, a wolf who is believed to have been cursed by the Keres spirits and lost both his eyes and tongue, eventually coming to drown in this very brook.




STONEHAVEN TERRITORY


Tyluman Mountains, feat. Khepera's Teeth
This series of peaks rises high in the west of the Dreaming Isle, and the range itself is commonly known as the Tyluman Mountains, believed to be the original home of the mythical Tyluma. The two largest peaks are the highest and most commanding of the entire island, reaching higher into the skies than even Remiel, and are known as Khepera’s Teeth. Biting up into the sky, ever reminding the island of her ferocity. Named for the wildest of the three Elders, the Teeth are known for their unforgiving cliffsides, long drops and steep, crumbling terrain.

Sanctum
A large cavern that serves as Stonehaven’s densite. It overlooks the valley. Deep within Sanctum, there are many passageways that feed into a vast network of caverns, most of which are caved in and not accessible. The pack rests in the more shallow recesses, near the mouth of the cave.

The Vale [VISUAL]
A valley that cuts through the Tyluman mountains. A river flows through the center, fed by snowmelt. It eventually runs south to the God’s Pass and flows into The Land’s Tears.

Shallowford
A place in the river lying at the heart of the valley that has thinned out and shallow enough so that it is crossable.

Bleak Falls Barrow
The gravesite for fallen Stonehaveners. Lies in the lowlands just east of the Sanctum. A shallow mountain stream runs through the otherwise barren terrain.

Northshield Pass
A treacherous route through the northern mountains. This journey is not for the faint hearted or flat-footed.




TAIKA TERRITORY


Elysia [VISUAL]
From the moment the Kol ventured north, those who remained came to revere this cliffside spot by way of defiance, as it is the furthest point from Remiel. Elysia is now contained within the territory of Taika, and thought to be symbolic of the balance of the island.

Lake Išmintis [VISUAL]
Sometimes known as the Lake of Tume. Nestled at the base of a mountain and surrounded by forestry, this lake is quiet and peaceful and an excellent place to reflect. On a full moon, the celestial light seems to illuminate the water’s surface in an ethereal glow. It is said that Tume often came here to think, and even now, wolves often come here for wisdom. It is said that one might seek advice from Tume himself here, but that is merely legend...

Tvirtovė Ridge
A low, narrow mountain range that rests beside the lake, named for its placement as the natural barrier against the temperamental northerly winds of the isle. There are many concealed caves and hideaways hidden within this mountainous site, as well as high cliffs which wolves may climb to in order to look out across the lowlands - and although the peaks do become rather frigid during the colder seasons, it’s very rare to see the Tvirtovė capped in more than a sprinkling of snow.

Southwood
This expanse of trees reaches from the lake and out towards the shore. Closer to the beaches, the trees are spread further apart, offering lots of light and warmth and allowing a huge array of flowers and plants to grow. As you travel further north toward the lake, the forest grows denser, and sometimes is blanketed with a mist from the water's surface. This section of the wood offers excellent shade, and a place to cool off during the intensely hot Southern summers.

The First Tree  [VISUAL] [VISUAL - with stone circle]
This grey, weathered old tree looks out across a beautiful meadow filled with purple heather. It’s bark is long dead - birds don’t even roost in it’s branches in Spring. It’s believed by many to have been the first tree to have ever grown on the island, and that it had withered with sadness and shame when the wolves became violent and greedy.




SKYDAS TERRITORY


Cliffsides [VISUAL] [VISUAL] [VISUAL] [VISUAL]
The tallest and most notable of Svajone's cliffs caress the eastern side of the island. Picking through hills and mountains will lead to the cliffs themselves, where wolves can enjoy the fierce ocean winds and look out over the vast horizon... or, occasionally, meet a terrible end.

The Twins
As Magellan Brook departs into the ocean, it divides into two forks, known commonly as The Twins. One branch marks the edge of Skydas territory, containing the border and providing the pack a source of fresh water. In Spring and Summer the snow melt from the Northern mountains causes the brook and the twins to swell and break banks, often causing localised flooding and making access to the holms (islets) impossible.

The Fell [VISUAL]
A small valley where the mountains part, offering a passageway toward the cliffs and deep into the heart of Skydas. In springtime The Fell thrives, blooming with wildflowers and usually attracting grazing herds.




FREELANDS


Soren Coast
This is the stretch of coastline upon which Soren Svajone and his crew landed and as such it carries notoriety. Kol have not yet gathered enough strength to extend their reach as far west, though they would dearly like to claim it as their own.

Letena's Islets
The Isle of Letena is a cluster of four islands. It is believed that the island was created when a son of Kilmė, named Letena, tried to flee the doom his family had brought upon themselves. As soon as he set one paw upon the water's edge he was dragged under the waves and while the earth quaked on the Isle, four islands rose into the sky in the shape of Letena's paw that had created them.

Melusine Lake
The largest body of water on the island of Svajone. Melusine Lake is one of the calmest places on the island, though in recent months Tundes have learned to be wary at the northern edges, as the thick forested hand that creeps out from Kol territory offers exceptional cover for hunting Kol.

Dykinti Mire
An eerie, lifeless woodland. This thin stand of trees and swampland is said to be all that remains of the lush forest that once where the Voidplains exists today. Most of the plant life in this region is either sparse or long dead, with only the hardiest of trees and scrubs able to continue growing in the loose, water-saturated soil - it's worth noting that most of the forest is dominated by birch and willow trees. The forest canopy is threadbare and scattered, and very little prey or herbs can be found within this region as a result.

Voidplain
A huge expanse of meadows, grasses and hills, fading softly into rocky plains as it reaches the coast. The Voidplain is sparse of any cover or water, so most wolves consider it dangerous to go out there alone.

The God's Pass [VISUAL]
This ancient stone bridge is the only way to cross the huge mountain river. Like many of the ancient human constructs, this bridge has seen much better days, and wolves should always be wary of crumbling stone - but, by and large, it is solid and safe to cross.

The Land's Tears
In ancient times it is thought the mountain river was only one long stream into the ocean, but somewhere in Svajone history, the river splits in two. Tundes came to believe that this was a sign that the human sacrifices had upset the natural balance of the earth, and caused the island to shed tears.

Ithunnwood
A very thick, dense woodland that once cradled the southern Tundes territories. Rich in game and resources, this forest is teeming with life, and you're likely to happen across other wandering wolves here.

Stonestep
The fallen stone remains of what may have once been a small bridge emerge at this point of the brook, offering a relatively safe crossing point, provided one is agile enough to jump from one stone to the other.

The Ruined Spire
Aside from Remiel, this is one of the strangest ancient constructions on the island. Much of the spire is in accessible due to crumbled stairways, and it is rumoured to have been taller in ancient times. Many are wary of the spire, but the Kol take great interest in it.

Raat's Pass
Raat’s pass is a wide valley, surrounded by mountains, which spills out toward the long since abandoned remains of a human village. The valley itself is often warm in relation to the rest of the Island - protected by the winds on three sides and centered, away from the coastlines. It is a popular herding ground for deer, given the protection from the elements.

The Mere
A secluded, woodland lake that’s a fair bit smaller than it’s northern sister, the Melusine. The Mere is almost eerily calm, with water clear and still enough that the lake’s surface often portrays a particularly mirror-like, reflective quality. Perhaps this is due to the dense natural barriers surrounding it, preventing foul winds from the north and west from ruffling the lake’s tranquil veneer.

Istriges Bog
Sometimes known as 'the wolf-eater', particularly in tales to warn pups and youths. A hostile land cradled between Melusine lake and the nearby mountains. It's an old section of the lake that had sunken over the years and became overgrown with vegetation. The land is covered in mud, puddles, peat, and grasses. The outermost areas of the bog are some of the most dangerous as they look like pure grassland which allows it to melt seamlessly into the surrounding environment. One section of the bog feeds into a cluster of gnarled deciduous trees that form a dense canopy, often creating a dark and foggy atmosphere even in the daytime. It's a rich resource for a variety of wildlife, but it is unsuspecting and dangerous to larger creatures. A general rule- Always travel with another wolf and never be tempted by stuck prey!




TRAVEL




It would take approximately three days without stopping to travel from Kol to Tundes, border to border, following the brook. You can use this as a guideline to estimate travel times to other locations. Remember to factor in that your character needs to eat, sleep and shit like any normal living creature, and that different terrains (such as mountains or cliffsides) will take longer to navigate, before you go teleporting across the island like an Abra gone mad.






Artwork by Wulfghast | Map, concept and landmarks are the property of Svajone / halloumicheese and are for the use of members of Svajone only. Please do not re-post, copy or otherwise edit any part of this map or description.
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© 2018 - 2024 halloumicheese
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