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Fountainport

The largest pond in Valley is home to the Fountainport, a large, multitiered structure that is a trading hub and harbor for the many ships that sail Valley's waters. Its ruler is Glarb, a frogfolk wizard-king whose authority and power are suggested, rather than enforced. Here, animalfolk can come to relax in its fresh and cool waters between long treks to villages.

The city is home to a variety of animalfolk, mostly water dwelling, who always seem to be having a celebration at the king's behest. At the base, large portcullises control access to the docks beneath the city. The docks are surrounded by a rowdy harbor district known as the Tadpool, where trading can be done outside the watchful eye of the king and his subjects. On the tiers of the city, residential homes and shops float on the water untethered until a need arises. Slides and waterfalls provide access to the areas below each tier. Up at the top is Glarb's throne, surrounded by water sculptures that emerge from a sculpted water lily, the symbol of his position.

Beyond Civilization

Though the settled areas of Valley are peaceful and tame, many dangers lurk outside the villages and towns off the beaten paths in the teeming nature all around. These areas are known as the Brambles. Within Valley, animalfolk may venture intto the Brambles to places such as sacred cultural sites, locations ripe with lost relics from ancient days, or one-of-a-kind natural biomes that are only rumored to exist. The bravest and most daring adventurers will travel past the edge of Valley into the lairs of Calamity Beasts that house boundless magical energy and many unknown wonders.

The Root Maze

Hidden somewhere in Valley, raccoonfolk have housed in a vast and sprawling labyrinth of roots a collection of precious relics with no immediate uses. Under a thick canopy of woven roots above, the pathways seem to lead to endless trash and treasure heaps that other animalfolk can scarcely make rhyme or reason of. The nomadic raccoonfolk scholars that venture throughout Valley and beyond are glad to give directions to those adventurers that are curious about the secrets hidden here, but they'll be far more likely to tell you to "trust your feet" to lead you to the right answers.

The Ever-Burning Oak

Some lizardfolk in Valley worship a smoldering oak, an ancient symbol of the destructive power contained in nature. For a lizardfolk, this tree symbolizes a cycle of creation and destruction, use and reuse. Young lizardfolk will journey to the tree, collecting a smoldering ember from the center of the tree with their bare hands. Blacksmiths use these embers to fuel their forges, and assassins keep their embers with them in ceramic, metal, or glass containers, each uniquely crafted by a lizardfolk community. Though the heat eventually fades, an ember's powerful magic lasts nearly a lizardfolk's whole life; when their ember goes out, a lizardfolk knows they will pass over soon.

Cliff of Heroes

The sun is said to never set on the highest hill in Valley. The hill is so tall that the grass has become sparse, and boulders dominate the skyline instead of trees. One massive boulder rises above the rest. Mousefolk climb this rock to demonstrate their bravery and willpower, but also their teamwork and comradery. Packs of experienced mousefolk band together to make quick work of this challenge, while younger mousefolk will look to the guidance of veterans for their first trip up. The top of the boulder is frequently home to raucous celebrations with whatever the climbers can carry up with them.

Calamity Graveyard

A vast pit of tar and bones from fallen Calamity Beasts makes up the most dangerous terrain in all of Valley. Squirrelfolk come regularly to worship the primordial cycle of life and death that they believe sustains this world. This is also the best source of bones for use in necromantic magic in Valley, as long as the necromancer is brave enough to venture here and back for their prize.

Mushroom Valley

A vast valley full of large mushrooms that grow wild on account of the deep magical leyline that runs below it. Colorful fungi, inedible plants, and strange insects thrive here. Squirrelfolk venture here to gather poisonous and dangerous plants, cultivate fungal growths, and scavenge powerful Calamity Beast remains.

The Knowledge Ossuary

Among the marshes, deep below the surface, lie the many repositories of knowledge and history called Ossuaries. The Knowledge Ossuary is located in an unknown village, the most ancient of its kind, and protected by an array of powerful enchantments and warriors who dedicate their lives to the protection of its contents. Only a ratfolk elder can permit a visitor to view the contents of the Ossuary, and even then, they must be accompanied by a guide for their own safety.

Crater of the Cosmos

A vast crater surfaced with obsidian was left behind by an unknown cosmic event. Deep in the night, water condenses on the surface, causing the firmament above to be refracted like a prism on every wall of the crater. Batfolk venture to the bottom of this planetarium-esque structure to stare into the cosmic reflections and deep into space, channeling the light of the moon into magical energy. The formations of cosmic bodies above also contain spiritual wisdom passed on by the batfolk of past generations who have joined their ancestors in the eternal truth of the night sky.

Fell Comet

At an underground pond, deep beneath the surface of Valley, the ratfolk worship a floating comet whose gravity has warped the world around it. Water leaks down from a complex network of caves, streaming over and around the comet. The water surrounding the comet has parted and frozen, forming a basin of dry, icy land directly below that's used as a proving ground. Young ratfolk must reach the center of the caverns and chip off a chunk from the icy rock, as a test of their cunning and ingenuity more than strength. Ratfolk need to use every tool in their arsenal to brave the harsh and dark, frozen caverns.

The Lighttrap Spires

Precarious spires are stacked endlessly upon each other, piercing the sky like a crowd of daggers. Two times a day, the sun and moon each beam through them, casting a grand shadow across Valley. Mirrors catch this light, scattering and reflecting it along the spires until it cascades over a massive opaline gem embedded in the center of the towers. Here, an elder batfolk trades sight of the waking world for vision of the realms beyond Valley. Their eyes are subsequently filled with a unique nebula-like pattern that marks their ascension to the upper ranks of the priesthood.

Burning Bog

A smoldering bog that never burns out marks the end of Valley and the beginning of the mystery lands beyond. Dangerous and seemingly without end, it is a place no young raccoonfolk knows the way to survive before setting out, but they trust in nature to learn the skills it takes to make it through. The raccoonfolk bards often sing of this place, weaving tales about the strange and otherworldly creatures that call it home, though how much of these stories are exaggerated remains a mystery to anyone other than raccoonfolk.

Forest of Iron

A deep crag above a fault line hides a site of pilgrimage for lizardfolk: a forest of ancient, petrified ash trees made of iron. The trees still grow, their branches becoming sharp and pointed while their bark has oxidized into rust. The forest is an important source of iron for armor and weapons. The thicker the tree, the more valuable and pure the metal towards the center will be, with each "tree ring" outside the center containing more and more impurities. The most ancient trees have cores of pure steel!

The Flower Garden

A sheltered and secluded grove in the underbrush, the sacred flower gardens are a site of pilgrimage for rabbitfolk of all ages. The winding path to the center has been planned over centuries, and it is of utmost importance that no flowers are ever damaged by visiting rabbitfolk. If a flower begins to die, the petals and other parts are collected and brought back to Valley to decorate the homes of any rabbitfolk villages that witnessed the flower's passing. Seeds are planted where the old flower grew in the hope that it grows again. If a flower grows in an unexpected area, the path is forever changed.

Hanging Gardens

Somewhere in Valley, behind a waterfall, lies a cenote whose walls are covered with hanging vines, moss, and other folliage that drapes down to touch the water's surface. Lily-pads float freely on the surface of the shallow pool, and frogfolk come to bask in the sun at midday when the sun is right above the cenote's opening.

Ancient Seedbed

A source of many of the seeds that grow in Valley, the seed bed is an untamed and uncultivated wilderness that has long been a place where unique vegetables, fruits, and greens grow and can be harvested. Though much of the food grown here isn't as refined as that grown in Valley, rabbitfolk learn to take in the varietals found here and cross them with other varieties to increase yield, flavor, or size.

Sunflower Sanctum

A well-kept sanctuary where tall sunflowers grow is where many animalfolk source their seeds to store for the cold winter months. Their heights prove too dangerous for some animalfolk to pick from, so birdfolk claim many of the seeds here during the hot summer months. Always generous with their spoils, birdfolk eventually share sunflower seeds with the rest of Valley after taking their share to store and age in secret, high in the trees.