The Weysevain Coast

Geography
Originally named for the explorer Duda Weysevain, the Weysevain Coast is the westernmost edge of Central Omeria and the Desolation of Ditimaya. Almost 60% of the population of Central Omeria lives along the coast. The villages and towns on the coast are connected by the Leash, a road that stretches from Castlegrasp to the south to Cabal to the north.

Mountains

 * Basilisk's Spine Mountains: The colossal mountain range that spans the width of Omeria and divides the northern end of the continent from the central end is the nearly impassable Basilisk's Spine Mountain. A newer mountain range, the snow-capped peaks are treacherous and difficult to cross. In addition, it is a volcanic range rife with earthquakes, landslides, and other geological calamities.

Regions

 * The Desolation of Ditimaya: spanning over one million square miles, a thousand years ago this desert was once the hunting grounds of the Ditimayan Tribes, the culture most Central Omerians can trace lineage.
 * Dreadfields: Dotted by 200-foot obelisks, this area is populated by extremely deadly creatures created after a failed Dinzer defense plan.
 * Lost Dragon Pass:  The Weysevain Coast from Cabal to Orbea now bears the name of Weysevain's dragon.
 * Qirno Peninsula: Called "The Beast's Horn" by many who live in the western edge of the Basilisk's Spine, this damp, untamed forest region is mostly inhabited by Olyothyrian elves.
 * Sabalona Timberland: A region of ongoing conflict between the goblinoids and the other sentients of Omeria.
 * Wallingmiota Wood: Untamed and largely uninhabited, the wood is home to many large beasts, including the world-renown terror lizards of Wallingmiota. It remains unclaimed between the Garrish forces and humans of Northern Omeria thanks to the Treaty of Clean Hands.

Roads

 * Blood Drip: Perhaps the second most important road in the northern part of Central Omeria, the blood drip runs from Mighty Tadju through the Wounded Pass and into the goblin held lands of Gar Wabrizz. The road is incredibly dangerous for most humanoids as there are no patrols to protect travelers.
 * The Leash: Spanning from Castlegrasp's northern gate to Daydreamer's Bridge in Cabal, the Leash is the most traveled road in Central Omeria.For the most part, the Leash is safe, thanks to the presence of the Phantoms, a guild of nonpartisan knights and rangers who patrol the road and keep it safe from bandits, monsters, and other troublemakers.
 * Wounded Pass: A dangerous tunnel since the destruction of Von Doral, it was meant to increase trade between Gar Wabrizz and Tadju. Still, many traders risk the pass.

Seas and Rivers

 * Omerian Ocean: A turbulent, angry ocean, the Omerian pounds the cliffs and sands of the Weysevain Coast. Storms batter the coast almost year-round, making direct travel across the ocean trying for all but the mightiest sailing vessels.
 * Serpent's Tears: The bay between the Qirno Peninsula and the Gar Wabrizz empire, which rose to fame as the side of a great naval battle between the goblins and elves. It is said to be haunted by banshees.
 * The Teeth: The Teeth are a collection of rocky islets, holms, and jagged rocks at the western edge of the Qirno Peninsula. Zen Kik merfolk call the waters around the Teeth their home.
 * Troubled Run: The raging, white water Troubled Run is the natural border between Gar Wabrizz and the neutral territories that buffer the hobgoblin empire and the human lands of the north.
 * The Wound: An abyss-like sea fed by the rivers and channels that pour off the Basilisk's Spine.

Cities

 * Arruquetta: A multiracial city of 15,000 presided over by the totalitarian rule of a teenage queen Daria Emgavel and known for the Great Equinox Library
 * Cabal: The City of Daydreams, Cabal blankets the majority of Tusk Island. Ruled by Admiral Covadonga Carballo. The city is known for its rejection of gods and recent loss of half its population in the Attack of Regrets.
 * Castlegrasp: Castlegrasp has a storied history as one of Central Omeria's greatest cities and one of the few in the land that hasn't fallen apart from catastrophe, civil war, or poor leadership.
 * Gar Wabrizz: The hobgoblin kingdom of Gar Wabrizz thrives under the leadership of their queen, Glonkad the Unkillable. Visible for miles, the sprawling metropolis contains with hundreds of thousands of goblins, bugbears, ogres, orcs, and of course, hobgoblins who have pledged their unwavering allegiance to the Gray Banner.
 * Olothyr: The great home of the remaining true elves of Omeria on the Qirno Penninsula.
 * Orbea: Also called the Maze of Orbea, this vast network of channels, canyons, caverns and natural bridges carved by the Orbean tributary is home to the enigmatic spider-humanoids, the krig.
 * Qola: Once a large metropolis and trading post north of the Desolation of Ditimaya, the Hole at its center has driven all but 1000 humanoids from the city.
 * Schär: The second-largest city in the goblinoid empire of Gar Wabrizz, it is governed by the goblin Duke Stogz, Grandmaster of the Lakes.
 * Scroas: The fourth-largest city in the goblinoid empire of Gar Wabrizz and governed by Duke Widemouth Newton, this city is comprised primarily of lizard and frogfolk.
 * Skiout: The third-largest city in the goblinoid empire of Gar Wabrizz, it is governed by High Priestess Faerstra Hun'iryn and contains a large population of conquered Mythlalune elves.
 * Tadju: The Tribal Confederacy of Mighty Tadju is the oldest civilization in all Central Omeria, just over 600 years old. Although Tadju itself is a city at the shores of the Wound, Tadju's influence covers the whole of the Tadjuuni Peninsula and much of the lands across.
 * Uqamarte: A satrapy of Cabal, the small city of Uqamarte is close to civil war with its imperial leaders and Admiral Covadonga Carballo.
 * Von Doral: Perhaps the greatest dwarven civilization ever, Von Doral and the Infinite Gem Halls now lies in ruin.

Towns and Villages

 * Haver: Haver is a large fishing village two-days ride from Castlegrasp. It's mostly home to fishermen, sailors, and the occasional smuggler who hopes to avoid the attention of the Castlegraspian Stonearms.
 * Lacasa: A strategically placed crossroads between Cabal, the Leash, and the road to the north.
 * Loqasoa: Loqasoa is the sister town to Scroas across Beiydark Channel. The bugbear-dominant town is ruled by a shadowy cabal of assassins.
 * Roselake: A village of 600 Central Omerians in the foothills of the basilisk. It's most well known for being the town where the last king of Von Doral, Aranmaic the Quiet lived following the evacuation of the city.

Notable Locations

 * Gradba's Lodge
 * Ghost Holm: A small island off the coast, formerly a Knotisder colony, now known to be home to pirates since the Attack of Regrets.
 * Onorim's Palace: A large tower built by a powerful Odonburg mage in the hopes that it would save the world.
 * The Petrified Labyrinth: A maze of petrified criminals from Castlegrasp that stands as a warning to all.