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SPlRlTEDGALE — [CHV] Chevalia Official Map

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Published: 2022-07-01 23:22:02 +0000 UTC; Views: 1713; Favourites: 15; Downloads: 0
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Description

Chevalia is set in a valley completely encircled by an impassible mountain range that the valley creatures call Sadi-Ma-Tati, with no way out and very few places where any valian can catch a glimpse of the land beyond... Originally created millions of years ago by a massive asteroid strike, the impact site has since flourished into a diverse landscape.

Residents refer to the northern, forested half of the valley as Greenwood. The undergrowth here is very dense and lush with sheltering flora for its inhabitants. The woodlands are plentiful with both grazing and small prey, playing host to animals of all kinds.

In contrast, to the south of the Loch lies The Moors, a much more expansive and open grassland. There are little to no woodlands in the south, making it much more difficult to find shelter from the elements. The terrain progressively becomes more rocky the closer you get to the mountains, and the belly of the valley is dominated by plains and marshland bordering the Loch, with a generous amount of heath in between.

And in the center, most importantly, is No Clan’s Land. All areas in the immediate vicinity of the Loch are fiercely contested by the factions of Chevalia. Borders are always changing depending on which factions hold claim over each location, with the most fought over territory lying on the Greenwood side of the lake.



GREENWOOD LANDMARKS:

SANCTUARY
A sheltered glade deep within the Labyrinth that has been claimed by the Valhaldh as their territory for many generations. The only way to access it is through the Glenpath.

THE FOUNTAIN
A waterfall cascading down from high within in the mountains that feeds into a small, secluded pond, which freezes over in winter. The Valhaldh keep watch over it regularly, considering it a part of their territory.

THE LABYRINTH
The jewel of Greenwood, a winding and elaborate woodland that blankets the northwestern reaches of the valley. It is easy for those who don’t know the lay of the land to become lost in its depths, both predator and prey have fallen victim within the Labyrinth’s jaws.

GLENPATH
A dried up, extensive ravine that serves as a pathway to Sanctuary. The entire length of it is curving and narrow, just barely wide enough for larger creatures to enter and walk through comfortably. The entrance is overgrown, naturally camouflaged to deter strangers from slipping into Sanctuary without Valhaldh's knowledge.

WHITE HOLLOW
A predominantly birch forest in central Greenwood, bordering both the Labyrinth and Verrain Wilds. Most sightings of the Rolk have been credited to this region, and the other factions respect it despite it technically being unclaimed. It is one of few landmarks that are unanimously considered neutral ground.

VERRAIN WILDS
A sparse and hostile forest that is often left uninhabited, war-torn wilderness that creatures big and small are wary of entering. The canopy is thickest where the Wilds border the Moon Tree, gradually becoming more patchy and thin as it winds further south, ending at Claw Rock. Due to its proximity to two highly contested shores of the Loch, many deadly battles have been waged within the Wilds, lending it a bloody stigma.

THE MOON TREE
The largest, oldest birch tree in the valley, standing out starkly with its bark and leafless limbs as pale as the moon. Its highest branches are easily twice as high as the canopy of the rest of Greenwood. Despite being barren and clearly ancient, the grand tree's size and presence lends it an impressive aura.

ROCKFALL SLOPE
A sequestered, rocky plains where loose stones and sediment are common hazards. The grazing is decent, but very sparse, and it can be easy to fall victim to loose soil giving way underfoot. Rockfalls are common.

CLOUDLOCK
A harrowing path that claws its way through the treacherous northern reaches of the Sadi-Ma-Tati, ending at a plateau that is perpetually veiled in fog and low-hanging clouds. Certain factions are known for performing the challenging climb as a rite of passage, but the location itself is barren and of little consequence beyond cultural significance.

WINDING NORTH
A thin, muddy creek that snakes away from the base of the Fountain, ending within a deep and narrow gully. It dries up during winter when the waterfall freezes.



NO CLAN’S LANDMARKS:

THE LOCH
The biggest and only lake in all of Chevalia, with a small, remote island resting at its epicenter. When looking at it from above it can be said that the waterbody is shaped almost like an eye, which is where its second name, The Land’s Eye, originated. It is the most ferociously fought over water source in the valley due to it being the only one available year round.

PATH OF NO RETURN
The rift in the mountains that ends abruptly at the sea. All factions fear this place and do not venture to the path under most circumstances. It’s difficult to reach through the ridges of the valley, and not worth the effort; some even say that those who dare to make the trek are called by the Abyss that lies at the edge of the world.

PARADISE
The eastern side of the lake where the shore is most lush and easily accessible, hotly contested by all factions due to being the most resource-rich, plentiful land beside the Loch. Paradise easily possesses the bloodiest and most violent history of all regions that border the lake.

THE TEARS
A vernal floodplain fed with offshoots from the lake, shallow and often murky from swelled banks after rainstorms. They dry up completely during summer and fall, but factions will still fight viciously for control of them simply by virtue of their proximity to Paradise.

MUCKRUN
The least palatable stretch of the lake, a carr that is completely sodden and permanently swampy from the lake’s overflow, you’ll leave with muddy paws and little else, the water is just barely drinkable. Full of prickly shrubs and reeds.

RUSHAWAY
A perilous gorge that sprawls away from the southern side of the lake. The stream coming from the lake moves too fast to drink, the rushing current quickly turning deadly if an animal falls in.

THE BLUE BEND
The calmest part of the gorge where the land levels out and the stream becomes accessible to drink from, another very contested area, the stream is the longest and clearest of the Loch’s offshoots.

LOCHWOOD
Much like its eastern sister the Verrain, this region is highly contested by factions vying for control of Paradise. The terrain is wooded but damp, a flooded forest that quickly transitions into marshland closer to the lake.

PALLA’S SHORE
In honor of Palla's courage, it was agreed that one small section of lakeshore should be always free to all creatures of Chevalia. This shore, north of the cliff where Palla met her end, is the only region in Chevalia where it is forbidden to lay a claim or shed blood.

CLAW ROCK
A distinctly claw-shaped bluff that jut out from the foothills of the mountains, as if to reach up and rake across the sky.



MOORS LANDMARKS:

THE PINNACLE
The highest plateau in Chevalia that can be safely climbed to, doesn’t get anywhere near the top of the crater but it is at a decently high elevation, a vast bird’s eye view of the valley can be seen from here.

HIGH WATER
A collection of shallow vernal pools, depressions in the rocky terrain that fill with rainwater and snowmelt every winter and spring, they become completely dry from summer to fall like the Tears, located high in the crags of the Moorlands.

HOLT GROVE
One of two modest forests that have managed to grow in the south. It borders the crags where the High Water pools form, which makes it a common location to find animals of all kinds passing through, especially wolves and coyotes in particular.

GEYSER BASIN
A rocky plains region known and named for its numerous geysers. The water is too hot to drink from and the land sometimes shifts unpredictably, fissures forming whenever one of the many spouts erupts with particular force. Tread carefully.

SOUTHDEN
Tucked within the coarse fields and hillocks of the far south, a small network of shallow dens and burrows that dip beneath the earth. Most of the recesses were formed by sinkholes and careful digging, and the land is largely claimed by the Hundin and Kastat factions.

RIFTWATCH HEATH
The second of the two southern forests, far to the west of Holt Grove. It was known for being a favorite resting place for travelers according to legends, but now it is a haven only for Stalvoth, who claimed the territory as their own.

SALT RILL
A sparse, meager creek that tastes more like mud, grass and salt than actual water. It’s dried up more often than not due to how shallow the riverbed is, unable to retain water for long, but a swift creature who visits after recent rains may find a few sips for reward.

THE VEGA
Dominating a large portion of the Moors with sprawling grassland, the Vega is a vast expanse. Not many trees grow upon the hills as you get further away from the Heath further north, leaving only hills and field grass to stretch on for leagues.



Artwork, Concept and Writing | SpiritHoliday and tisea
NOT FOR FREE USE! This map is for the use of members of Chevalia-ARPG only. Please do not redistribute or steal any part of this map or its written description.



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