(Whispered from soil to sky by the Silent High Witch)
“As above, so below: the Houses of the Heavens found mirrors in the earth.”
A – Town of Aisley
The Loomed Dawn, First Settlements, Cradle of Renewal
- Aisley rose where the Serpent-Moon first touched land.
- Its air smells of linen smoke and mew rain; every dawn of the mist foils itself like cloth.
- The people weave not for vanity but for remembrance – each thread carries a birthed, each dye a prayer.
- In the center stands The Loom of Asimera, whose golden spindles hum only when the sun is kind.
- No child is born without their first breath being whispered against the spindle’s flame.
- Aisley’s heresy: to weave without offering blood to the dawn, a sin said to unravel fate itself.
"In Aisley's light, beginnings never end -
they only remember themselves anew."
B – Town of Baylee
The Whispering Wells, Sanctuary of Secrets
- Baylee rests above an underground ocean, each well a mouth of its memory.
- The townsfolk say the water repeats every confession once, then swallows it forever.
- Baelor’s clergy keep no written scripture; their truths are kept in water silence.
- Every seventh night, candles are lowered into the wells – if one rises back to the surface, it bears a forgotten soul.
- The heresy of Baylee: to drink from the sacred wells before moonrise, for it is said one’s reflection will vanish before dawn.
"Here, memory drowns with grace, and
silence speaks for all who cannot."
C – Town of Crandall
The Storm-Crowned Citadel, Seat of the Iron Wing
- Built on a plateau struck eternally by lightning, Crandall is both city and forge.
- Every hammer strike three echoes a prayer to Caldris, god of law and tempest.
- The rulers bear lightning-scars as crowns, a mark of both authority and danger.
- The people worship discipline: no act is sacred unless earned through pain.
- Heresy: to avoid the storm, for those who fear the thunder are said to be unworthy of their own names.
"In Crandall, the storm is the sermon - and
every flash reveals the truth."
D – Town of Divinity
The Perfumed Mirage, Kingdom of Dream and Doubt
- Divinity drifts between waking and sleep – its streets shift, its temples breathe.
- None enter its gates the same way twice, for Divyne’s illusions keep time dreaming.
- Every citizen wears a perfume filled with mist – prayers spoken before them vanish as vapor.
- Heresy: to claim certainty, for Divyne forbids the worship of truth.
"Dreams are the only truth the gods still
trust."
E – Town of Elvyn
The Silver Grove, Kingdom of Roots and Moonlight
- Elvyn is not built, but grown. Its towers are trees hollowed by devotion.
- The moonlight here drips like saps, feeding flowers that bloom with faces of the dead.
- Every household keeps a silver urn filled with moon-sap to anoint their ancestors bones.
- When storms come, the trees hum in unison – the song of Elvyine is older than sin.
- Heresy: to cut a living branch, for its cry can be heard through all seven Veils.
"In Elvyine, death is not loss - it is forest
remembering your name."
F – Town of Freya
The City of Choirs, Where Dawn Never Ends
- The air of Freya trembles with endless hymns.
- Its towers are made of hollow glass reeds, which sing when the wind enters them.
- Each citizen is born into a note; their name is a chord in Freya’s divine song.
- When one dies, their voice becomes part of the morning wind.
- Heresy: to sing off-key, for discord is considered a form of blasphemy.
"Freya never sleeps, for even silence hums
with worship."
G – Town of Gasfan
The Ember Mines, Cathedral of the Deep Flame
- Gasfan lies beneath black hills veined with glowing ore.
- The miners wear charms of soot and bone; they say each spark carries a prayer.
- Every tunnel has a shrine, every pickaxe a hymn.
- At the heart of the town burns the Coal Altar, where molten offerings are poured into the earth.
- Heresy: to mine without song, for silence offends the sleeping god below.
"Those who labor in darkness keep the
world from freezing."
H – Town of Huetown
The Cloistered Crossroads, Silent Monastery of Light and Shadow
- Half its temples lie above ground, half beneath.
- The nuns of Huethel wear veils of white soot, their chants made of breath alone.
- The air smells of salt, candle smoke and faint fear.
- Each night, a candle is extinguished in one temple and lit in another – the sacred exchange of silence.
- Heresy: to name a secret aloud, for in Huetown, words are considered weapons.
"In silence, even sin becomes holy."
I – Town of Iotra
The Leviathan Dancer, Lord of Sea and Storm Song
- Built upon stilts above storm waters, Iotra sings when the waves strike its ribs.
- Its priests dance atop the sea’s edge, their feet marking whirlpools into the tides.
- The sea-creatures bow when called by the Leviathan’s bell.
- Each sailor’s tongue is cut slightly at birth – so they may speak to the storm without lying.
- Heresy: to fear drowning, for the faithful call it the “Second Birth”.
"In Iotra, death is merely another tide."
J – Town of Johnsny
The Painted Fairground, Kingdom of Masks and Laughter
- Johnsny’s streets spin like carnival wheels, its bells tuned to confusion and delight.
- Its citizens never age in the same face twice.
- Every lie told in Johnsny is recorded as truth in the Hall of Mirrors.
- Each night the Trickster’s Parade marches backward through the streets, undoing the day’s misdeeds.
- Heresy: to speak sincerely, for honesty breaks the rhythm of the divine jest.
"Only those who laugh at themselves hear
the gods clearly."
K – Town Kenttra
The Serpent Gate, Hidden Village of Blood and Shadow
- Kenttra breathes beneath swamp and moonlight, unseen but felt.
- Its rivers hiss softly, as though remembering the serpent’s language.
- Every witchborn child bears a faint scale beneath the skin, near the heart.
- The Veve marks the temple floor – no priest dares speak its name.
- Heresy: to seek the Serpent’s true face, for to behold it is to forget one’s own.
"Kenttra's silence hums like blood beneath
the earth."
L – Town of Lakewell
The Shattered Tide, Sanctuary of Glass and Salt
- Lakewell rises from the ocean’s edge like a broken chalice.
- Its streets gleam with salt glass, each shard containing a reflection that remembers differently.
- The scholars of Lakewellis wade into the sea at dawn to collect fragments of forgotten stars.
- In their laboratories of water and wind, they study the language of waves.
- Heresy: to keep what at sea gives, for all knowledge is meant to return to the tide.
"Lakewell knows that truth, like water, must
break to be seen."
M – Town of Middtales
The Stone Arena, City of Giants and Oaths
- Middtales stands in the valley where Arwen’s shadow still sleeps.
- Every home is carved from a single mountain that once knelt before the heavens.
- The people carry runestones that weigh as much as their sins.
- Duels are prayers, and memory is the only true weapon.
- Heresy: to speak lightly of one’s ancestors, for memory itself is law.
"In Middtales, to forget is the gravest
death."
N – Town of Nimble
The Shadowed Crossroads, Den of Masks and Smoke
- Nimble is stitched together from alleyways and secrets.
- Its air tastes of burnt silver and false promises.
- Thieves here are poets – each crime a verse to Nimbor’s hidden hymn.
- The moon rises crooked above the rooftops, never whole, never honest.
- Heresy: to steal without meaning, for even sin must have purpose.
"Nimble hides the truth so it can grow
strong in silence."
O – Town of Oliver
The Boneforge Valley, Dominion of Ogres and Flesh-Kin
- Oliver stands where the mountains cracked open to reveal the marrow of the earth.
- The ogres there forge bone into blade, and blood into prayer.
- The air trembles with iron hymns, each strike a plea for peace that never comes.
- Between the ogres and their half-blood kin lies a fragile mercy – neither war, not truce, but endurance.
- Heresy: to shed blood without offering its story to the forge.
"In Oliver, even monsters learn that
strength without compassion is dust."
P – Town of Pearle
The Sunken Sanctum, Kingdom of Merfolk and Tideborn Blood
- Pearle sleeps beneath glass waters, its bells tolling through the deep.
- The merfolk move through its ruins like living prayers, weaving salt and memory into song.
- Human-fish hybrids haunt the reeds, keeping the drowned company in silence.
- The city glows faintly with trapped sunlight, its beauty both curse and beacon.
- Heresy: to disturb the ocean’s mirrors, for they show what the sky has forgotten.
"Pearle remembers what light looked like
before it fell."
Q – Town of Quafer
The Shadow Quarantine, City of Bound Darkness
- Quafer lies sealed behind walls of twilight; the sun has not risen there in centuries.
- Shadows roam freely, whispering the names of those who once owned them.
- The people wear silver marks that keep the darkness from learning their hearts.
- Lanterns burn black frame, and every street bends like a memory unhealed.
- Heresy: to open a window to the dawn, for daylight spreads infection of the soul.
"Quafer's curse is to protect the world from
itself."
R – Town of Rayden
The Radiant Ruin, Wasteland of Flame and Mutation
- Rayden glows with fever – a city that burns without heat.
- The air is a hymn of ash; the ground hums with broken atoms of faith.
- The who dwell there are marked. by light: skin luminous, eyes like dying stars.
- Radiation and prayer are one language, and both kill slowly.
- Heresy: to seek cure or purity, for corruption is Rayden’s only salvation.
"In Rayden, even decay worships."
S – Town of Speare
The Sky Frontier, Kingdom of Stars and Strangers
- Speare drifts beyond the clouds, its bridges anchored to comets and dust.
- The inhabitants are wanderers of the void – clans who trade light for stories.
- Their children bear constellations upon their skin, maps of journeys not yet made.
- When the stars blink, the city shifts, and gravity forgets its duty.
- Heresy: to return to earth, for home is a weight none is Speare can endure.
"Speare travels so the stars will not grow
lonely."
T – Town of Tamale
The Dust Frontier, City of Spurs and Spirits
- Tamale hum like a hymn of gunfire beneath the desert moon.
- Cowboys and cowgirls ride between saloons and graves, calling the dead by their nicknames.
- Spirits wander through the heat shimmer, hitching rides on bullet wind.
- Faith here is measured in courage and whiskey.
- Heresy: to bury a sinner without laughter, for redemption rides faster than repentance.
"In Tamale, the desert forgives what priests
cannot."
U – Town of Urne
The Infernal Crossing, Purgatory of Fire and Fog
- Urne flickers at the edge of life – half dream, half damnation.
- Fire and fog entwine, birthing silhouettes that walk backward through time.
- Souls here barter memories for warmth, and ashes whispers of return.
- The streets shift like tongues of flame, consuming all paths but one.
- Heresy: to build a home, for Urne allows no permanence but pain.
"Urne is the afterlife's heartbear - irregular,
eternal."
V – Town of Verdence
The Emerald Expanse, Jungle of Life and Madness
- Verdence devours its visitors lovingly, swallowing them into green oblivion.
- Vines bloom onto faces, rivers hum with fevered joy.
- The jungle is not alive – it is aware.
- Explorers vanish, returning as part of the canopy, whispering their discoveries in pollen and not.
- Heresy: to cut or clear, for every wound bleeds prophecy.
"Verdence grows what gods fear to
imagine."
W – Town of Weinston
The Frost Cathedral, Sanctuary of Ice and Solitude
- Beneath pale auroras, Weinston stands like a frozen hymn.
- Its creatures of fur and spirit walk beside mortals, guiding them to quiet deaths.
- The wind carries prayers frozen mid-word, their syllables sharp as glass.
- The people worship stillness – for in silence, they hear the heart of snow.
- Heresy: to seek warmth for comfort, for the cold is communion.
"Weinston sleeps, and the world dreams in
its stead."
X – Town of Xavier
The Steel Dominion, Bastion of Tyranny and Machine Faith
- Xavier never sleeps; its machines pray louder than its people.
- The rulers preach through radio static, rewriting sin as efficiency.
- The sky is a ceiling of smoke, and beneath it the streets glimmer with oil and obedience.
- Every citizen bears a numbered halo of dim light – proof of loyalty or proof of fear.
- Heresy: to dream without permission, for dreams breed revolution.
"Xavier builds cathedrals out of rust and
regret."
Y – Town of Yelsen
The Iron Precinct, City of Crime and Consequence
- Yelsen is a prayer to law written in gunfire.
- The streets bleed truth and denial in equal measure.
- Criminals and officers kneel to the same altars – one for justice, one for survival.
- The prisons hum with hymns, sung through iron bars and cigarette smoke.
- Heresy: to claim innocence, for guilt is the only shared language left.
"Yelsen is mercy with its badge removed."
Z – Town of Zakia
The Marble Horizon, Hellenic Kingdom of Living Gods
- Zakia rises from the sea like a sculpted prayer.
- Gods, goddesses, and mortals dine together – their laughter carved into the marble air.
- Each citizen bears the name of constellation, each statue a memory of divine arrogance.
- The temples bleed sunlight; even their shadows glow with worship.
- Heresy: to deny divinity in oneself, for Zakia believes all are fragments of the same broken god.
"Zakia is perfection pretending to be
paradise."
The serpent has completed its alphabet of worlds. The divine reflections of flesh and flame now breathe in their proper names.



Leave a comment