Into the wide and wild unknown let your footsteps direct your path; for adventure may only be found by those who are brave enough to take the road less traveled.
Between (magic allowable)
Carpathea
Dense curtains of mist scatter over the wastes that separate the city from the feral lands. All beasts and humans may seek the manse of Ezra and her band of thieves for favors here, or may, by chance, stumble upon the gods whose elements adornish this realm of scraggly saplings, frigid rains, smoking moors, and sucking mud pools.
Luminescent Crannog
Rickety timber, lashed together and straddling algal waters, provide creaking paths to walk, should an adventurer dare to tread. For each wooden walkway leads to a sundial- a primitive hut on a dock that splinters into several new trails, each leading to a mysterious land that resembles nothing like the last. Take care, for beneath the softly glowing giant mushrooms, will-o-the-wisps drift from their frilled hideaways and lead the careless to stray.
The Isle (magic briefly disappears)
Redwood Forest
Dust motes often dance in ribbons of sunlight that stream between these ancient giants, but beyond the gnarled trunks lie shallow waters and drifting islands whose 'scapes change as frequently as daydreams. Friends and foes alike may rendezvous here, though not every stranger shall entertain with benevolence and not every island promises gentle conditions.