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Welcome to the continent of Ostaria, homeland of the Kitters! Dozens of great cities and quaint villages lie scattered across these vast lands. Grand forests, dark swamps, vast deserts, and mysterious islands are just some of the regions on this continent. The legend of Life and Death speaks of ancient nations that used to span across the entire continent.

 

The cities of Ostaria govern themselves. Ostaria is a fairly peaceful land, with there being little to fear besides the forbidden elements and the occasional outlaw... and Gomorrah. Lately, the most popular topic of interest has been the Adventurer’s Guild expeditions. In the past, the Silent Ocean has always prevented the Kitters from exploring beyond their continent. That is no longer true now that Rumble Ocean has been discovered, though. Once the Frozen Wastes have been explored and settled, they plan to sail out into Rumble Ocean and search for lands beyond the continent.

 

The technology of this nation was once modern and even a bit advanced, however a catastrophic event spiraled the land into a post-apocalyptic state. While the majority of the Continent has somewhat recovered, technology has not. Kitters exist in an off in-between state of technology. While electrical lighting, radio, and indoor plumbing is common, Kitters have not yet reinvented cars or any more advanced technologies. Occasionally Kitters do locate remnant salvageable technologies from the past, and thus occasionally you may see lucky or wealthy Kitters with headphones, video games, or even televisions. Elemental powers are often used in place of tools, with fire affinity Kitters not requiring ovens, water affinity Kitters rarely using boats, bloom affinity Kitters using their abilities to help their crops flourish, ect.

 

It is considered taboo to discuss the forbidden elements. An ancient law states that it is forbidden for Kitters who possess the void element to breed with a Kitter who does not possess the light or void element. Breaking this law will result in the parents being banished to the Clawtooth Islands, a pair of islands under constant guard and impossible to escape from.

The Frozen Wastes

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An endless landscape of snow and ice, the Frozen Wastes are one of the last unmapped regions on the continent. With blizzards that match the intensity of Bitterfrost Peak and icy rivers that can inflict severe hypothermia within mere minutes, the Frozen Wastes are considered by most to be a dangerous region that should be avoided. However, thrill-seeking adventurers and curious scientists who have taken the time to live in the Frozen Wastes have reported that the land is neither empty nor devoid of beauty.

 

Unique animals, such as penguins and polar bears, live in these vast regions. Kitters from Snowfall Outpost say that there are days in the Frozen Wastes that the snowfalls surpass the gentle beauty of the snowfalls at the outpost. Most interesting of all, rumor says that the ruins of a fallen empire lie hidden beneath the ice.

Wall Peaks

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Known for its unscalable cliffs, the Wall Peaks are oddly shaped more like a giant wall than a mountain range. Some geologists and historians suspect that these cliffs are not actually a mountain range, but are actually an ancient wall constructed by a lost empire that used to exist in the Frozen Wastes. These hypotheses have been dismissed as baseless rumors, however.

The Gates

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Named for the twin towers that guard the pass, The Gates is the only safe way into the Frozen Wastelands. The towers cast imposing shadows upon all who come to The Gates, leaving most breathless with wonder and awe. Despite all of this, the guards are very laid-back and carefree, as there is nothing that they are actually supposed to fight. Occasionally, a foolish bandit tries to pass through The Gates in hopes of escaping the authorities in the Frozen Wastes, but they’re usually caught.

Great Plains

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Vast, open fields filled with tall grasses await those who come to the Great Plains. While some would call these lands barren, Kitters who love to run or see the skies consider them wonderful. Here, lightning affinity Kitters are free to run as long as they like, with exhilaration and excitement pulsing through them. Here, air affinity Kitters can always feel the skies looking down on them, obscured by no tree nor building nor mountain. Here, one feels free and unbound.

 

The main industry in the Great Plains is farming. Long lines of crops fill much of these flat lands. The bountiful crops are imported all across Ostaria, providing food for everyone on the continent. However, these crops are threatened by flooding, storms, and tornadoes.

 

Due to the many storms and tornadoes that rage across the Great Plains, small groups of air, lightning, and weather affinity Kitters have formed an organization called the Stormchasers. They have the dangerous job of corralling tornadoes and storms away from farmers and crops. It’s an extremely dangerous job that has injured and killed many, but the Stormchasers never hesitate to return to the skies. They're currently working on a petition to send to the Capital requesting that Stormchaser organizations be implemented all across Ostaria to prevent the amount of deaths and injuries caused by natural disasters.

Foothill Hallow

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Named after its legendary founder, Foothill the Courageous, Foothill Hallow is an ancient castle constructed from a hollow hill. Its residents are renowned for their pacifism, compassion, and kindness. They will never turn away a Kitter who needs shelter, refuse food to the hungry, or dismiss the poor. Even when hunger abounds in Foothill Hallow and winter threatens them all, they will always welcome a weary traveler, for they believe that it is their solemn duty to continue Foothill’s legacy of helping those in need.

 

Pirates from the Rumble Ocean occasionally attack Foothill Hallow in hopes of robbing them of their gold and stealing away the residents as slaves. However, they are soon reminded that the people of Foothill Hallow are descended from Foothill the Courageous and that peacefulness is not weakness. Though they believe in pacifism, they also believe that to do nothing when evil comes is worse than doing evil. When evil threatens and pirates strike, the people of Foothill Hallow will take up arms and valiantly display courage and heroism matched by none.

Sleeping Wood

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A lovely forest that rests beside Kitter Keep, the Sleeping Wood is one of the quietest and most soothing places on Ostaria. The only sounds are the brief tweets of birds, the scampering of squirrels, and imperceptible footfalls of deer. Balance affinity Kitters often come here to meditate and master their element. It is preferred that Kitters choose not to build homes here so that they do not disturb the peace that fills the forest. Instead Kitters visit, soak in the balanced peace of the forest for a few hours, and then leave, making sure not to leave anything disturbed on their way out.

The Capital

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Named for the twin towers that guard the pass, The Gates is the only safe way into the Frozen Wastelands. The towers cast imposing shadows upon all who come to The Gates, leaving most breathless with wonder and awe. Despite all of this, the guards are very laid-back and carefree, as there is nothing that they are actually supposed to fight. Occasionally, a foolish bandit tries to pass through The Gates in hopes of escaping the authorities in the Frozen Wastes, but they’re usually caught.

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The Magical Research Institute: Filled with the latest innovations in technology and magic, the Magical Research Institute is dedicated to the study of the elements. Samples of every known type of magical plant and specimens of nearly every known magical species are kept here for study and research. Only the brightest minds and most skilled mages can hope to earn a place in the Institute.

The Gates
Great Plains
Foothill Hallow
Sleeping Wood
Frozen Wastes
The Grand Forest
Mt. Highstone
Westcliff
Bitterfrost Peak
Snowfall Outpost
Charfire Desert
Gomorrah
Mercy Lake
Clear Sea
Seaside
The Tropics
Glowfalls
Dead Swamp
Murkwood
The Capital

The Grand Forest

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The largest forest on Ostaria, the Grand Forest is filled with massive redwood, venerable oak, and colorful maple trees. In the culture of the villages within this ancient forest, it is considered disrespectful to cut down a tree without putting it to good use. A couple superstitious villages go as far as to offer the trees prayers of thanks for granting them wood for firewood, tools, and homes. Bloom affinity Kitters are held in the highest regard, their reputation second only to light affinity Kitters.

 

In autumn, Kitters from every corner of Ostaria enjoy vacationing to the Grand Forest for camping trips and to admire the beauty of the mighty trees. Many goods come from the Grand Forest. The syrup made from the sap of the Grand Forest’s maple trees is considered the best in all of Ostaria. Beautiful, carved furniture is often imported from the villages. Businesses often try to make deals with the villages in hopes of earning the rights to cut down some of the the Grand Forest’s prized wood, but they have been unsuccessful so far.

Mt. Highstone

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Ancient and steadfast, Mount Highstone can be seen on the horizon from every corner of Ostaria. Breezeberries, buttercups, and pine trees grow on the lower cliffs. Fearsome Cragwolves creep through the tunnels, mighty Felthurr make their nests on the ledges, and thunderous clouds conceal the peak under a veil of wind and ice. This gigantic mountain is home to a large population that rivals the Capital in size.

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Mt. Highstone serves as the main pass through The Divide. Its paths are protected by skilled mages from the Capital and strong workers from Westcliff. Few bandits even attempt to prey on travelers who travel this road for fear of being arrested.

Westcliff

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A peaceful mining village located on the mountainside, an odd mix of only air, explosive, metal, and earth Kitters live here. Life in Westcliff revolves around the mines, for the town’s entire economy is based on the profit made by them. Everyone, including Meeps, is expected to play a part in the hard work, be it though digging, scouting tunnels to make sure they are safe, or even just delivering water to everyone. Despite the hard work, nearly everyone is content and happy, for they all watch out and care for one another like a large family.
 

Westcliff Mines: Gold, silver, iron, diamonds, and even some magical gemstones hide within these caverns. These mines seem to run endlessly throughout and under the enormous mountain. There are so many ancient tunnels that even the oldest miners don’t know where every tunnel leads. Every attempt to map the tunnels has resulted in the mapmaker eventually quitting out of frustration or going missing in one of the forgotten tunnels.

 

It is said that the greatest secret of Mount Highstone lies in the Westcliff Mines. No one has ever successfully tunneled into the heart of the mountain. Those who attempt to burrow to the heart find their sense of direction unnaturally scrambled to the point that they go in the wrong direction. Some have tried using ancient tunnels that are rumored to lead to the heart. However, entering these tunnels is forbidden, for they are on the verge of collapse due to age. Additionally, there are whispers of a magical power that guards the heart of the mountain from trespassers. All who venture down the forbidden tunnels never return.

Bitterfrost Peak

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The highest point of on the continent, Bitterfrost Peak is trapped in a perpetual blizzard. Two-hundred years ago, this peak was named Snowfall Peak for the fact that only gentle flurries ever rained upon the peak. This all changed after the brief reign of a powerful ice wizard. Before he was cast down, he cast a terrible curse upon the peak so that it would forever suffer under the wrath of a ruthless blizzard. Most frightening of all, the wizard’s most powerful creations still roost on the peak. Many of his birds of frost, known as Arcticaries, have claimed Bitterfrost Peak as their home.

Snowfall Outpost

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Protected by a magical barrier, this is the last remnant of the peaceful land that Bitterfrost Peak used to be. A small outpost is still here, acting as a refuge for hunters who come to hunt Arcticaries for their feathers or adventurers who seek to find rare magical ice crystals formed by the blizzard’s magic. The outpost is run mainly by ice and weather Kitters who are descended from those who lived in the peaceful days of Snowfall Peak. To pass the time and keep their hearts light in such a dreary region, they often tell stories of the old days, when hail was unknown and Meeps delighted in the snow.

Charfire Desert

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It is no surprise that few choose to live in Charfire Desert. Scorching heat that even a fire affinity Kitter would find uncomfortable fills the air. Rocky cliffs and canyons fill the region. The only vegetation is sharp cacti and thorny shrubs. Bandits linger in the Desert caves. Gomorrah’s presence combined with the harsh environment keeps most law enforcement out of Charfire Desert.

 

However, there are a few who choose to settle in these harsh lands. Some are Kitters who simply love the extreme heat. Some enjoy a hardworking life where they prove themselves through sweat and determination. Some are couples who are responsible for forbidden breeding and want a place where they can raise their child without having to worry about the authorities taking them to Clawtooth Islands. No matter who they are, one thing can be agreed on about the inhabitants of Charfire Desert. They are some of the hardest working, most determined, and toughest Kitters in Ostaria.

Gomorrah

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Once the capital of a mighty desert empire, Gomorrah is known for being a city of bandits and criminals. It is said that the riches of the empire are still hidden in many secret caches across and under the city. These rumors have attracted outlaws, treasure hunters, and adventurers from every corner of Ostaria. It is common for citizens to see at least one treasure hunter or adventurer fleeing from bandits through the marketplace or town square every week.

 

Despite its unruly population, the city is not completely without order. A mysterious Kitter rules from the shadows, enforcing the unspoken honor code of criminals. It is only because of this enigmatic figure that Gomorrah has not devolved into a war zone of warring criminal gangs. Many have tried to locate this person, some wishing to thank them while others hoping to end their interference. However, their name is known only to a select few. All who cross them are never seen again.

Mercy Lake

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The largest body of water in Charfire Desert, Mercy Lake has seen hundreds of battles for its precious water. It was once known as Cutthroat Lake due to all of the betrayals that occurred there. In the harsh lands of Charfire Desert, it is believed that the one who controls the lake’s water controls the desert. However, twenty years ago, the people of the desert stopped fighting for the lake and renamed it Mercy Lake.

 

No one is really sure what happened. The people of Charfire Desert are quite superstitious, leading to fanciful stories being told of why the lake was renamed. All that can be confirmed is that after a terrible battle for the lake, a miraculous act of mercy was shown. What happened next is a matter of debate. Some say a spirit rose from the lake, reborn from the act of mercy, and said that unless everyone stopped fighting, her waters would go dry, for they were made through compassion and love. Others say Life herself came and renamed the lake, asking that the Kitters live in peace. The few in Charfire Desert who aren't superstitious think an alchemist tripped while holding a confusion potion, resulting in crazy stories that don't make sense. Whatever the true story is, one thing can be agreed on: Things are much better now that no one is fighting for control of Mercy Lake.

Clear Sea

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As vast as the Grand Forest and clear as a pure diamond, the Clear Sea is a beautiful place whose splendor has inspired many legends. Some say that when Life faded, her essence became a the great body of water known as the Clear Sea. There have been tales by sailors claiming that there are sea-Kitters, creatures who are half Kitter and half fish, living beneath the waves and building great cities without ever paying attention to the land-dwellers. They say that these sea-Kitters are the reason the Clear Sea remains so pristine and unmarred. However, those who know what sailors are like will point out that they can be quite skilled at spinning tall tales. Few actually believe there are “sea-Kitters” living under these waters.

Seaside

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A large resort city whose size is matched only by the Capital and Gomorrah, Seaside attracts Kitters of all types for its close proximity to the Clear Sea. Everything in the city revolves around attracting tourists. New visitors will find themselves greeted by a variety of attractions that promise fun and excitement, including hot air balloons that provide an aerial view of the Clear Sea’s beauty, carnivals filled with games, a large beach where one can swim in the soothing waters of the Clear Sea, and more. Restaurants and hotels await those who are ready to take a short break from the all of the entertainment.

 

Seaside is far from perfect, however. Though it receives a large profit from tourists in the spring and summer, its economy is suffering greatly due to the fact that most of the attractions are closed during autumn and winter. Additionally, bandits who are too weak to survive in Gomorrah or climb The Divide usually flee to Seaside. Those who choose to live in Seaside learn that the glamor and glitz is not the true Seaside. Hidden in the dark alleyways are thieves and bandits that prey on the unsuspecting visitors when vacation season comes around.

The Tropics

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Lush, green plants, exhausting humidity, and a wide variety of wildlife fill the jungles of The Tropics. Kitters who possess an affinity for bloom, earth, or water love these rainforests for their wet, earthy environment. Treehouses are very common due to the constant flooding that occurs on the ground level. Lately, there have been rumors of a plague affinity Kitter who has been terrorizing villages. These have been dismissed as paranoia towards the forbidden elements, though.

Glowfalls

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One of the most beautiful locations on the continent, Glowfalls is the smallest town on Ostaria with a population of only forty-seven. Little ever happens in the quaint little town, with the citizens preferring a nice, quiet life as opposed to the hustle and bustle of cities like Seaside and the Capital. Everyone knows and trusts each other in the town, and few ever choose to move away.

 

The quaint village resides next to an amazing waterfall that is a spectacular sight to behold. During the day, the pristine water of the Clear Sea pours down a large cliff and crashes onto the rocks below. The falls roar and the sun reflects off the water, creating a sight that is filled with power and beauty. However, it is at night when the magnificence of the waterfall is fully revealed. Lovely foliage, normally a dull green in the day, lights up at night, casting away the darkness and replacing it with beautiful lights of every color. Dozens of Rainbow Snouts travel down the falls, their colors shining gorgeously as they swim, causing the falls to appear as if they are glowing brightly with rainbows.

Dead Swamp

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The subject of many campfire stories, the Dead Swamp is know for its darkness and murky water. Sunlight is blocked by a thick canopy of thick leaves. A pungent stench fills the air. Some even say that witches who wield the elements of plague and poison haunt the Dead Swamp.

 

Most don't realize that the villages within the Dead Swamp are actually quite nice. Though electrical lighting may not be available for the villages yet, the villagers make up for this with beautiful glowstones that shine with lights of many colors. The unpleasant smells are kept out of the villages by air affinity Kitters. Poison and plague affinity Kitters have a slightly more positive reputation within the villages due to their skill with curing disease and poison. Villagers ride Googators between villages. Although the Dead Swamp itself may be a terrible place to live, the villages within are pleasant and beautiful.

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The Dead Swamp’s main industry is finding and importing glowstones. There is no other region where these have been found, making the swamp’s glowstones very valuable. Unbeknownst to many, mudpuppy crystals hide within the murky of waters of the Dead Swamp, waiting for a wandering Kitter to stumble across them.

Port Justice

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Once a mighty fortress in ancient days, Port Justice is the only link between the Clawtooth Islands and the rest of Ostaria. A Kitter boards a ship here for one of three reasons. The first is if they are a criminal sentenced to the Clawtooth Islands. The second is if they have been stationed as a guard on the Clawtooth Islands. The third is to hunt pirates. Though the third reason poses great risk to one’s life, it is considered the best option of the three, for life is a living nightmare for guard and criminal alike on the Clawtooth Islands.

 

The origin of the imposing citadel that stands over Port Justice is still unknown. Its design is unlike any other known fortification. No cannonball nor ship has ever breached its walls. It bends to neither lightning nor storm nor wave nor fire. Archers line its walls as a precaution in case the criminals on the Clawtooth Islands revolt, steal a boat, and attempt to land in the port.

Murkwood

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There is no village in the Dead Swamp who can surpass the beauty nor size of Murkwood. Although it rests in the darkest and most dangerous region of the Dead Swamp, its residents have refused to let their surroundings dampen their spirits nor steal blacken their thoughts. The village is adorned with hundreds of the finest and most beautiful glowstones. Traders from all across the continent visit Murkwood for its rare goods.

 

Due to the high amounts of Dreambugs and Terrorbugs in this region, the dreamwalkers of Murkwood have become the most skilled of their craft on the continent. Dreamwalkers from all across the continent often travel to Murkwood just to ask for advice from the famed Murkwood dreamwalkers.

 

It is said that long ago, Life created an ancient relic that possessed great mystical power and placed it in the center of Murkwood. It bestowed wisdom and agelessness to those who did good, and protected the people of Murkwood from the dangers of the Dead Swamp. However, a thief who sought to wield this power attempted to steal the relic. For this terrible crime, Murkwood was sentenced to an eternity of darkness. Today, most in Murkwood do not believe these legends, dismissing them as superstition and fairy tales.

Rock-A-Bye Bay

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A peaceful bay that rests on the edge of Kitter Keep, Rock-A-Bye Bay attracts many fishermen looking for a nice, quiet place to enjoy their hobby. The soothing sound of gentle waves, the salty smell of the ocean, the feel of the wet sand beneath one’s feet, the sight of the sun shining over the sea; it feels like home to former sailors who visit the bay. The bay was named after the fact that the bay’s peacefulness lulls one to sleep just like when a mother sings a lullaby to her child.

The Divide

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Filled with beautiful valleys and steep cliffs, The Divide serves as the main barrier between the harshness of Charfire Desert and the peacefulness of the Great Plains and Grand Forest. Many Kitters on the east side of the cliffs love to go hiking and mountain climbing on these mountains. Beware of traveling on the west side, however, for this side faces Charfire Desert. It’s filled with bandits hoping to take advantage of unsuspecting travelers. Instead, those looking to travel safely past the Great Divide into Charfire Desert should travel take Mt. Highstone’s path.

Port Justice

Clawtooth Islands

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Of all the fates that await an outlaw, banishment to the Clawtooth Islands is the most terrifying and severe punishments. A pair of islands under constant guard, exile to this terrible place is considered by some to be a fate worse than death. Vile murderers and forbidden breeders reside in this prison.

 

There is no mercy or redemption to be found on these islands. It is assumed that anyone who is imprisoned here committed crimes so terrible and evil that they can not and do not deserve to be forgiven. The few Kitters that have been retired from their guard on the island refuse to speak of what it was like, flinching at even the name of the terrible prison.

 

Escape is practically impossible. The guards consist of powerful fighters and even some former criminals. Weather affinity Kitters work with smoke affinity Kitters to create a wall of fog and smoke around the prison, only clearing the way for prison ships. However, the greatest defense that the islands possess is the presence of unique, ethereal stones that nullify a Kitter’s elemental abilities. A ring of these “Nullstones” surrounds each island’s prison. No outlaw has ever successfully escaped the Clawtooth Islands.

Silent Ocean

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The Silent Ocean is the only place that Kitters fear more than the Clawtooth Islands. There have been many attempted expeditions led by pirates, seafaring explorers, and members of the Adventurer’s Guild. All have failed and survivors rarely return. Those that live to tell of the Silent Ocean speak of a sea where there is no sound. First, the seagulls stop crying in the air. Next, the water affinity Kitters stop hearing the movements of the fish in the water. Then the waves grow silent, with not even the sound of a drop of water breaking the quiet. All is absolutely still and soundless.

 

No one but the survivors know what comes next. They refuse to speak of the horrors that they witnessed. Because of this, many superstitious rumors and myths exist about what lies in this dark sea. None know when or why the ocean was named the Silent Ocean. Some say it is because all who sail this sea are silenced forever. Others say that it was named for the eerie silence that falls just before the unknown horror strikes.

Rumble Ocean

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Named for the rumble of its mighty waves, Rumble Ocean is filled with constant storms. Pirates rule these seas, attacking the shores of Ostaria before returning to Rumble Ocean to escape the law. Normally, few would ever willingly choose to sail such treacherous seas, but this ocean is the only passage to the lands beyond Ostaria. The other choice, the Silent Ocean, is deemed far more dangerous than mere storms. Once the Frozen Wastes have been mapped and settled, the Kitters plan to conquer the winds and waves of Rumble Ocean to see what lies beyond the ocean’s horizon.

Clawtooth Islands
Silent Ocean
Rumble Ocean
Wall Peaks
Rock-A-Bye Bay
The Divide
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