Western Quinox is dominated by glaciers that stretch from the mountains north of Caelia all the way up to Kaleida’s ice cap. At first glance these icy fields seem every bit as inhospitable as the ice cap itself, but experienced travelers with Arbarii maps and star charts can find any of the numerous geothermal caves, sheltered hot-springs, and volcanic oases that can provide drinkable water and game. Of course, Western Quinox is only thinly populated; to avoid over-hunting and in deference to some historical tragedies, constructing permanent settlements in or around the volcanic oases and hot springs is forbidden. There are a few fishing villages along the west coast, and one Dwarven city dug deep into Windchill Mountain, a solitary peak which the dwarves riddled with holes to house devices that would capture the wind to power their machinery. Though the machines have become rusting derelicts since their Dwarven builders were forced from the mountain, the tunnels that funneled the wind through for them now create a distinctive sound that can be heard from miles away. Windchill Mountain's visibility and distinctive call made the subterranean city a permanent trading post.
The volcanic forces that disrupt the ice along the west side of the continent are much more prominent along the east side of the continent. Possibly a continuance of the Gnoma Range, a volcanic ridge-line runs from the northern edge of the Caelian plateau up to the edge of Kaleida’s ice cap. There the ridge-line arches eastward towards the Morning Ocean, creating a barrier that holds back much of the freezing winds that would sweep down from the arctic circle. Eastern Quinox alternates between paradisal and terrifying. Besides the large volcanoes and jagged mountains holding back the ice to the west and north, the landscape itself is littered with hot-springs, geysers, and smaller volcanoes in much greater quantity than the continent’s western half. Thanks to the volcanic activity, the soil is rich with nutrients, the mountains are ripe for mining, and water is plentiful, but it's also not unheard of for lakes to suddenly boil or freshwater springs to turn toxic - shamans and scholars that can forecast these changes are among the most valued and respected inhabitants of Eastern Quinox.
The countryside is also crossed by multiple rivers formed by run-off from the glaciers to the north and west draining to the eastern coast, and moisture produced by the contact between the western glaciers and the volcanic mountains creates heavy rain in the lowlands. The same forces that yield such plentiful rain also produce violent storms and erratic seasons, though, making growing seasons short and unpredictable for those who live there. Nevertheless, the countryside produces many exports, and is a primary contributor to trade moving into and out of Caelia’s eastern ports.
The ice cap north of Quinox stretches clear across the northern sea, connecting to the northern reaches of the old Arbarii kingdom in the eastern hemisphere. Aside from the now very outdated recollections of the oldest of the elves, the nomadic Arbarii traders who travel across the icecap on their building-sized mammoths, are the only source of information about Kaleida's eastern hemisphere. Unfortunately, since the fall of the Arbarii kingdom centuries ago, the Arbarii traders have been largely cut off from all but the northernmost fringes of the eastern hemisphere, and since the decline of trade through Caelia, trips between the hemispheres have become infrequent.
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Interested in reading more about Caelia? The Rise of Azraea, Book I, is a high fantasy story with elements of comic fantasy and satire targeting present day, real world issues such as economic inequity, and sexual and racial discrimination. It is currently available on Amazon.
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