So, Where Should the Journey Begin?
Here are the adjacent realms that I am considering as the point of departure from Everway (text set out in bullets here are direct quotes from the Everway Playing Guide, pages: 23-27. Numbering is mine. Titles in Bold are my emphasis):
- Alabaster, where men and women live separate lives, meeting only behind families' closed doors
- Archways, where several tribes live among the gargantuan skeletons of strange, ancient beasts
- Bright Eyes, a mystical place of lush forests, populated by cats (great and small) who have special powers
- Canopy, an enormous ancient tree whose interior houses a human civilization and among whose roots exist hundreds of miles of miles where fantastic creatures live
- Delta, islands at the mouth of a great river, where fish-people enlist the help of islanders in their wars and constantly shifting alliances
- Glint, where towering brass cities house only vermin
- Healertown, a bustling city founded generations ago by the suspect Healer family of Everway; the descendants have kept the name "Healer" but not the profession
- Nature's Touch, where all the sentient beings are half-human and half-animal: centaurs, satyrs, mermaids, nagas, sphinxes, harpies, and so on
- Roundhome, a coastal region where tsunamis toss up the giant snail shells that the inhabitants use as houses and as building material for beautiful faerielike fortresses
- Round Stones, where receding glaciers reveal the ruins of an ancient civilization
- Sepulcher, a seemingly endless tomb-complex honoring an unknown, ancient queen. Those who steal from this tomb or even step into forbidden areas, meet with gruesome ends.
- Serpent's Coil, where the Dragon Lords are said to live. No such great beasts are ever seen, but spherewalkers report an eerie feeling of being watched.
Please consider casting a vote to recommend the realm that will be the point of departure for the One Branch Project.
You have until 12 Noon CT on Monday, July 9 to cast your vote in the Comments below.
The largest plurality wins. In a tie, I'll roll for it.
No responses, I'll roll a d12.