i don't have a more narrative header for this, i just need to have a list of settlements and such so i'm not just dropping names without context.
in its most broad (and common) sense, the Sea of Flowers is the primary landmass of the known world, a large island separated isolated by a large, unnavigable ocean. more narrowly it can also refer specifically to the inhabited segments of the world, or to specific lands under the jurisdiction of the Confederal Assembly, in contrast to places like the Zerolands or the less directly controlled areas of Camp.
a decently large chunk of the Sea of Flowers is in some way governed by the Confederation of the Sea of Flowers, a loose overarching government that various polities send assemblydudes to to help coördinate inter-polity matters. it tends to govern at arms length, and is almost informal at times.
Loëz is the largest settlement within the Sea of Flowers, located on the steep banks of the upper Opal River. its position as a prominent neutral point for the Confederation led to it being the seat of the Confederal Assembly, and it maintains uplinks with both the Tengexw and Thelexset beamrail networks, on top of its own municipal system. there's a decent number of stores and job centers within Loëz, including the Loëz Hour Store and the Loëz Request Desk.
Closehaven is a moderately large settlement on the coast, near the mouth of the Opal River. the Tengexw Guild functionally maintain control of the town, and while their main office is technically in Loëz, the Tengexw Company Store in Closehaven is unofficially the base of their operations, and also a common place for people to find work with them.
the Sunbound Plain is a large meadow on the sunward side of the Opal River, historically dominated by the hive arcologies located within it. it remains the center of flower cultivation and trade within the Confederation and the Sea of Flowers at large, and the arcologies are still fairly prominent both as population centers and as flower producers.
Kvivitézr is one of the arcologies of the Sunbound Plain, known (like many of the arcologies) for its closely-guarded flower cultivars. the government of Kvivitézr is notable for being far more devolved than most of the other arcologies, with the matriarch only fully controlling the flower monopoly and most other powers going to an elected citizen council.
Another major arcology of the Sunbound Plain. Klasktézr is noted for having a high Heapfolk population, largely owing to Klasktézr's proximity to and good relations with Pãnukon Meadow.
/'pæ̃.nə.kɑn ˌmɛ.doʊ/, PÃ-nə-kahn MEH-doh
Pãnukon Meadow is the primary settlement of Heapfolk, built up from communities supporting the spawn field located there. It has had a prominent role in the recent history of the Sunbound Plain, and in the same way that many Heapfolk move from Pãnukon to the arcologies, many Bý settle in Pãnukon. While not nearly as guarded as those of the other flower monopolies, they do have their own unique flower-growing traditions.
the Ansika court is an old Hernite court with only two settlements: Nokola-sen (/no.'ko.la.sen/, no-KO-lah-sehn), the current home of its ruling justice, and Uxkeya-kol (/ʊʃ.'ke.ja.koɫ/, uush-KEH-yah-kol), a historical capital with only a handful of people left living in it. the ruling Ansika family claims to have documented history dating back to before the Heavenly Schism, though these are incredibly spotty at best and fully reliable records only go back to the CC 1600s (during the reign of Kaskal I, before his and his immediate family's sudden disappearance).
Uxkeya-kol is of some note to adventurers due to rumors of a Relic Chamber somewhere nearby. nobody has managed to find it yet, and the handful of people living there are somewhat annoyed about the sudden traffic from people snooping around for possible entrances.
/'æn.sɪ.bl̩ ˌgɑɹ.dən/, AN-si-bl GAR-dən
Ansible Garden is a community on the shores of the similarly named Ansible Lake, developed by members of a support network for the large number of un-awoken Constructs located there. the town is known for its large communal gardens and for being fairly anti-Guild, only having one uplink to the guild-based rail network and generally pushing for Confederal beamrail management through its assemblydudes.
the Glass Desert is a dry basin at the peripheral of the Confederation of the Sea of Flowers, marked by an anomalous electrical storm that continuously shifts over its area, leaving large chunks of glass scattered throughout it. these pockets of glass frequently fill with rain(?)water from the storm, creating temporary hubs for people living in the basin, though these "glass puddles" can often be large enough to persist for decades.
Charkalyonǵ is a prominent trade hub within the Glass Desert, established around a large glass puddle formed from a particularly large (and worryingly close to leaving the basin) movement of the eternal storm. the Tengexw Guild recently opened a beamrail line connecting it to their network, though not without some conflict with the Thelexset Guild over who would be able to do it.
Camp is an administrative region of the Confederation consisting of those areas outside of established polities and near the edge of the Zerolands. it largely consists of independent, disconnected frontier towns with no larger ties elsewhere, largely left to their own devices by the Confederation beyond occasional infrastructure planning. due to its nature, "Camp" usually isn't a place people traditionally identify as being from, though the recent growth of the Camp Sovereignty Manifest has led to some adopting it.
Camp is also definitely the point where the line between what is and isn't part of the Confederation breaks down, as its boundaries are defined as "the outlying areas of the Sea of Flowers" and functionally only extend as far as the bounds of the towns it encompasses. in the end, maybe it doesn't matter?
Noctilu is the largest settlement within Camp, and a notable hub for adventuring work in the area. The governing body of the city (largely controlled by the Weathermen) maintains an independent beamrail line that provides easy transit to Ansible Garden, though they're unsure whether or not to expand it further out.
the Sea of Viscera is a biome-sized mass of flesh in the far nightward region of the Sea of Flowers, forming a strange, swamp-like ecosystem around it. while it falls outside of Confederal jurisdiction, trade between it and neighboring polities (mainly for vital supplies) combined with missionary efforts from the Church of the Fallen God means it's somewhat well known, though not well-visited.
there's minimal information on what the Sea of Viscera actually is. by all accounts it appears to be alive, though the abundance of what seems to be blood in the environment it creates suggests something may be wrong with it. the Church of the Fallen God view it as the comatose body of a deity that they desire to reawaken, though to what end varies. Fallen God is generally opposed to further exploration of it, though the bone-like structures it produces sometimes are often sold, both by outsiders harvesting them and by Fallen God themselves.
/ɪ:.'noʊ.ləz tʃɝtʃ/, ih-NOH-ləz CHURTCH
Inola's Church is the primary settlement of the Sea of Viscera, serving as a capital for the Communities of the Fallen God. it mostly consists of buildings connected by wooden walkways built above the viscera, with the namesake Church located near the center of town. Inola's Church is an important religious site for Fallen God, and serves as a regulatory center for rose hip cultivation in the Communities.
Hereafter is a small, remote settlement just on the edge of the Zerolands, largely populated by ex-adventurers. It can be hard to reach due to the latent distortion of the land as far out as it is, but the settlement itself falls within a stable zone, and despite occasionally shifting the path(s) to it are oddly well marked.
the Zerolands are the near-uninhabited region further poleward from the bulk of the Sea of Flowers. the land is strange and unstable, with structures and paths forming and shifting and disappearing between trips, though occasional reports or rumors of things far in its interior prompt people to attempt to find treasures far within.
technically, some of this distortion is present though most of the Sea of Flowers. the Zerolands typically refers to the uncharted areas beyond most settlement where the effects of this distortion are near-constant and strong.