AOSO: Structures of the Realm
The places of AOSO's world, raised across the Overworld, the Nether and the End.
Requires AOSO. New places appear in new chunks, so you can add the mod to a world you already have.
Places of the saga
- The fallen seals of the Whisperers
- Shards of the sky that Arash tore
- The bones of titans
- Gandi's star-ferry landings
- Outposts of the Blood camps
- Ruined forts of the Deathless Legion
- The brass steam-shafts of the Underworld's folk
- Sinkholes into the Everglow
- The watchtowers of King Sivaros
- The caravans of King Krickles' envoys
- Ravens' roosts
- Shrines of the Mountain
- The Priest's wayside shrines
- The Broken Chains of Kazanov
- The Well of Echoes
- Graveyards of lost souls
Four new villages
- Lantern-Water: a village on stilts over the lakes.
- The Hermits' terraces, high in the mountains.
- The Ember Bazaar, round its oasis.
- Brassdeep: a mining town of copper roofs.
- Overworld: grand palaces with domed halls and gardens, colossal gates astride the roads, royal citadels and sun cathedrals.
- Nether: obsidian citadels over the lava seas, infernal gates and crimson palaces.
- End: void palaces, astral gates and stargazer spires.
Wonders
The Sky Citadel on its pillar of cloud, the Drifting Isles, the Cliff Bastion, the City of the Sun and the Umbral Keep.
## Built like the real thing
- Mason's detail: battered plinths, string courses, quoins, framed windows with sills and hood-moulds, buttresses, corbelled parapets with machicolations, bartizans on the great towers, and stone weathered with moss and cracks.
- The Royal Citadel: a moat and drawbridge, curtain walls with towers and arrow loops, and a gatehouse with its portcullis. Inside: a five-floor keep from the great hall to the library, barracks, a smithy, a chapel with its bell, stables, a well and a garden.
- Village houses:timber-framed, with shutters, window boxes and chimneys.
- The City of the Sun: houses of one and two storeys with roof terraces and domes, and its market.
Full of life
- The City of the Sun: merchants at their stalls, families in the houses, folk and children in the streets, and a priest, a scribe and a map-maker in the palace. Golems guard the gate and the palace steps, and camels and cats wander the streets.
- The Royal Citadel: a smith, a priest, a groom, a steward and a scribe.
Illager strongholds, garrisoned
Pillager outposts, and the towers, camps and pillager ships of Towns and Towers, are manned. Their garrison of pillagers and a vindicator or two appears when you come within sight, and returns a day after you clear it.
Every room can be reached
Every place is checked the way a player would walk it. Any room no one could reach gets a door, a ladder or steps, so every tower, hall and floor can be explored.
Set into the land
- The ground around each place is levelled and gently sloped back to the land, in the land's own grass, sand and earth.
- Trees never grow through walls or floors, and water is left as it lies.
- Places are built quickly, so new land loads smoothly.
Loot
Every place has its own chests, with loot that fits it: gold and gems in the treasuries, books in the libraries, arms in the barracks, relics of the saga in its ruins.
Works with
- AOSO(required): its world, its folk and its items.
- AOSO: Biomes of the Realm: places appear in its lands.
- AOSO: Medieval Furniture: furnishes the houses and halls.
- Towns and Towers: its illager towers and ships are garrisoned.
Everything is new and original.

