Region Contest; Submit your own Region | |
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Topic Started: Jul 28 2011, 08:45 PM (423 Views) | |
scarththegrim | Jul 28 2011, 08:45 PM Post #1 |
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Rules: Visit the REGIONS page on the main site. Select a # for a Region. Provide a short description of the Region. Rewards: For all accepted submissions, you'll receive 5 EXP or 5 MANA. Have at it! |
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Kusuriurite | Jul 29 2011, 09:09 PM Post #2 |
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Raven's point #36: A desolate shore where waves crash mercilessly against the rocks. This cold location is home to naught but a single tower melded to the rock at the time of the tear of the world when all existence was redistributed. The tower has aged and now crumbles in multiple places, serving as home to many avians. The point is a landmark for fisherman and traders on their way to polidan's gap though it is not a high point in the journey for any time they pass by they feel watched by the tower, the tower is populated by numerous black birds, some larger than others. Ironthal point #15: A town of engineering and steel, Steam, fire and metal permeate the town of blackmiths and the smell of burning material is ever present. Settled becaouse of the great deopsits of iron ore buried there, this is the principle place to aquire metal tools and weapons. Technological fabricator serve as neighbors to the masters of the hammer and the forge. It has no need for a lighthouse for the smoke that billows from this town can be seen from many miles away. Silverthal point #16: Named not for it's works of metal but for the glistening beauty of it's magics, the enchantments on it's buildings give them a sheen unlike any that could be polished into stone. It's grand tower shines as a beacon in night, guiding ships to the island who cannot see the smoke of it's sister city in the darkness. Silverthal transcribes magic tomes, crafts staves and provide magical knowledge to those that come to seek it. Edited by Kusuriurite, Jul 29 2011, 09:09 PM.
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blackmage | Jul 29 2011, 10:00 PM Post #3 |
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#1 Arindale- Island with subartic climate. Its geography ranges from extremely ruggid rocky areas with steep clifs, to even flat open areas. Because of the cold nature of the island the coldest tempratures are experienced in the wide open areas thanks to the wind chill. These bone numbing tempratures are reduced in the more ruggid areas. |
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blackmage | Jul 30 2011, 01:22 PM Post #4 |
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17. Puru's Isles- An island with a maritime climate. It's covered in green overgrowth. It is currently used as a haven for pirates in the area seeking rest or to hide out away from the authorities. 18. Oakcrest- A tropical island known more for its hot weather and blue, clear waters surrounding it. It's inhabited by poisounous creatures. Giving Oakcrest a reputation of being one of the most dangerous areas to be in Thracs when on safari. 19. Lysoria- Considered to be a very successful set of isles. With a booming commerical sector and being a reletively peaceful place to do business, Lysoria is considered to be Mecca for merchants wanting to sell their products in total safety. However outside of Lysoria is considered dangerous because of pirates wanting to attack shipping in the area, seeking to get rich quick. 20. Khuldas- You will never find a more wretched hive of scum and villainy then you will at Khuldas. It is the complete opposite of Lysoria. Theives, Murdurers, and all other sorts of the dreads of society visit this area. The occational wild beast also inhabit the outskirts of Khuldas, but are largely left alone because of their sheer size. |
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Rob Rocket | Aug 1 2011, 05:09 AM Post #5 |
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26. Charn - This swamp covered peninsula is almost impossible to travel through on foot without sinking into the marsh. It has many small streams forming a network of water ways which the locals travel by boat to get from settlement to settlement. The area has a low population due to its lack of resources and its inability to build stable structures on most of the land. The folk here are wary of travels and get very uneasy when someone new enters their swamp. Sentient Races: Humanoid swamp people Creatures: assortment of snakes, lizards, and birds, crocodiles Settlement Details Earth Equivalent: New Jersey marshes Housing: Wooden shacks Foreign Relations: None, Xenophobic Science Level: Primitive Magic Level: unknown 27. Kerrigen - A jungle covered mountainous island that to the eye looks like an isolated paradise. However once on the island you soon learn that it is anything but. After you traverse the islands alpine coastline you'll find a gorge covered in jungles at the islands center. These jungles are like a network of mazes that can leave even a skilled traveler lost in this unforgiving land. Hidden in these jungles are with poisonous plants, ravenous beasts, and sickening parasites. There are no known inhabitants here but these jungles hold many undiscovered secrets. Sentient Races: Unknown Creatures: Unknown Settlement Details Earth Equivalent: Rainforest surrounded by mountains Housing: Unknown Foreign Relations: None Science Level: Unknown Magic Level: Unknown 34. Falhill - A flat land covered in a dense forest filled with trees of monumental size. The area is inhabited by secluded flying creatures that have built a city hundreds of feet up in the trees. According to local legend this area is protected by the forest and any who try to harm its inhabitants will feel its wrath. Sentient Races: Bird like creatures Creatures: Giant - Bears, Moose, Wolves, Deer, and Elk Settlement Details Earth Equivalent: Forests in northern Canada Housing: Wooden structures built hundred of feet up attached to the trees Foreign Relations: Secluded and wary of travelers Science Level: Medium Magic Level: Very High 35. Throncrest - This prosperous fishing town rests on the coast of a thriving ocean ecosystem. Every local here owns a boat leaving the area cover with docks. This town is probably one of the friendliest places on Tharcs with locals always willing to help or trade with anyone passing through. When winter arrives most of the gulf freezes over forming a giant ice rink. Sentient Races: Humanoid creatures with ruff scaled bodies and webbed hands and feet. Creatures: Plethora of fish and sea birds Settlement Details Earth Equivalent: Alaskan coastline Housing: Well fortified stone housing Foreign Relations: Open to all Science Level: High Magic Level: Low 31. Uruk-har - This area is a frozen tundra, a barren waste land filled with ice and snow. The only structure that exists here is a small research bunker. It contains the only living thing in miles, a single old man. He is short tempered and slightly insane. He is consumed with his research of inventing a cure for a disease plagues him. Sentient Races: Old man Creatures: None Settlement Details Earth Equivalent: Heart of Antarctica Housing: Small high-tech research bunker Foreign Relations: None Science Level: Very High Magic Level: None Edited by Rob Rocket, Aug 1 2011, 04:56 PM.
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Zepp | Aug 1 2011, 01:15 PM Post #6 |
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You gotta do the cooking by the book.![]() [29/36] 1. blackmage 2. Zepp 3. Zepp 4. Zepp 5. Zepp 6. Zepp 7. Zepp 8. Zepp 9. Zepp 10. Zepp 11. Zepp 12. Zepp 13. Zepp 14. blackmage 15. Kusuriurite 16. Kusuriurite 17. blackmage 18. blackmage 19. blackmage 20. blackmage 21. blackmage 22. blackmage 23. blackmage 24. Zepp 25. Tylatz 26. Rob Rocket 27. Rob Rocket 28. Kusuriurite 29. Kusuriurite 30. Rob Rocket 31. Rob Rocket 32. Rob Rocket 33. Rob Rocket 34. Rob Rocket 35. Rob Rocket 36. Kusuriurite Zepp: 12/36 blackmage: 10/36 Rob Rocket: 8/36 Tylatz: 1/36 Kusuriurite: 5/36 |
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Zepp | Aug 1 2011, 01:31 PM Post #7 |
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Region#2 = Lindellin Sentient Races: Barbarian Mongoloids Creatures: Horses Terrain: Coastal Lowlands Settlement Details Earth Equivalent: Mongolia Housing: Tents Foreign Relations: Militaristic, buys items cheaply from Arindale, sells high to Lonsalindel, seeks to conquer Lonsalindel. Science Level: Low Magic Level: Low Description: Lindellin was the furthest garrison state of a former cavalry empire stretching from the Tavran Springs, through Dendros, and finally to Lindellin. It's a garrison city-state of tents and war horses, making most of its money through raiding Lonsalindel, and monopolizing trade with Arindale. Edited by Zepp, Aug 1 2011, 08:49 PM.
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Zepp | Aug 1 2011, 01:36 PM Post #8 |
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Region#3 = Lonsalindel Sentient Races: Human Merchants Creatures: Oxen, Horses Terrain: Urbanized flatland Settlement Details Earth Equivalent: Beijing Housing: Wide boulevards, walled villas next to cramped concrete apartment complexes. Foreign Relations: Mercantilistic, oppressed by Lindellin, monopolizes trade between Dendros and Lindellin. Former colony of Hangmen's Rest, but lost contact with their superiors so now deals exclusively with Mongoloids. Serves as a mentor for Dendros; many Dendrosians learn mercantilism in Lonsalindel, but this has yet to develop into an alliance. Science Level: High Magic Level: Low Description: A large, asiatic city made up of minorities from Hangmen's Rest. A long time ago, the Hangmen's Navy had a small trade mission here, but after their attention went south, the people were abandoned. Out of necessity, they developed a stringent artisan trade and system of agriculture. The educated stratified society by private ownership of land, and the artisan masters competed with each other until they achieved perfection in weaponry, tools, and animal-drawn vehicles. The city is ringed by a community of farms, who pay their taxes in food and are often the target of Lindellin raids. Edited by Zepp, Aug 1 2011, 09:06 PM.
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Zepp | Aug 1 2011, 01:42 PM Post #9 |
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Region#4 = Dendros Sentient Races: Mongoloid Merchants Creatures: Horses Terrain: Coastal Lowlands Settlement Details Earth Equivalent: Manchuria Housing: Huts Foreign Relations: Originally the same tribe as Lindellin and Tavran Springs, but came under the influence of Lonsalindel and adapted their customs. As such, their militaristic culture has been tempered by a strong mind for trade - and many Dendrosian warriors buy their weapons from Lonsalindel, and use more strategy than those in Tavran and Lindellin. Science Level: Moderate Magic Level: Low Edited by Zepp, Aug 1 2011, 08:54 PM.
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Zepp | Aug 1 2011, 01:45 PM Post #10 |
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Region#5 = Tarvan Springs Sentient Races: Mongoloid Shamans Creatures: Horses Terrain: Volcanic Lowlands Settlement Details Earth Equivalent: Mongolia Housing: Tents Foreign Relations: Homeland of Dendros and Lindellin, but no longer exerts control over them - beyond religious. Shuns Lonsalindel customs. Fears the forests of Cairnwood, and as such does not enter them. Science Level: Low Magic Level: High Description: A land of active volcanoes and hot springs from which all the Mongoloids originated. Power is monopolized by weaponless shamen, surrounded by extremely militaristic cavalry warriors. Few dare to trespass on this territory, and those who do may fear the terrain as much as those who reside within it. Edited by Zepp, Aug 1 2011, 09:01 PM.
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