Region Contest; Submit your own Region | |
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Topic Started: Jul 28 2011, 08:45 PM (424 Views) | |
Zepp | Aug 1 2011, 01:49 PM Post #11 |
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Region#6 = Cairnwood Sentient Races: Forest Elves, Fairies, Ponies, Tragnix Creatures: Fireflies, Ghosts, Rabbits, Snakes Terrain: Bamboo Forest Settlement Details Earth Equivalent: Feudal Japanese Forest Housing: Huts Foreign Relations: Friendly to animals, neutral to humans, hostile to machines. Easy to get lost. Science Level: Low Magic Level: Very High Description: Cairnwood is a thick bamboo forest that creates a natural barrier to all the communities around it. It is a mystical place, filled with all kinds of creatures, and seems to have a mind of its own. Few cross here, as the danger of wild animal attack is reputed to be an absolute certainty. However, strong warriors and brave peddlers have been known to make it through - with more than a few scars and stories to show for it. Edited by Zepp, Aug 1 2011, 09:09 PM.
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Zepp | Aug 1 2011, 01:58 PM Post #12 |
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Region#7 = Hangman's Rest Sentient Races: Human Sailors, Judges, Barkeeps Creatures: Sheep, Wolves, Sharks, Salmon Terrain: Western Urbanized Districts Settlement Details Earth Equivalent: Imperial London Housing: Brick townhouses of varying quality Foreign Relations: Part of same people as 3, but lost contact with them a long time ago. Its pride is its wooden sailboat navy. Not beyond trying foreigners in their own courts. Stringent constitution. Pro-Human, Anti-All Else. Science Level: Very High Magic Level: Low Description: Hangmen's Rest is an all-human no magic city of consecutive townhouses and palatial government buildings. It is a police state where watchmen patrol at all hours of the day, and the home to the strongest fleet in all of Thracs. It is ruled by a judge, who takes upon himself the title of 'The Royal Arbiter.' Edited by Zepp, Aug 1 2011, 09:11 PM.
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Zepp | Aug 1 2011, 02:03 PM Post #13 |
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Region#11 = Lydel Sentient Races: Human Sailors, Merchants, Priests Creatures: Sharks, Cod, Octopus, Squid, Orca, Clownfish Terrain: Tropical Island Settlement Details Earth Equivalent: Singapore Housing: Wooden Cabins Foreign Relations: A colony of Hangmen's Rest, active military base, oppresses and trades with Josaburg. Very militaristic, but does not and often battles with Grandaburg and Arkam'sul on the high seas. Science Level: Very High Magic Level: Low Description: Although Lydel is officially a military base of Hangmen's Rest, de facto true power lies with the Lord High Admiral, The Duke. He does not ever seek permission for anything from Hangmen's Royal Arbiter, and secures all his own resources and builds his own ships. As such, Lydel is loyal in name only, and truly represents an autonomous fleet out to benefit itself. Edited by Zepp, Aug 5 2011, 12:11 PM.
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Zepp | Aug 1 2011, 02:10 PM Post #14 |
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Region#9 = Josaburg Sentient Races: Human Rangers, Mages, Forest Elves Creatures: Horses, Dogs Terrain: Forest Village Settlement Details Earth Equivalent: Salem, MA Housing: Bamboo Cabins, Tents, Huts, Brick houses Foreign Relations: Individualistic culture, trades with Lydel and pays rudimentary tribute, as the people are poor. However, power is building in Josaburg, as the Rangers harbor Elves and seek to learn their magic - in order to at last, declare their independence. As well, they enjoy positive relations with Grandaburg, and are somewhat of a trade zone between the two hostile naval bases. Science Level: Low Magic Level: High Description: Originally a chartered company from Hangmen's Rest, the people sought more friendly relations with Cairnwood. The culture of the Human Rangers prizes independence and naturalism, and as such they lost their charter from Hangmen's Rest. They seek peace with all their neighbors, but the hostility between Lydel and the Grandaburg often traps the Josaburgians in the crossfire. Rumors say there are plans afoot to declare a Human-Elf enclave, like Arkam'sul - but regular visits from Lydel seek to frustrate this. Edited by Zepp, Aug 1 2011, 09:22 PM.
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Zepp | Aug 1 2011, 02:16 PM Post #15 |
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Region#10 = Grandaburg Sentient Races: Human Scholars, Merchants, Farmers, Artisans Creatures: Iguanas, Turtles, Seagulls Terrain: Tropical Island Settlement Details Earth Equivalent: Taiwan Housing: Brick Houses Foreign Relations: A revolted Hangmen's Rest naval base. After constructing a self-sustaining society, they burned their charter and rose in revolt. Following a long war, gained their total independence. Friendly with Josaburg, which they seek to liberate, and Granitewood, which they protect and trade with. Science Level: Very High Magic Level: Very High Description: The Sea Lord created his own ideal society here in Grandaburg, secretly importing scholars and artisans from Lonsalindel and Arkam'sul while serving Hangmen's Rest. When The Duke started trying to collect taxes from him directly, the Sea Lord indignantly refused and declared independence from Hangmen's Rest. With weapons from Lonsalindel and magic from Arkam'sul, they defeated their former allies and founded their new republican society. Militarism is high here, but only for the purpose of freedom from Hangmen's Rest. Official soldiers serve as volunteers in secret guerilla armies in Josaburg, waiting for their moment to crush Lydel and expand their free society. Edited by Zepp, Aug 1 2011, 09:28 PM.
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Zepp | Aug 1 2011, 02:27 PM Post #16 |
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Region#8 = Granitewood Sentient Races: Human Shamans, Fishermen, Merchants, Elves Creatures: Crawfish, Shrimp, Rabbit, Frogs, Crocodiles, Will O' Wisps Terrain: Large town on a river mouth whose source is in Tavran Springs Settlement Details Earth Equivalent: Early New Orleans Housing: Shanty towns, Brick Houses, Palatial Mansions Foreign Relations: An amalgamation of Mongoloids from Tavran Springs, Human merchants from Lonsalindel, sailors from Lydel, guerillas from Grandaburg, rangers from Josaburg, expatriates from Arkam'sul, and Urban Elves escaped from the Cairnwood Forest. Science Level: Varied Magic Level: Varied Description: Population is high and people are poor - beyond a few absurdly rich foreigners. The Mayor controls a militia conscripted from all inhabitants and is known for his corruption. Also known for its strange 'Cajun' food. Edited by Zepp, Aug 5 2011, 12:14 PM.
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Zepp | Aug 1 2011, 02:43 PM Post #17 |
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Region#12 = Quervas'lain Sentient Races: Human Druids, Pirates, Fishermen, Tropical Elves Creatures: Fish, Birds Terrain: Tropical Archipelago Settlement Details Earth Equivalent: Ryukyu Islands Housing: Huts Foreign Relations: Neutral with Hangmen's Rest, Lydel and Arkam'sul Science Level: Moderate Magic Level: Moderate Description: An expatriate community from Hangmen's Rest formed by fleeing druids, who founded their own society. For years it was regarded as a backwards tribalistic culture and until they started opening palatial tourist resorts. Bikinis and grass skirted elves are not uncommon. Deserting sailors become pirates, and raid cargo and tourists alike. The former religious-concerned druids exist now in name only, and mainly pay attention to their profits and bottom lines. At times, Arkam'sulites flee their country, making first landfall at Quervas'lain. Edited by Zepp, Aug 1 2011, 09:35 PM.
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Zepp | Aug 1 2011, 02:46 PM Post #18 |
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Region#13 = Arkam'sul Sentient Races: Human Lords, Samurai, Tropical Elves, Forest Elves, Dark Elves Creatures: Horses, Domesticated Tragnix Terrain: Hilly island chain Settlement Details Earth Equivalent: Japan Housing: Paper walled houses, large stone castles, forest villages Foreign Relations: Non-existent. Totally isolated and hostile to outsiders; separatists operate a small trading enclave in Quervas'lain. Science Level: High Magic Level: High Description: A fiercely independent and militaristic offshoot of Lonsalindel. Xenophobic, they isolated themselves from all other cultures, using a heavily elf-derived society to groom their culture and military prowess. The state language is Elvish, all but unknown to most normal humans. English-speaking separatists trade with Hangmen's Rest in a tiny outpost in Quervas'lain with heavily armed merchant vessels. Lydel sailors who shipwreck there simply disappear - but are rumored to keep on living, taking Elvish wives. Edited by Zepp, Aug 2 2011, 11:57 AM.
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blackmage | Aug 1 2011, 03:39 PM Post #19 |
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When does this contest close exactly? |
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Zepp | Aug 1 2011, 04:43 PM Post #20 |
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When it's done? |
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