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Region Contest; Submit your own Region
Topic Started: Jul 28 2011, 08:45 PM (413 Views)
blackmage

14.Latterton: Tropical island. It has barbaric tribes that inhabit it. However its surrounding waters are known for their sea creatures of varying sizes. Some of the rarest erbs for medicinal purposes grow on this island.

21.Chandabrook: Mountanous region. Its cliff faces are riddled with cave entrances where Locust have tunneled into many of the mountains for shelter. Many raiders have taken up shelter with the locust after going on raiding parties with them. Some come to hire the Locust as mercenaries because of their fighting prowess, mostly because this region has the highest concentration of Locust.

22. Polidan's Gap: Is a striat leading into the mainland. The area is of strategic importance to the waring criminal factions in the area since whoever controls Polidan's Gap gets to control the flow of not only commercial goods in and out of the area but the flow of narcotics.

23:Halbrook: Is a infertile piece of land. Its mostly desert. The area is known for its scorching hot tempratures and humidity. Its mostly been used by outlaws and fugitives to hide out from the authorities. Some have been ble to survive and master survival in Halbrook however, if the inhospitable climate doesn't kill you the natives of Halbrook will certainly see to your demise.

24:Potile: An area of land consisting of a fresh water lake and a lush green forest. Known mostly for its beauty and the magestic creatues that live with in its borders. Its where most of the residents of Thracs go to relax.
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Rob Rocket
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30 - Pinewood - This coniferous forest is home to many unique and dangerous creatures. The vast forests are owned by tribes of roaming Centaurs. They are fierce warriors and only the strongest survive due to the unforgiving wilderness. They are creatures of honor and respect and are willing only to trust outsiders once they have gained it.

Sentient Races: Centaurs
Creatures: Werewolves, Sasquatches, Minotaurs, Griffins, Unicorns.

Settlement Details

Earth Equivalent: A coniferous forest
Housing: Clusters of Large Huts
Foreign Relations: War with the Goblins and Orcs of Kragspeak, Willing to accept those who . prove they are worthy
Science Level: Low
Magic Level: Medium

32 - Kragspeak - A once beautiful forest slowly being destroyed. The Orcs and Goblins of the mountains use the Tolls as construction crews destroying the forest in order to light the fires for there massive cities deep within the mountains. Giant cities carved into the stone itself. They are filthy places and have a foul stench that flows out of the mountain and covers the land. They are know for their huge numbers and are said to have the largest city (population wise) on Tharcs. Their numbers and skills at crafting make them a formidable foe for any army.

Sentient Races: Trolls, Goblins, Orcs
Creatures: In Forest - Deer and Bears In caves - Rock and Iron Golems, Giant Bats,

Settlement Details

Earth Equivalent: None
Housing: Underground city carved from the stone
Foreign Relations: At war with the Centaurs of Pinewood and the Mages of Risoncaster, . Willing to Trade with Travelers
Science Level: High
Magic Level: None


33 Risoncaster - A area of great plains almost completely surrounded by mountains. In the center of the plains lies a great city of stone. The Mages of this settlement are masters of elemental magic forming massive stone towers that soar into the sky's. The center tower can be seen over the mountains and from both eastern and western coasts of the continent. It is said that the Mages are all knowing and can sense your intentions. The seem to know who you are what your doing and how to destroy you before you ever say a word. Their City is defended by magical traps and Dragons trained by the mages

Sentient Races: Human mages
Creatures: Dragons,

Settlement Details

Earth Equivalent: None
Housing: Giant stone towers
Foreign Relations: At war with Orcs and Goblins of Kriagspeak, Accepting of Foreigners who . can be trusted.
Science Level: Extremely High
Magic Level: Extremely High
Edited by Rob Rocket, Aug 2 2011, 12:29 AM.
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Tylatz

Region #25: Valderin's Gate

Travelers beware! The ignorant assume Valderin's Gate refers to this region being one of the few passes between the East and West coasts of Dunan, but the truth is far from such a mundane idea. The gate referred to is the source of all existence. In the oldest of creation myths the gods opened the gate and from it drew all the stars, all the seas, all the land, and all who dwell between. In the final days of the ancient beings the great gate was shut and sealed the at the bottom of a great lake so nothing else may pass into existence. In the aeons that have followed that seal has begun to weaken and alter the land surrounding the gate. Within the vicinity of the gate all that is imagined is possible and reality becomes the greatest work of fiction. So be wary, traveler, whether you pass the open meadow, cross the pass through the mountains, or trudge your way through the dense forests, what awaits you in Valderin's Gate is a place that no two perceive the same. If you brave, steel your hearts and step forth or your wildest imaginings will destroy you.

Sentient Races: Whatever lies in the heart of the perceiver.
Creatures: Whatever lies in the heart of the perceiver.
Terrain: Mountains to the North and East. Forest to the West and meadows to the South. The only feature actually within the region that always exists is a large lake with no bottom. All else lies in the heart of the perceiver.

Settlement Details

Earth Equivalent: None
Housing: Whatever lies in the heart of the perceiver.
Foreign Relations: Whatever lies in the heart of the perceiver.
Science Level: Over 9000
Magic Level: Over 9000
Edited by Tylatz, Aug 2 2011, 05:09 PM.
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Zepp
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Region#24 = Poitle

Sentient Races: Human peasants, outlaws, fishermen, mermaids
Creatures: Fish, seagulls, dolphins, sharks
Terrain: Freshwater lake

Settlement Details
Earth Equivalent: Waterworld
Housing: Walled cluster of shacks on pontoons, anchored
Foreign Relations: Friendly to subversives, hostile to authorities
Science Level: Low
Magic Level: Low

Description: The leather-clad outlaw citizens of Poitle would normally be found in the urban slums of cities, but here atop the lake they eke out a meager existence based upon fishing, timber imports, drugs, and robbery. While there is a code among the outlaws to not steal from each other, murder is more common and recognized as a legal way to assume control of assets. Any uniformed officers who wander here are likely to be hung above the gate that enters the walled city, a warning to all who would dare assert control over the aquatic slums of Poitle.
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Kusuriurite
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Since NOBODY did any modern cities, i'll take the last two.

Region 28: Malvarin

Sentient Races: Humans, Cyborgs, varied
Creatures:Magnetic slimes, Musapusa, Varied large sea monsters
Terrain: Urban shoreline

Settlement Details

* Earth Equivalent: Military naval/air force base base with civilian housing, albeit with far more advanced tech.
* Housing: Modern storm proofed domiciles, apartments in skyscrapers
* Foreign Relations: Isolationist, though not xenophobic
* Science Level: Very high
* Magic Level: Low

After the the tear of the world, Order was overrun with strong creatures from the previous continent of Faust, the forces beat back the aggressors but they proved to numerable to gain any lasting peace. While initially safe in specially designed shelters, Order cities were overrun and the shelters themselves had to be moved. The citizenry eventually settled in Malvarin, a coastal beach town abandoned due to repeated sea dragon attacks. With their technology, they would restrain and, eventually tame the wildlife and build their society of or advanced technology once more.

Region 29: Funreid (can we change the name to something like "Nephilim" or "Angel island"?)

Sentient Races: Humans, Cyborgs, varied
Creatures:Magnetic slimes, Musapusa, small aerial pests
Terrain: Floating city

Settlement Details

* Earth Equivalent: none (highly advance angel island/sky town)
* Housing: apartments
* Foreign Relations: Isolationist though not xenophobic
* Science Level: Very high
* Magic Level: very low

Many Order citizens saw their families eaten alive during the tear of the world by Faust's invasion, many more were badly wounded or had even broken out of a beast's stomach partially digested. These survivors opted to stay in the evacuated shelters, changing them from temporary housing to a full, permanent city 10,000 feet in the air. The city has since blossomed and subsequent upgrades have completely shed the city of the evacuation pods that served as it's base. The city itself is connected by tram lines with grapple attachments that serve not only as public transport but as a zip line of sorts to those with grapple beams at least by those without flight packs. The city has almost no trading relationship with any other city except Malvarin due to it's position in the atmosphere though it welcomes Mages or other peaceful denizens that manage to make it there.
Edited by Kusuriurite, Aug 5 2011, 11:52 AM.
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Zepp
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Nopony*

Zepp: 12/36
blackmage: 10/36
Rob Rocket: 9/36
Kusuriurite: 5/36
Edited by Zepp, Aug 5 2011, 12:07 PM.
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scarththegrim
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Administrator
Thanks for the tally Zepp.

And Thanks to you '5' for submissions (let's not forget Tylatz).

EDIT: Bonuses added.

Rob Rocket: 10 Mana, 30 EXP (spent on Att, Crafted for Tuesday action)
Blackmage: 10 Mana, 40 EXP (spent on Att, Mana added)
Zepp: 60 Mana (Mana added)
Tylatz: Pending Time/Space transference
Kusuriurte: 5 Mana, 20 EXP (spent on Att, Mana added)
Edited by scarththegrim, Aug 9 2011, 08:31 PM.
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