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Region Contest; Submit your own Region
Topic Started: Jul 28 2011, 08:45 PM (425 Views)
Zepp
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You gotta do the cooking by the book.

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13. Zepp
14. blackmage
15. Kusuriurite
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Zepp: 12/36
blackmage: 10/36
Rob Rocket: 8/36
Tylatz: 1/36
Kusuriurite: 5/36
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Zepp
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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
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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
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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
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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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Zepp
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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
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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
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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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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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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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