FACTIONS

A map of the world of Thracs. To see a larger version, click on the image below.

World Map

Region#1 = Arindale

DESCRIPTION: 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.
Contributed by : BLACKMAGE

Region#2 = Lindellin

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.
Contributed by : ZEPP

Region#3 = Lonsalindel

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.
Contributed by : ZEPP

Region#4 = Dendros

DESCRIPTION: 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.
Contributed by : ZEPP

Region#5 = Tarvan Springs

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.
Contributed by : ZEPP

Region#6 = Cairnwood

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.
Contributed by : ZEPP

Region#7 = Hangman's Rest

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.'
Contributed by : ZEPP

Region#8 = Granitewood

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.
Contributed by : ZEPP

Region#9 = Josaburg

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.
Contributed by : ZEPP

Region#10 = Grandaburg

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.
Contributed by : ZEPP

Region#11 = Lydel

DESCRIPTION: Although Lydel is officially a military base of Hangmen's Rest, de jure 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.
Contributed by : ZEPP

Region#12 = Quervas'lain

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.
Contributed by : ZEPP

Region#13 = Arkam'sul

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. They 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.
Contributed by : ZEPP

Region#14 = Latterton

DESCRIPTION: 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.
Contributed by : BLACKMAGE

Region#15 = Ironthal

DESCRIPTION: 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.
Contributed by : KUSURIURITE

Region#16 = Silverthal

DESCRIPTION: 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.
Contributed by : KUSURIURITE

Region#17 = Purus Isles

DESCRIPTION: 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.
Contributed by : BLACKMAGE

Region#18 = Oakcrest

DESCRIPTION: 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.
Contributed by : BLACKMAGE

Region#19 = Lysoria

DESCRIPTION: 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.
Contributed by : BLACKMAGE

Region#20 = Khuldas

DESCRIPTION: 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.
Contributed by : BLACKMAGE

Region#21 = Chandabrook

DESCRIPTION: 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.
Contributed by : BLACKMAGE

Region#22 = Polidan's Gap

DESCRIPTION: 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.
Contributed by : BLACKMAGE

Region#23 = Halbrook

DESCRIPTION: 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.
Contributed by : BLACKMAGE

Region#24 = Poitle

DESCRIPTION: 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.
Contributed by : BLACKMAGE

Region#25 = Valderin's Gate

DESCRIPTION: 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.
Contributed by : Tylatz

Region#26 = Charn

DESCRIPTION: 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.
Contributed by : ROB ROCKET

Region#27 = Kerrigen

DESCRIPTION: 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.
Contributed by : ROB ROCKET

Region#28 = Malvarin

DESCRIPTION: 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.
Contributed by : KUSURIURITE

Region#29 = Nephilim

DESCRIPTION: 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.
Contributed by : KUSURIURITE

Region#30 = Pinewood

DESCRIPTION: 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.
Contributed by : ROB ROCKET

Region#31 = Uruk-har

DESCRIPTION: 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.
Contributed by : ROB ROCKET

Region#32 = Kragspeak

DESCRIPTION: 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.
Contributed by : ROB ROCKET

Region#33 = Risoncaster

DESCRIPTION: 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
Contributed by : ROB ROCKET

Region#34 = Falhill

DESCRIPTION: 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.
Contributed by : ROB ROCKET

Region#35 = Throncrest

DESCRIPTION: 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.
Contributed by : ROB ROCKET

Region#36 = Raven's Point

DESCRIPTION: 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.
Contributed by : KUSURIURITE