Post by K Man on Jun 8, 2007 13:50:45 GMT -5
Basic Climate(s) of the world: Temperate with seasonal change. Most snowfall occurs from horizontal line 7 North, indicated by lighter green plains. The Northern portion of the lands sees shorter summers and colder, harsher winters while the Southern portion enjoys warm weather nearly all year round, save for a spot of frost every now and then. Thick forests of deciduous trees divide the land forming thick jungles of unmapped depth. Coniferous forests are found farther North, though their deep emerald-shaded trees are usually buried beneath several feet of snow.
Because of constant subduction, the coastline of the land is rocky. Soft-sand beaches are rare and those that are naturally formed quickly become fishing settlements. Most major port cities are near areas that are easy for large ships to navigate so that trade can occur freely without worry of breaking apart on exposed reefline.
Natural disasters the lands are subject to include: earthquakes, winter storms, tornadoes, and hurricanes along the Eastern coast.
Locations on this map can be found with grid coordinates; letter first, number second. For instance, the city of New Ravenshead is at location B6 (far left of map1/3 of the way up).
The Five Kingdoms:
2. The Stonelands. Mainly Dwarven, capital is Bazarkrak Castle (D13).
3. The Gathered Nations. Mixed composition but mostly Elven, capital is The Dune Palace (M3).
4. Yexuhl. Mixed Composition, mostly Half-Breeds (Half-Orc, Half-Elven etc), capital is Exhumt (O12).
5. Tertia. Mosty human, capital is Tartiritia (P16).
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Other Locations of Note:
Antalil: (B15) This is a growing village of Gnomes that are becoming well known for their advancements in overland travel. They utilize much of the allowed technology (lightning rails, floating discs etc) but they make the travel devices much more personal. It is not uncommon, when approaching this town in the summer, to see Gnomes racing around on floating disc sleds barely leaving wakes in the tall grass. This town is difficult to reach in the winter as the wide open plains surrounding it often create impassable snow drifts.
Bazarkrak Castle: (D13) This immense fortress is imposing to look upon at first, but once you see the hundreds of people flowing happily in and out of the stone face carved into the mountainside it's a little less foreboding. The Dwarven capital of Bazarkrak is a colossal stone face of a screaming Dwarf carved into the mountain ages ago. One enters through the 'mouth' of the figure and is immediately in awe of the massive ceremonial chambers, eating halls and artwork contained within. Most of Bazakrak is open to all whom seek shelter within, but there are places where only those of pure Dwarven blood are allowed to tread--"sacred land" as the signs carved into stone doors will say. Aside from being absolutely stern about places that are off limits, Bazarkrak is a fine place to visit, seek shelter and buy some of the finest Dwarven goods available. Bazarkrak is still a monarchy--currently headed by King Dolster Harnore--and the Dwarves have always had a standing army of at least two thousand strong. Being truly egalitarian, no section of Bazakrak is better or worse than the others, save for the King's chambers and those of his closest officers.
Exhumt: (O12) Exhumt is like a city--a large collection of buildings and a large population--where it differs is in building materials and the coherence of a society. Most of the structures in Exhumt are wooden, covered in animal hides and stiffened with mud and rock. The Yexuhl have never shown a knack for working stone, but they know enough to make a few lasting structures among the many barbaric huts and grand lodges in their capital city. There is a low wall surrounding Exhumt, about five feet thick and made entirely of rocks, refuse and even remains. The wall is not used for defense, but rather for definition--to know where the city stops and the wilderness begins.
Morten: (C4) Morten is a small city in a sad-state. Once bustling with activity and visitors, it has fallen into disrepair and abandonment. Morten was once the city to visit for it was the birthplace of Vein-Riding, a careless technology that was later ended by a visit from the Dwarves of Bazarkrak. When the Dwarves shut down the Vein-Riding in lieu of greater and more terra-friendly technologies, Morten's glory quickly faded. The great expanse of desert creeps in from the east, bringing hotter temperatures and less and less rainfall each year. Though Morten can support several thousand, less than a few hundred remain in the ramshackle buildings.
New Ravenshead: (B7) Often called the birthplace of the New Era, New Ravenshead is a shining example of what man can do and create when he sets his mind to it. The spires of New Ravenshead can be seen for hundreds of miles in all directions and the city lights up like a beacon for lost travelers at night, guiding them home. New Ravenshead is a city of great magic and all of its several hundred thousand civilians use magic on a daily basis to better their lives. They use floating discs to move across the upper platforms, elevators of crystal and glass to climb almost to the clouds, and lightning rail trains leave the New Ravenshead station almost every half hour. It is truly a magnificent place. New Ravenshead has a standing army three thousand strong, but more for ceremonial purposes as the city has not encountered a war in over 600 years. It is run by a council of nine sages that make decisions in the best interest of the city. The city is divided into layers physically and socially; the upper crust (debutantes) live higher in the spires while the poor and destitute live far into the depths of the city.
Rocroost Bay: (H10) A small town of mostly human populace, Rocroost bay remains at odds with New Ravenshead. The villagers of the town prefer more natural methods of travel and shun the advancements of New Ravenshead...and the rest of the world. The townspeople of Rocroost have close contact with the great and legendary Roc birds that nest high in the mountains above the town. They have a special relationship with the birds, caring for them and their young in exchange for travel and protection.
Ruins of Ravenshead, The: (D6) Those that do remember Ravenshead remember it as a dry-dustbowl. Rumors float around the land of how Ravenshead was once a fertile valley, verdant and thick with wheat--but those are just rumors. It is also rumored that the great Era of Peace began at Ravenshead, paved by heroes who gave everything to stop the world from falling into darkness. Travel to The Ruins of Ravenshead is not permitted.
Rose Canyon: (N16) More of a valley than a canyon, Rose canyon gets its name from the abundance of pink quartz found in the foothills and mountains of the region. The valley is kept green and temperate by the Farsuth river that flows steadily North through the valley. Lately this pristine place has become a battlefield as the nations of Tertia and Yexuhl war with each other. The fate of Rose Canyon is known...
Scaland: (A10) Not much is known about this long-lasting civilization of lizardmen. They have never--to-date--made an attempt at invasion or contact with the outside world. Periodically, explorers and emissaries will near the islands of Scaland to see if the lizardmen still live there, and they are always gathered on the shores watching suspiciously. It is rumored that several emissaries have been sent to the Scaland and they never returned...
{MORE TO COME!}