|
Post by Nathalia on Feb 17, 2010 17:47:22 GMT -5
((People can work together on a Realm if they would like, just make sure both names are bolded at the top. <3 You may submit as many Realms as you like. I highly encourage people to submit more each as you may all be getting a little something for each Realm you submit. 83))
~Nathalia
|
|
|
Post by Satra on Feb 17, 2010 18:50:42 GMT -5
I highly encourage people to submit more each as you may all be getting a little something for each Realm you submit. 83 Fantastic! Time to submit over 9000 shitty realms!
|
|
|
Post by Greenie on Feb 17, 2010 23:03:18 GMT -5
Realm Name: the Kannorick Barrens
Lay of the Land: The Barrens used to be unremarkable. Once, they were very much like the lowlands in terms of landscape, though they are, and always have been, a bit more tidy than their neighbors. Once, long ago, they were the Kannorick Meadow, and much of their land consisted of beautiful fields of wildflowers. Now, there is little to behold beyond blackened ruins; what few trees remain are twisted, blackened shapes, and the beautiful fields of the past are nothing more than stretches of ruined rubble. Remains of homes and settlements can still be seen in the occasional rock foundation that survived the blast, and the new communities that are trying to rebuild stick out like a sore thumb on the tortured landscape. They have no resources to speak of, as they can no longer grow crops, and don't have the capacity to pursue other resources without being able to feed their people. On top of this, the population now far outstrips the capacity of the land to support, and what precious food does come out of the land is desperately fought over.
Colors/Patterns: Kannorickans were once extraordinarily beautiful, and despite their unfortunate past, have still managed to retain some of this beauty. Their coats are usually a deep blood red in color, though occasionally it wanders into the more purple-red range. The tips of their extremities are often black, but only the very edges, usually no more than a few inches of dark color. Their eyes are usually rimmed in steel grey, as is their snout, beak, or mouth. Their tails are usually tiger-striped in the same shade of grey as their face; in the case of feathered creatures, it usually amounts to every-other feather or so.
What has developed from the mage war is less than pleasant. Almost every animal that walks on four legs is born possessing giant, unwieldy tusks that are an unappealing sandy brown color. This usually appears in birds as an uncomfortable teeth mutation. Almost every child born has at least one mutated claw, but it rarely actually is found on an entire paw - most children have four or five mutated claws scattered between all of their paws. Every now and then children will also be born with short, stunted spikes derived from their main frontal limbs. Rarely are they longer than five inches, and while they are thick and cumbersome, they curve inward and have little practical use for their owner.
The most rare, but unfortunate "mutation," if you will, is children born with broken bones. Kannorick has little in the way of medicines nowadays, and while it is possible to correct small breaks, it is more often than not to reverse larger ones. The lucky ones only break a tibia or a tailbone, and the very unlucky break a vertebrae or a collarbone. Very, very rarely children are born with broken skulls or collapsed ribcages, and if they are not dead upon delivery, they are dead within minutes of life.
History: The Kannorick Meadows were one of the original realms of the land, but had always been content to be 'that realm over there,' the inconspicuous one everyone liked but no one seemed to care much about. Their lifestyles were modest and within their means, everyone was friendly, and their worries never extended much further than their own community borders. This changed slightly when the Raemblen Bog started warring. The filthy, poisonous magics that infected the land were not contained quickly enough for Kannorick to escape effects - but it wasn't serious, then. When the wall was erected most of the damage was reversed, and all the citizens saw was an unfortunate birth here and there - some limbs missing, maybe - and once in a while some plants would sprout up near the wall that were quickly killed. It was nothing to be worried about, surely; nothing bad ever happened in Kannorick, so what could some excess Bog-nastiness do, really?
Much to their misfortune, the poison that had laid dormant in their soil, their air, and even their genetics sprung forth one day when two warring Queens took their dispute into Kannorick soil from the Tulgey Woods; it is supposed now that they had intended to go into Raemblen and cause some havoc there, but the wall prevented it, and so they took their anger out through Kannorick instead, since it was the next closest victim. The result of such a magical war gave the poisoned magic the new life it was waiting for, and one fatal blast simply decimated ninety-five percent of Kannorick lands. No scrap of meadow remained, and only the northern-most land, near the lowlands, escaped the effects, but that land was not their most arable land, and efficiently destroyed their ability to grow crops.
The effect on the people, however, was much subtler. It seemed to have no effect, at first; a few especially magic-sensitive people were sick for a while, but the effects were not strong or lasting. If the next generation of children (what few managed to be born in such conditions) had an overly high rate of mutations, no one took any particular notice - they had a realm to rebuild, afterall. It wasn't until three, four, and up through the fifth generation of children afterwords that the true results came forth: hideous, ugly mutations that were impossible to breed out.
The land, to this day, recovers at an impossibly slow pace. They have little means of obtaining food, through trade or through their own means, which has resulted in the population slowly dying off. Eventually the name of the Kannorick Barrens was adopted, though not by themselves - staunch Kannorickans stoutly refer to themselves as "Meadowans."
Location: Kannorick branches directly off of the Raemblen Bog wall. It extends north, sharing all of the Lowlands' border until the court of clubs; it extends south about halfway down the Tulgey's extended strip.
Feelings: Most realms have no idea exactly what happened to Kannorick. It's mostly well-known that they have not always been this way, but it's also obvious that they are not going to quickly return to being that idyllic meadow, and tend to be treated as overly optimistic fools for expecting such a feat to happen. They often get lumped into the "Golfham-Lowlander-Tulgey" conflagration, despite the fact that they actually have little association with any of the groups. Many less-informed people assume that they are some unfortunate off-shoot of the Raemblens, and treat them the same; this is often met with disgust and vehement denials of having anything to do with those people beyond the wall.
Kannorickans are highly suspicious of the Raemblens, as it's always been suspected that their foul nastiness had something to do with what happened to their lands. No one's ever been able to prove anything, though, so it remains more of an unstable feeling than a true hatred.
|
|
|
Post by Kiki on Feb 18, 2010 0:00:15 GMT -5
Collab by Kiki and Jaguara KatialRealm Name: Ventura Lay of the Land: Seated between the Capital and Avington, Ventura is all about making its presence known. The residents never see the day break as the sun really never goes down. They know nothing of moons or dark things; everything in Ventura is bright and colorful – sometimes giving a sense of glittering. Being that it is a very sunny place; the climate tends to stay hotter than most places, making it more of a tourist trap than an attraction. Colors/Patterns: The residents coloring tends to be gold with black and red mixed together in tiny spots. Some are born with black circles around their eyes but it is a rarity, so those that are tend to be held in reverence and a little bit of fear of something unknown and different. History: Ventura was formed when a group of misfits from varying realms came together to make a community where they could be free to do as they liked and free from the suspicions of the local governments. They considered Ventura to be a kind of “hide-out” but in the end, made families and eventually the local history was contorted and forgotten. Those who reside here are not to be trusted, the motto is “look out for number one” with this group, most can be found pick pocketing in the Capital just to get by and only a very small percentage will go to work honestly; even then, said “honest” workers will place bets and woo unruly women in the night time. Brawling, Drinking, and other unseemly acts are not uncommon in Ventura. It is in fact a rite of passage to fight to become a man. Feelings: Ventura has very fickle feelings about their neighbors but most times it is unfounded as no one has really noticed they are there. Avington and Ventura tend to get along a little bit better as they both can appreciate beautiful things – problem is that Ventura would rather steal the object/person than share its beauty with others. They tend to have trouble with Highlanders as Venturans don’t feel that they are any higher up than cockroaches and that line of thinking does not tend to go well. There have been some unexplained “accidents” in the Highlands since the feud began. All in all though, they welcome and anyone – and their money to come visit and gamble in their realm.
|
|
|
Post by Kari Muffin on Feb 18, 2010 1:25:52 GMT -5
Old submission almost completely rewritten...
Realm Name: Elderian Pass
Lay of the Land: There is very little unused land in the realm. It is either dedicated to farm lands or city, with very few spaces in between. Everything in the realm is strategically placed "just in case" for battle.
Colors/Patterns: Residents of the pass have "french gray" or beige fur, with large red spots or splotches. Many of them are complimented by golden colored eyes. A common mutation Polydactyl digits. For whatever reason members of this realm tend to have extra digits on their front paws if they have any. Of course this leads to interesting things in human forms sometimes but most members of the realm at least have an upper hand with manual dexterity.
History: The Elderians make it well known that they don't need anyone's help, and could run their realm without the Courts interference. Despite being disgruntled about the way things are run, they tend to be efficient individuals who follow the rules to the letter.
From ten upwards all citizen are trained to become "battle ready." Despite the realm being in a fairly peaceful place many of the residents are paranoid of being attacked by their neighbors. Though this threat really doesn't exist, they would rather be safe than sorry. This paranoia seems to seep into their every day life, and many are suspicious of outside visitors.
Even in the larger cities that are placed throughout the realm, the communities that form within them are tight knit groups. When one person falls, several people are there to pick them up. If an outsider falls, they might be stepped on a few times before someone notices. Outside of their realm they are far more cautious about showing weakness, but in the walls of their city and community a Elderian is far more friendly than their no nonsense persona.
Location: In front of Tulgey Woods, closer to Avington/Torquehelm.
Feelings: Most realms look at this realm and think it is a no nonsense sort of place. Everyone is clearly a stick in the mud and has no sense of humor. Generally Elderians thing every single Tulgey and Tulgey mix ever born is clearly out to get them. The Elderians also have this tendency to think Esterberries and Corvies are utter jokes of realms, and are more than happy to say it to their faces. After all, most of the pansies can't defend themselves with anything but words.
|
|
|
Post by Spiderfly on Feb 18, 2010 10:32:00 GMT -5
(updated mutations Feb 20) Realm Name: Pra'zu Lay of the Land: Pra'zu is a fairly hot and humid climate through most of the year. The trees are quite tall and have large oblong leaves to soak up the sun, which leaves the ground floor fairly bare. Any vegetation on the ground floor has very large leaves to help catch all the sun they can. This area is populated by a lot of poisonous plants and creatures, but the inhabitants have built up a natural immunity. Colors/Patterns: Olivey-green with gray and white speckling down the side of their body. Any hair is silver in colour. All have split tongues that are amazingly dextrous, and a common mutation is head spines. EXAMPLE XD(Sorry, old adoption of mine lol.) History: Those from Pra'zu live in small groups or villages, instead of concentrating their population in any one location. Shelter is built up off the ground, either on small platforms, or even up into the lower part of the trees. Even though they have a natural immunity they don't see the reason to take a chance and sleep down where they could easily get bit by something. Also, the ground tends to be quite wet. Every village that has a decent size of population (more than ten or fifteen) usually has a Chieftain. There is a main chief of the realm that all villages can go to for advice or help. The Head Chieftain's home is built way up in the trees so that he may 'convene' with the spirits of the forest. Pra'zu is mostly known for the poisons, medicines, and perfumes that are made by residents from the local fauna and flora. However, the Pra'zu are also known to hunt down and decapitate 'intruders', displaying the skulls on the village walls. But if you are respectful of their ways, they can become great allies. Location: Borders the Court of Diamonds territory, hugging along the Josiggy to it's North. (doesn't go far enough west to reach the midrange) Feelings: Most probably see them as loners, or backwards 'forest' natives. However, the Pra'zu believe those from the Hisstor are terrifying because of the bone ornamentation they wear. They believe a person's essence is tied to their bones, and therefore believe Hisstors must be either cursed or possessed by these spirits.
|
|
|
Post by Tigeress on Feb 18, 2010 14:32:53 GMT -5
((Recycling ideas because work is stealing my writing time FTW!))
Realm Name: Vaseudan Plains
Lay of the Land: Vaseudan Plains can only be described as... something out of a fantasy painting. The land is long and flat, full of extremely lush blue-green tinted grass, and tall, willowy trees that lie around the edges like a border or gate. In the Plains it is always night, and the sky is always full with the most beautiful starscape you could ever imagine. Never is there a cloud in the sky, never is it overcast or rainy. It is one of the popular places for romantic couples to venture to, for the decoration is played up to make the plains even dreamier than it naturally is, with long man-made ponds that reflect the stars, and slender bridges of stunning architecture. Because of the stunning view of the sky, almost every building has at least one beautifully designed balcony.
Colors/Patterns: They are all brilliant shades of indigo and turquoise, anything beautiful and blue, sometimes they will be marked with bright yellow or white bursts that represent the light of the stars which fills their land. These are normally higher ranked than those with just the blends and swirling of soft purple-blues.
History: Everyone from the Plains are dreamers, simple as that. Unfortunately, this often means they get caught up in their fantasy worlds and reject certain aspects of reality. They are often sculpters or architects, trying to create palaces meant for fairy princes and princesses, as that is the world they've created for themselves. They're incredibly friendly to outsiders, as many people who visit the Plains just... have the overwhelming urge to stay. Forever. Whether this is the doing of the more... magically talented of the Vaseudans, or whether it is just another magical aspect of the land itself, we may never know.
Location: It is connected to Morganberry and the Villa.
Feelings: Morganberry and Villa residents both love and fear the Plains, they know all too well that the majority of people who leave for the Plains just... never come back. However, it is of their own accord, or so it seems, and the enchanting letters they write to family and friends forever has these two realms curious... is it Really as magical as everyone says? The Highlands were quick to realize the personality flaws of those from the Plains, and have been able to manipulate them very well into lending their talents as personal decorators to important areas, though they never stay too long from their home. Pretty much all marshlanders are an even mix of jealousy and distrust, it all sounds to creepy and unrealistic to them. Besides, they probably wouldn't like 'unpretty' realms visiting them anyway.
|
|
|
Post by Tigeress on Feb 18, 2010 14:40:11 GMT -5
Realm Name: Illoren
Lay of the Land: Not at all unlike it's neighbours, the realm of Illoren is dark and foreboding. There is an aura of sadness and fear which envelopes the entire region. Made up of dizzying slopes and cliff-like regions, it's no wonder not many people even knew this place was inhabited until very recently. Most of the structures are extremely basic and hidden under grassy or rocky ridges that extend over the gaps in the chaotically uneven landscape. Residents even have gone as far as to 'make' land to fill in the gaps, though if a passer-by were walking over them they might be in for a tumble. Abandoned castle-like structures decorate high points of land, but they look as if nobody has been inside them for years, and surely nobody could be living inside of them now. For some reason they were never fixed up, just... left as misleading rubble to make the land look even more abandoned.
Colors/Patterns: Burgundy, or rich brown striped with winding, vine-like bands of silver and/or amethyst. In such a barren and dreary realm, nobody can explain the rather elegant and regal coloration to the residents, they can probably be attributed to a history not known to most travellers. On top of this, residents bind their eyes, mouths, or ears with... well, whatever is available. They used to use silk cloths, but lately some residents have been getting desperate, going as far as to sew their skin together. They believe they must punish themselves further before they will be able to rebuild their society without falling into previous habits.
History: As one might have guessed, the Illoren used to be a rather proud and established people. They built great castles to honour themselves, held great parties and banquets, and were obsessed with power and wealthyness and how they could use this to control others. Of course, this was their greatest downfall, for when they finally found power, it was not the kind they were hoping for. A talented Joker, irritated by their overconfident and smug nature, corrupted them from the inside. He asked to be part of the higher-up families (no blood relation, they just banded together), while bestowing certain people with powerful gifts, and weakening others, until jealousy tore them apart with plots, murder, and more. Believing the Joker was sent by some greater being to smite them, they now have taken a note from the Torquehelm people and have given themselves painful bindings of sorts so they never forget their foolishness while trying to repent. These bindings are over the eyes, ears, or mouth, and do indeed represent hear, see, and speak no evil.
Location: It wraps around Tulgey Wood and Torquehelm.
Feelings: Nobody really has had enough time to establish any feelings about the Illoren people, as no single region really knows exactly what happened to them, or who they are. Also, not many care. They aren't a threat to anyone in their current state. Certain Avingtons have curiosities about them, perhaps due to some Avingtons having secrets that enabled them to get the true inside information about the Illoren people and their own personal curse.
|
|
|
Post by Lucca on Feb 19, 2010 9:22:46 GMT -5
Realm Name: Serabbi Desert Lay of the Land: A large, vast desert, with most of the Realm being a sandy, rocky wasteland where nothing can survive. But there are several oasises scattered throughout the desert, and it is at these that the residents make their home. One oasis in particular is very large and supports a thriving area of green, and this is where the majority of Cards in tbe realm are clustered. Colors/Patterns: The Cards of the Serabbi Desert have a coat of mottled greys, browns, and tans, but along their back is a winding blue marking looking rather like water flowing down their back. Within this marking are small, hard, brightly colored areas that look a bit like gems, but are part of the Cards and grow there naturally. No is sure exactly what they're for, but it is said that they magically store food and water and help them conserve energy for the times when the Cards must move through the vast areas of hot, dry desert of their home. The older a Card is, the more of these 'jewels' they have, being born with only one or two and gaining more as they grow. History: Despite living a life of realative ease next to their lovely oasis, the residents are very aware of the fact that their source of life could dry up or be buried under the sand at any time, and that if a disaster were to strike, they would be without food or water. Therefore, meals are very important, almost sacred times in Serabbi, and to eat a meal with someone is considered rather intimate. You wouldn't sit down to share a meal with an enemy or a casual aquaintence. The trust of a Serabbi resident is hard to get, but one you do, you're sure to have found a very loyal friend. Though they are in general rather peaceful, disputes have been known to spring up and this is when one group will pack up and move to another oasis. Since life can be a bit harsh, the aged are venerated, and those who have lived many years are considered to be wise and are the unofficial 'leaders' of whatever oasis they live near. With reference to other realms, they mostly keep to themsevles, since not many care to venture into the harsh Realm to get to its spots of beauty. Some brave souls might travel there, but if they do, they should be sure to bring their own food, since the Serabbi will welcome visitors fairly friendily, but are reluctant to share meals with strangers. Location: Behind the Midrange, near Josiggy, and stretching all along the mountains but not quite touching the Court of Diamonds. Feelings: Most of the other Realms are rather indifferent towards them, since they know they're there, but they mostly keep to themselves and they're rather hard to visit.
|
|
|
Post by Lucca on Feb 19, 2010 9:24:19 GMT -5
Realm Name: Niieliye (Cranstone Moors) Lay of the Land: Niieliye is, in a word...weird. The land itself is warped, twisted, with all the rock formations and the uneven ground seeming just slightly...off. All the colors are bright, unnnatural, garish. The vegetation naturally grows in such twisted shapes that it would make one dizzy trying to follow the branches or stems, with the leaves and fruit looking quite bizzare indeed. Even the water is an odd, puple-green color...though this could be because the sky is also that color, despite the fact that tha land is open enough that there -should- be plenty of light. Eating or drinking the strange-looking water and fruit tends to have...strange side effects...dizziness, nausea...auditory and visual hallucinations...but the residents assure everyone it's actually perfectly safe to eat and drink. The fauna here are similarly twisted. And one trying to find their way through this place would find that the paths seem to just vanish without warning... All in all, Niielieye gives off very creepy vibes, not quite as strong as those of Tulgey Wood, but somewhat similar... Colors/Patterns: The residents also look nothing short of odd. They tend to be white, with purple to purplish-gray patterning on their underbelly. They commonly have thick neck ruffs, elegent twisting spiral horns, very large, dark eyes, and long, thin ears. The horns, if present, are not always on their heads. These features may be black, purple, grey, or, rarely, golden. One thing they also all have are very creepy 'eyespots' somewhere on their body, usually their legs or the backs of their wings if they're a bird. These large, bright eye markings are generally orange, red, or yellow, and tend to majorly creep out anyone seeing them. Other 'random' markings in purple may show up from time to time, generally taking on a creepy or odd shape in one studies them... History: It is said that after the War of the Wall, several powerful Tulgey mages became rather unahppy with their Realm and what they saw as its foolish pride. They were sure that, if things continued at their current rate, another war was coming, an even worse one, and they wanted no part of it. So, together with several Torquehelms who were tired of living under a curse that didn't seem to be lifting, they moved somewhere else to start their own Realm. Wishing to put as much space between themselves and their 'home' Realms, the mages wove a spell to change their appearence, and therefore start over as new Cards. Unfortunately, they were messing with magic they didn't fully understand, and the spell backfired. Not only did the new residents' appearence change to be even more creepy than before, but the land around them became twisted by the spell. So though the residents tried to invite other Cards to their Realm with open arms, to show how they weren't at all like those 'nasty Tulgies', the others were horrified and creeped out by their twisted appearence and that of their Realm. The name that the residents tried to make for themselves, "Cranstone Moor", didn't take...and so instead the Realm is mostly known by the creepier name "Niieliye", for the eyespots its residents bear. Despite their appearence, the residents are actually very friendly...except to Tulgies, whom they hate, and Torquehelms, whom they pity. Location: Behind Corvistowne...as far away from Tulgey Wood as possible. Feelings: Tulgies hate them, believing them to be traitors to the cause. Torquehelms actually like them, believing that they can understand their cursed land better than most of the other Realms. Most everyone else is afraid of them, or just plain weirded out. Some genetic Corvistownians want to experiment on them for all their strange mutations.
|
|