Post by Nathalia on Jan 29, 2009 21:56:38 GMT -5
There are many distinct regions in the continent where our story takes place. Their residents tend to share certain distinctive colorations and, occasionally, common mutations. From Tulgey Wood to Corvistowne, everyone who walks the land can claim one or several regions to be their place of origin. Each Realm tells a thing or two about most inhabitants. Taking a look through them can help your creature know some of what they may be up against.
Avington: Residents are usually emerald green with cream and pale blue winding across their spine in a tree-like marking. They often sport antlers as a mutation.
The inhabitants of Avington are regarded as being beautiful by most other realms. Even the Lowlanders find themselves envious of the delicate appearance. Avington is a heavily forested region, deep and secret; few who are not of Avington have ever been able to see their actual city. It is hidden deep within the heart of the trees. Many treacherously deep rivers and waterfalls make the main living areas difficult to reach for those who cannot fly. Each Avington dweller possesses one secret; they will not divulge it unless they feel they have to, but they may tell their mates or close friends without repercussion. It can even be seen as a sign of intimacy. If the secret is pulled from an Avington unwillingly, the tree on their back will blacken and, essentially, die. This causes strains of madness or extreme amnesia to occur in the unfortunate and its effects are normally irreversible. Most normal residents of the Realm will shun a dead tree as though they have a plague, though they cannot spread their curse.
Benyan Riverlands:
Calloo Fjords:
Corvistowne: Residents are usually black with electric and/or neon colored patterning in erratic stripes, splashes, and/or circles. Their coloration can be anything from electric green to a dazzling gold; even white has been seen on occasion, though it is incredibly rare. Breeding two Corvies of different colors will automatically result in at least one child that has both of those colors on its body.
Those who hail from Corvistowne are an odd bunch. They tend to be erratic in behavior and excessively creative in their work and experimentation. Most members consider themselves to be inventors of some sort, and they are not above experimenting on other members of society willing to sell themselves, Banders, Toves and Momes, Aces...or on themselves. Corvistowneians are usually quite intelligent, though they may lack common sense in the way they view the world, some going to extremes for no reason other than for science!!! The town itself is poorer than most, with many buildings appearing dilapidated and poorly cared for. If one can worm their way into the confidence of a member, they may be able to bear witness to the underground labs of Corvistowne. Many are small and cramped, with piles of past experiments and lab equipment strewn about; those with power in Corvistowne have setups that are rumored to make the Queen of Hearts slightly nervous. The extents of these labs can stretch underground for miles. Corvies are rumored to be slightly crazy by many not of the Realm. It is a stereotype and of course there are some who are scholarly in their pursuits…but the label arose for a reason.
Cranstone Moors:
Durum Veldt:
Esterberry: Created by KariMuffin Residents are colored with white and purple markings that form stripped or delicately patterned coats. They often have copper socks on their extremities. Their eyes are normally lavender.
Esterberry residents are notorious for their smarts. Everyone is intelligent to an outstanding degree, and if they aren't then they're outcast. They are a cocky realm and more than willing to flaunt their intelligence by constructing massive libraries, an academy, and monuments. Esterberry is located next the Highlands and a very small part of Yarrow Gardens. Most Realms feel that Esterberry is filled with crazy egotistical eccentrics. Esterberry is a region that isn't particularly lush or green. It's simply somewhere caught in the middle. Charming is used to describe the area, more often than not. The one special thing they seem to have is that even in winter, when the snow is thick, everything stays green, but there are very few trees to display the bright green leaves. Most of the architecture is fanciful to compensate for the "boring" surrounding area, but there are often brightly colored vines of flowers growing up some of the large buildings.
Forest of Kahmden: Residents are usually maroon or red with teal and blue in small, close spots. Males tend to sport black spots mixed in with their blues, though one or two rather masculine females have been known to have this trait as well.
The Forest of Kahmden is a highly reputable place; no one breaks the rules, no one makes the rules. The members live in what might be described as a "quaint little village", most inhabiting burrows and trees that are elaborately decorated and snootily furnished. Members of the Forest of Kahmden are usually slow to rise in Court due to their lack of desire to question the way things are. Though they aren’t sought as leadership material, they are highly coveted by Face Cards as servants or overseers for companies and businesses. They will often keep things running as a tight ship, the way that their current employers have told them it should be. Many are apathetic towards life in some way, shape or form; those who don't take this view are socially ostracized fairly quickly by others of the Realm. Too much appreciation for life isn’t proper and too much enthusiasm is irritating. A motto often uttered is : Do it by the rules; do it right the first time.
Golfam Marsh: Residents are usually pale beige or an off-yellow, with dark green and dark brown blotchy markings. They almost always have webbed feet or tails to accommodate their movement in the marshlands. Their markings blend in almost perfectly with their surroundings if at home in the marsh.
The Golfam Marsh is unlike it's counterpart, the Josiggy Marsh, in a myriad of horrible ways. Most outsiders tend to get lost or lose their lives inside due to the treacherous boggy ooze and the less-than-friendly inhabitants. It is a dangerous place and the dwellers don't usually go out of their way to make it safer for anyone besides themselves. Some actually take sport in leading wayfarers around in circles or taking all of their money and then dumping them in the heart of the Marsh. Many keep to themselves and there are many rumors about “inbred Golfams” throughout other Realms due to the usual disdain residents give for anyone not of the marsh. The Golfam itself is uniformly dark and damp; any dry land is a treasured commodity in the Golfam. Trees grow closely together and block the sun in many places. Thick vines, creepers, and mosses grow on everything and thick mud is prevalent everywhere. The Golfam Marsh has driven a few questers mad and has been rumored to contain dark, terrible secrets. Some fear this land even more than the Hisstor Wastes.
Highlands: Residents are usually white with swirls of gold and red slash-like markings. Some can have either one marking or the other instead of both, but that is a rare happening.
Many consider the Highlands to be the most beautiful Realm in the world to date. Lush, rolling meadows, rich fields, thin stretches of forest, distant mountains, and quaint brooks make the Highlands one of the most respected and idolized Realms in which to work and trade. The residents of the Highlands tend to hold themselves in equally high regard and they are often respected, no matter the rank, if that is where they hail from. It is rumored that those from the Highlands are destined for greatness, and they are often groomed from birth to think so. The Highlands actually border the Courts and even overlap a bit into the Court of Hearts. Many have regarded the Hearts Court as the Highland Court for quite some time, though others have ruled there. Those of the Highlands rarely leave and will often sneer at the thought of breeding with anything other than another Highlander, though they have been known to deign to make love to Avingtons and Yarrows without too much fuss. Highlanders tend to despise those who hail from the Lowlands, as indeed many do, with nearly as much hatred as the Josggiy Marsh dwellers, despising the vague tie to them as “counterparts”. Also, according to the research of one Bernard, all Highlanders are allergic to sunflower oil to some degree.
Hisstor Wastes: Residents are usually white or gray with yellow, orange, and/or red tabby-like markings. They are inordinately fond of bone ornamentation and it is rare to see a Hisstor without at least some bit of bone jewelry.
Those who subsist off of the Hisstor Wastes are feared throughout many realms; their lithe, gaunt forms and odd mannerisms give many the chills, as do the lands they live in. The Wastes are aptly named, for the land consists of long stretches of barren desert strewn with rocky plateaus and thick, choking dust. The climate is usually cool and dry, with very few trees or hills to choke back the wind that gusts through constantly. Though one might think from a distance that the shimmering air indicates heat waves, it is actually a disturbance in the magnetic field surrounding the Wastes. Most who hail from Hisstor have slight quirks or mental issues, making it difficult for others to trust them right away, though many are quite intelligent and are happily willing to share their knowledge and aid with anyone who wants it...for a price. The land they come from is rumored to be as empty and devoid of life as the residents, though the characterization of the residents is mostly fabrication brought on by fear. Most residents are instilled from birth with the intense and incredible desire for family. Whether this means their own parents, a mate, or children is up to them, but a lone Hisstor is usually an unhappy or disturbed Hisstor. Family or deep friendship are what often causes Hisstors to form “clans” or groups of people who are important to them. These people do not have to be other Hisstors; indeed, they are one of the most accepting Realms in existence. The death of a clan member can be enough to drive a Hisstor to madness or even a state of relative emotionlessness. The bones they wear are commonly those of older family members who have passed on.
Josiggy Marsh: Residents are usually olive green with a yellow and cream brindle patterning along their backs or extremities. On occasion, a lighter shade of cream will make a “belly” marking.
The Josiggy Marsh is a surprisingly rich land; its means of trade are quite lovely and job opportunities seem never to end. A beautiful place, it dips down in the valley of the Sorgaire Range, and the residents generally live in harmony with one another. Interbreeding between residents of the Sorgaire and the Josiggy are some of the most commonly seen mixes in the world. The Josiggy Marsh is full of waterlogged meadows and fertile fields that produce bountiful amounts of rice, corn, and other vegetable and fruit crops most of the year round. It is a popular vacation spot and the residents are only too glad to attract these "tourists" to their Realm for additional income. It rains heavily once every three months for about five days, so many residents own small boats or have exceedingly durable houses. Some will even construct houses out of boats. The residents of the Josiggy have a long-standing cold war going on between themselves and the Lowlands, though no one could now tell you who started the feud. Josiggy dwellers tend to take more offense to the Lowlanders than the other Realm does to them and will sometimes attack a passing Lowlander for little to no reason. Josiggy dwellers are often rich enough to move about where they please and many travel to the Courts or the Capitol in order to pursue a new and interesting job or to seek their fortune. They are often of reliable intelligence and friendly enough with most other Realms, especially those from the Selkie Lakes, whom they regard as fellow traders.
Lowlands: Residents are usually brown with purple and green twining patterns tracing down their shoulders and eyes. They are often emaciated and the landscape causes many of them to have some sort of sore or wound that will not go away.
The Lowlands are the most disreputable of the realms, and for good reason. Dark and dreary, the buildings are unkempt and falling apart in many places due to the lack of proper building materials, the constant damp of the area, and the insufficient monetary support for the Realm itself. There are very few jobs available and many residents are forced to go out and labor for others in order to secure their meals, much less their homes and possessions. The members themselves seem shabby or in disrepair, some having quite gruesome appearances and mannerisms. Lowlanders are rarely taken in to work in the Courts; if they are then they are kept out of sight, hidden in the kitchens or out in the stables where visitors won’t have to look at them. The Lowlands are on the other side of the Sorgaire Range from Josiggy Marsh and the residents hate each other with a fiery passion, often finding excuses to cross the range and attack each other for little to no reason. The Range is neutral in this feud. The residents of the Lowlands have been involved in the cold-war with the Josiggy Marsh as long as anyone can remember, though no one can tell who started it or why. Most Lowlanders have poor constitution and will simply avoid any members of the Josiggy that they see. Mixed breeds from the two Realms are often ostracized and some are even killed on sight for being the intimate result of lying down with the enemy.
The Midori Beach: Created by Nyx Residents are a bright but not neon green with swirls of bright pink running along the backs and up the legs. Webbed feet and manes are not uncommon. Manes are generally done in a dreadlocks or braided fashion.
The Midori beach is generally sunny and warm, even in the winter. It doesn't get all that cold and snow is basically unheard of. Think of a tropical island. Because of its location and beach front, it is considered a great place for a vacation. Anyone coming from Midori is generally laid back and easy to get along with. They are a lazy bunch and only really do any work when there are 'tourists' around. They consider themselves better than no one and equal to everyone. Their speech is often rather slow, as though they are too lazy to form full sentences, which sometimes they are. It lies between the Forest of Kahmden and Selkie Lakes and does rather nice trade with both, though the Forest of Kahmden will only do so discreetly so as not to get wrapped up in any drug dealings. Midori residents aren’t usually that enthused to leave home, but those with a higher level of intelligence will sometimes tire of the pace of life and seek intellectual stimulation elsewhere.
The Mid-Range: Created by Seraaches Residents tend to be of soft greys with a black mane or elbow tufts. They often have darker grey or black swirl-like patterning on their fur. Each Mid-Ranger is given a cut at birth; due to this and their upbringing, their pale coat can be stained pink or even crimson over time.
Mid-Rangers are extremely concerned with their personal honor and their standing within a community. They are basically taught from birth to be responsible for themselves through the magically-caused cut given to every baby. This cut causes the person to bleed if they feel guilty about something, making it very easy for parents to tell when their children have done something wrong. As they grow older, they can gradually learn to control this bleeding, but they will only survive into adulthood if their caregivers teach them properly. Even adult Mid-Rangers continue the practice of bleeding their shame away, a habit that can cause other regions to cringe. The Mid-Range is located south of the Sorgaire Range, expanded just slightly past Josiggy Marsh, and extending halfway to the Capital City. Despite its name, the Mid-Range has the highest peaks in the land, though this does not define the entirety of the range. The highest mountains are located in the middle of the range and are surrounded by gradually shorter heights. Residents are usually happy to keep to themselves and view most other Realms as irresponsible and dangerous to their morality, though they are happy to associate with those from the Forest of Kahmden and mixes from those two regions are not uncommon.
Morganberry: Residents are usually a shaded combination of reds, oranges, yellows, pinks, and blues in the guise of a sunset. Manes are very common, as are fiery tempers.
Those who live in Morganberry are, overall, an unsatisfied bunch. The land is fruitful, but not to the level of those who surround them, namely Josiggy Marsh and the Highlands. The residents of Morganberry are commonly seeking ways to escape its borders into the Courts, Capital, or Highlands. They are often obsessed with boosting their rank and image, many of them desiring to become a face card and gain some power. Many residents are taught from childhood to make lofty goals and then accomplish them as best they can, parents often pitting siblings against one another for affection to better condition them for the real world. Most other Realms will not hesitate to hire a Morganberry because of the intensity with which they will often apply themselves to their work. They are valued in the Courts and are found almost everywhere as a result. Those who have gained power from Morganberry tend to get a bit drunk with it, however, and people are cautious around them due to their constant need and greed for more. Many residents have a bit of a fiery temper and it will flare up in situations where it looks as though they will not reach their goal, be that: a new job, a love interest, or a home on 2nd street in the Capital.
Raemblen Bog: Created by Satra Residents are a grayish-reddish medium brown with random blotches of dark purple and speckled with flecks of pale yellow (imitating what little sunlight gets through the canopy) to blend in with their surroundings. They are covered with foul-tasting oil and all are equipped with some sort of ventilated mask.
Located between the Tulgey Woods and the Golfam Marsh, this is a land of dark auras and even darker cults and magic. The people from this Realm tend to be snappish and crude, more intent on keeping themselves alive than being pleasant to you. The air in the bog is nigh on poisonous and many need masks of clean air in order to enter safely. They also are not as class-conscious as any of the other lands. As difficult as it is to live there (the infant mortality rate is very high), they recognize that everybody does their part and everyone is needed. Many who leave are surprised by how Rank and Suit conscious the outside world is and it can give many small mental breakdowns as they attempt to deal with the environment and the sudden assignment of a “lot in life”. Their glassworks have quickly become renown for their beauty and remain their main export, one of the only signs to the outside world that they still exist. Made from the toxic silt, there is a rainbow sheen to the glass. Though made from poisonous material, the toxins are no longer present after the process and many Courts demand them for decorations. Members of the Bog are often wary to breed with anything that looks weak or unable to hold its own. The natural desire of many is to either breed with their own kind, or to breed with something large and bulky. Many are attracted to thick-set stocky people. They favor those from the Glaciers and the Selkie Lakes over any other Realms, and see Lowlanders and Villas as fairly worthless breeding stock. Breeding with a Yarrow causes a nasty chemical reaction in most Bog dwellers, killing most of them after the coupling. A child resulting from this meeting is incredibly rare and rumored to be impossible.
Selkie Lakes: Residents are usually white with pale blues and greens rippling across their bodies. They often have feathered feet and tails.
The Selkie Lakes are well known for supplying most of the clean water to the rest of the realms. Lush and somewhat damp, the residents are rumored to be a bit dim, but their trading skills certainly aren't. The members of the Selkie Lakes are thought to be a slow, cheery bunch who laze about constantly, though many residents would prove that stereotype wrong. While the ability to be astoundingly lazy is, for the most part, true, it is only due to the abundance of trade materials in and around the land. Fish, aquatic plants, and clear water itself are chief exports. They are easy for the residents to get and pawn off to other realms for insane prices. The beauty of the residents is sometimes dulled by their rough manner and stocky, muscled bodies, but the feathery fur still inspires a sense of grace and they are good at their jobs. They are highly accepting of others and are often found moving jobs around to other Realms and trying to incorporate others into their own lines. They find difference somewhat exotic and many will seek out mates who are from other places to bring home.
The Solandria Glacier: Created by Xenon Residents have very long, thick fur with a trim that moves from dark blue out to a pale blue or white. Their main body can be tan or brown with brown or black spots and stripes. They commonly have a paler underbelly.
A huge glacier that acts as a sort of ice-box, ensuring that the entire Realm is constantly frigid, this is the Solandria Glacier. Tall mountains decorate either side of the glacier, their peaks and cliffs dramatic because of the slow and constant movement of the massive block of ice. These mountains are absolutely covered in surprisingly tall and hearty evergreens, and it is within these somewhat protective growths of trees that villages or families of Solandrians can be found. They tend to be uncaring and very strict, especially to those of other Realms; they stick to themselves mostly and are located far to the North, above the Sorgaire Range. They have forced others out of jobs, broken relationships, and done horrible damage to the minds of other Cards. They are the masters of psychological terrorism, and they find a sick kind of pleasure in forcing others to endure it as sport or as a means to learn more about those who they fear may usurp or intrude upon them. The Glacier has a small ruling of five to eight “Councilors” who are often given placement by family or rank. They rule with tradition, the threat of banishment, and the strange creatures they have been raising for hundreds of years to be vicious monsters. Some say they are a strain of Aces that have been bred into monsters for their use. These creatures can be unleashed to chase out unwanted visitors, or members of the realm who have been banished.
Sorgaire Range: Residents are usually slate colored with a white-speckled underbelly and dark blue facial markings that continue down the spine. They have a higher than normal chance for mane mutations and, when a mane appears, it is almost always silvery.
Residents of the Sorgaire Range have little to fear from invading forces or a lack of resources. Though the mountain range is mostly rocky and barren, they are often supplied with cheap food and other supplies from the Josiggy Marsh to ensure that they don't assist those in the Lowlands and keep to the treaties they have written up for them. Lithe and camouflaged, the members of the Range have an easy enough time blending into their surroundings and avoiding conflicts that may occur around them. Elsewhere, their coats are often praised for their simple beauty and are admired by many for not being too flashy or gaudy. Intelligent and aspiring to greatness, many Range dwellers will leave to seek placement in the Courts, though they do not obsessively pursue achievements like those from Morganberry. They are prized for their quick wit and dry sense of humor toward daily life. A Range dweller is a must-have for otherwise dull work places and palace managers. The members of the Range often carry with them a piece of stone from their home. Losing it could cause the owner much grief. Range dwellers are neutral in many stances and some have an incredibly difficult time making decisions about anything. They are ambivalent toward most other Realms and could take them or leave them depending on circumstance, or personal experience.
Torquehelm: Residents are usually black with purple highlights and/or socks, white wing-like markings on their backs, and purple or black eyes.
Torquehelm is a rather dark place. Due to its placement near the Tulgey Wood, there isn't much sunlight or moonlight, only a constant overcast gray light that causes the streetlights to be on almost always. An odd aura surrounds the place, and many feel a sense of depression upon entering. The members of Torquehelm are known for their odd habit of binding; they are said to do so because they hope it will lift the curse that they feel lies upon their land. Each resident of the realm is bound in some way, shape, or form, the most popular being chains or blindfolds. They tend to be intelligent and quick mentally, but difficult to deal with because of the downtrodden mood, though they are still widely accepted in Courts and are sometimes made confidants to those in power. The land of Torquehelm does not produce much in the way of items to trade, though there are rich deposits of precious metals and iron. Torquehelms will often stick to themselves rather than find someone from another Realm whose personality may be too different from their own to deal with, though those who are dissatisfied with their lot in life will often do anything possible to find a mate from a different Realm. Residents of Torquehelm do not have to be bound all of their lives. Through their interactions, some manage to “free” themselves from their bindings and even their mental tie to the depression, though this is very hard to do and most are unwilling to even try. Freeing oneself can sometimes cause the wing markings to disappear, or even a splash of gold coloration to mix itself into the fur or feathers. Removing a Torquehelm’s binding without their consent or when they are having second thoughts can lead to extreme mental trauma or even the death of the individual. They are bound to their own bindings and the mentality of the land. Some who try to “snap” their friends out of it inadvertently make them worse.
Tulgey Wood: Residents are always albino with red or pink eyes and black wing-like markings on their backs.
Until quite recently, it was not known that creatures of Suit could originate from the Tulgey Wood. It is a forbidding place and is rumored to be the formal location of the mythical Jack's Court; many Rabbit fairy-tales are spun about this place especially. Members of the realm are strange, very quiet, and usually very smart. They enjoy power and have odd senses of humor...often at the expense of others. Residents of Tulgey Wood give off a faint aura that tends to make others about them uncomfortable. The same aura emanates from the Wood itself, making it a widely uncharted place as non-residents are afraid to enter. Not much is known about the land itself, as the members often refuse to discuss it. There aren't many creatures of Tulgey Wood about, but when they do emerge, they are snapped up by the Courts. For all their oddness, they have an unusual knack for magic and quick learning. They tend to cluster in the Wood and keep to themselves, counting on the local fauna, Jubjub birds and other dangerous creatures, to keep unwanted outsiders away. Many view outsiders as imperfect or even evil and getting lost in the Wood can be far more dangerous than being lost in the Golfam, as the residents are not playing with you in any way.
Villa en Miir: Residents are usually a light violet with pink and dark blue in complex, thin, script-like markings.
The Villa en Miir is a cliff-side realm with beautiful residents and scenery. They reside on the rocky crags that spring up above Corvistowne, though they tend to detest the unsavory and scatter-brained group that lives below them. The Villa is literally carved into the rock face and those visiting usually request a guide to help ensure they don't tumble off the face of the realm. Trees grow over the side of the crags and give the impression that the Villa en Miir is just a forest growing out of a mountainside, though the constant strain of music that drifts down tells you otherwise. They are fond of jewelry and have a few mines of their own, chiefly diamond, emerald, ruby, and opal; these are constantly exported to the Courts. The residents of the Villa are viewed by most Realms as being quite lovely and they apply themselves to this image. They will often adorn themselves with one stone of choice, usually given to them by their mother once they reach a certain age. Those of the Villa tend to be musical or in some other way artistic, and they dearly love plays, paintings, and concerts. Villa residents do not dislike other realms, but they have a hard time respecting those who don’t appreciate their art. They are often whimsical and love a good story, though they are intelligent and enjoy haughty conversation as much as the next Highlander. The script on the body of a Villa will often dictate an aspect of their personality, though it can be interpreted in many ways. Parents will often agonize over a child’s words and try to see them in the best light before explaining them to their children in order to give them a better spin on their personality…though it doesn’t always work.
Yarrow Gardens: Residents are usually pink, yellow, and lilac, with white in places. They are more prone to ornamental mutations and accessories, serving little purpose but decoration. Purple spots are a possible mutation, but very rare.
Those who hail from the Yarrow Gardens are very commonly female. It is difficult to locate a male from that realm and it leads to rumors and jokes from other lands on why this may be. The women (and men) of the Gardens look delicate and beautiful, but underneath they are undeniably strong-willed and powerful. Their land is covered in decorative gardens and small patches of forest that, under closer inspection, reveal most of the plants to be highly poisonous and resilient. The Yarrow Gardens are located over a rupture in the world's surface that they are careful to cover up. The gases that sometimes escape would kill most normal plant life and livestock. Those who visit are often surprised to find that they "come down with something" upon arrival and feel ill for the remainder of their journey. Yarrows are not mainly women for no reason; they have made themselves this way. Their histories were so overrun with accomplishments by women, and their genes tend toward a perchance for girls, so they were a land mainly filled with them. Long ago, some of the leaders and local police chiefs got the idea that men were a taint that bogged down their Realm; thus, they began to slowly rid themselves of them. Males born were either “altered” after being born, or simply disposed of in preference to a female child, and most of the residents ostracized and drove their males out, some even began hunting them to rid the land of the unintelligent and allegedly useless taint. Even some Yarrow males come to believe these incorrect ideas about themselves simply due to the lives they led there. Yarrows have come to accept that other realms have and like men, and do not discount them for it, though they are normally loathe to work under one, or take one as a mate. Some Yarrows are unconvinced by this notion, though, and not too many are aware of the secret harem of yarrow men hidden away in the depths of the realm…
Avington: Residents are usually emerald green with cream and pale blue winding across their spine in a tree-like marking. They often sport antlers as a mutation.
The inhabitants of Avington are regarded as being beautiful by most other realms. Even the Lowlanders find themselves envious of the delicate appearance. Avington is a heavily forested region, deep and secret; few who are not of Avington have ever been able to see their actual city. It is hidden deep within the heart of the trees. Many treacherously deep rivers and waterfalls make the main living areas difficult to reach for those who cannot fly. Each Avington dweller possesses one secret; they will not divulge it unless they feel they have to, but they may tell their mates or close friends without repercussion. It can even be seen as a sign of intimacy. If the secret is pulled from an Avington unwillingly, the tree on their back will blacken and, essentially, die. This causes strains of madness or extreme amnesia to occur in the unfortunate and its effects are normally irreversible. Most normal residents of the Realm will shun a dead tree as though they have a plague, though they cannot spread their curse.
Benyan Riverlands:
Calloo Fjords:
Corvistowne: Residents are usually black with electric and/or neon colored patterning in erratic stripes, splashes, and/or circles. Their coloration can be anything from electric green to a dazzling gold; even white has been seen on occasion, though it is incredibly rare. Breeding two Corvies of different colors will automatically result in at least one child that has both of those colors on its body.
Those who hail from Corvistowne are an odd bunch. They tend to be erratic in behavior and excessively creative in their work and experimentation. Most members consider themselves to be inventors of some sort, and they are not above experimenting on other members of society willing to sell themselves, Banders, Toves and Momes, Aces...or on themselves. Corvistowneians are usually quite intelligent, though they may lack common sense in the way they view the world, some going to extremes for no reason other than for science!!! The town itself is poorer than most, with many buildings appearing dilapidated and poorly cared for. If one can worm their way into the confidence of a member, they may be able to bear witness to the underground labs of Corvistowne. Many are small and cramped, with piles of past experiments and lab equipment strewn about; those with power in Corvistowne have setups that are rumored to make the Queen of Hearts slightly nervous. The extents of these labs can stretch underground for miles. Corvies are rumored to be slightly crazy by many not of the Realm. It is a stereotype and of course there are some who are scholarly in their pursuits…but the label arose for a reason.
Cranstone Moors:
Durum Veldt:
Esterberry: Created by KariMuffin Residents are colored with white and purple markings that form stripped or delicately patterned coats. They often have copper socks on their extremities. Their eyes are normally lavender.
Esterberry residents are notorious for their smarts. Everyone is intelligent to an outstanding degree, and if they aren't then they're outcast. They are a cocky realm and more than willing to flaunt their intelligence by constructing massive libraries, an academy, and monuments. Esterberry is located next the Highlands and a very small part of Yarrow Gardens. Most Realms feel that Esterberry is filled with crazy egotistical eccentrics. Esterberry is a region that isn't particularly lush or green. It's simply somewhere caught in the middle. Charming is used to describe the area, more often than not. The one special thing they seem to have is that even in winter, when the snow is thick, everything stays green, but there are very few trees to display the bright green leaves. Most of the architecture is fanciful to compensate for the "boring" surrounding area, but there are often brightly colored vines of flowers growing up some of the large buildings.
Forest of Kahmden: Residents are usually maroon or red with teal and blue in small, close spots. Males tend to sport black spots mixed in with their blues, though one or two rather masculine females have been known to have this trait as well.
The Forest of Kahmden is a highly reputable place; no one breaks the rules, no one makes the rules. The members live in what might be described as a "quaint little village", most inhabiting burrows and trees that are elaborately decorated and snootily furnished. Members of the Forest of Kahmden are usually slow to rise in Court due to their lack of desire to question the way things are. Though they aren’t sought as leadership material, they are highly coveted by Face Cards as servants or overseers for companies and businesses. They will often keep things running as a tight ship, the way that their current employers have told them it should be. Many are apathetic towards life in some way, shape or form; those who don't take this view are socially ostracized fairly quickly by others of the Realm. Too much appreciation for life isn’t proper and too much enthusiasm is irritating. A motto often uttered is : Do it by the rules; do it right the first time.
Golfam Marsh: Residents are usually pale beige or an off-yellow, with dark green and dark brown blotchy markings. They almost always have webbed feet or tails to accommodate their movement in the marshlands. Their markings blend in almost perfectly with their surroundings if at home in the marsh.
The Golfam Marsh is unlike it's counterpart, the Josiggy Marsh, in a myriad of horrible ways. Most outsiders tend to get lost or lose their lives inside due to the treacherous boggy ooze and the less-than-friendly inhabitants. It is a dangerous place and the dwellers don't usually go out of their way to make it safer for anyone besides themselves. Some actually take sport in leading wayfarers around in circles or taking all of their money and then dumping them in the heart of the Marsh. Many keep to themselves and there are many rumors about “inbred Golfams” throughout other Realms due to the usual disdain residents give for anyone not of the marsh. The Golfam itself is uniformly dark and damp; any dry land is a treasured commodity in the Golfam. Trees grow closely together and block the sun in many places. Thick vines, creepers, and mosses grow on everything and thick mud is prevalent everywhere. The Golfam Marsh has driven a few questers mad and has been rumored to contain dark, terrible secrets. Some fear this land even more than the Hisstor Wastes.
Highlands: Residents are usually white with swirls of gold and red slash-like markings. Some can have either one marking or the other instead of both, but that is a rare happening.
Many consider the Highlands to be the most beautiful Realm in the world to date. Lush, rolling meadows, rich fields, thin stretches of forest, distant mountains, and quaint brooks make the Highlands one of the most respected and idolized Realms in which to work and trade. The residents of the Highlands tend to hold themselves in equally high regard and they are often respected, no matter the rank, if that is where they hail from. It is rumored that those from the Highlands are destined for greatness, and they are often groomed from birth to think so. The Highlands actually border the Courts and even overlap a bit into the Court of Hearts. Many have regarded the Hearts Court as the Highland Court for quite some time, though others have ruled there. Those of the Highlands rarely leave and will often sneer at the thought of breeding with anything other than another Highlander, though they have been known to deign to make love to Avingtons and Yarrows without too much fuss. Highlanders tend to despise those who hail from the Lowlands, as indeed many do, with nearly as much hatred as the Josggiy Marsh dwellers, despising the vague tie to them as “counterparts”. Also, according to the research of one Bernard, all Highlanders are allergic to sunflower oil to some degree.
Hisstor Wastes: Residents are usually white or gray with yellow, orange, and/or red tabby-like markings. They are inordinately fond of bone ornamentation and it is rare to see a Hisstor without at least some bit of bone jewelry.
Those who subsist off of the Hisstor Wastes are feared throughout many realms; their lithe, gaunt forms and odd mannerisms give many the chills, as do the lands they live in. The Wastes are aptly named, for the land consists of long stretches of barren desert strewn with rocky plateaus and thick, choking dust. The climate is usually cool and dry, with very few trees or hills to choke back the wind that gusts through constantly. Though one might think from a distance that the shimmering air indicates heat waves, it is actually a disturbance in the magnetic field surrounding the Wastes. Most who hail from Hisstor have slight quirks or mental issues, making it difficult for others to trust them right away, though many are quite intelligent and are happily willing to share their knowledge and aid with anyone who wants it...for a price. The land they come from is rumored to be as empty and devoid of life as the residents, though the characterization of the residents is mostly fabrication brought on by fear. Most residents are instilled from birth with the intense and incredible desire for family. Whether this means their own parents, a mate, or children is up to them, but a lone Hisstor is usually an unhappy or disturbed Hisstor. Family or deep friendship are what often causes Hisstors to form “clans” or groups of people who are important to them. These people do not have to be other Hisstors; indeed, they are one of the most accepting Realms in existence. The death of a clan member can be enough to drive a Hisstor to madness or even a state of relative emotionlessness. The bones they wear are commonly those of older family members who have passed on.
Josiggy Marsh: Residents are usually olive green with a yellow and cream brindle patterning along their backs or extremities. On occasion, a lighter shade of cream will make a “belly” marking.
The Josiggy Marsh is a surprisingly rich land; its means of trade are quite lovely and job opportunities seem never to end. A beautiful place, it dips down in the valley of the Sorgaire Range, and the residents generally live in harmony with one another. Interbreeding between residents of the Sorgaire and the Josiggy are some of the most commonly seen mixes in the world. The Josiggy Marsh is full of waterlogged meadows and fertile fields that produce bountiful amounts of rice, corn, and other vegetable and fruit crops most of the year round. It is a popular vacation spot and the residents are only too glad to attract these "tourists" to their Realm for additional income. It rains heavily once every three months for about five days, so many residents own small boats or have exceedingly durable houses. Some will even construct houses out of boats. The residents of the Josiggy have a long-standing cold war going on between themselves and the Lowlands, though no one could now tell you who started the feud. Josiggy dwellers tend to take more offense to the Lowlanders than the other Realm does to them and will sometimes attack a passing Lowlander for little to no reason. Josiggy dwellers are often rich enough to move about where they please and many travel to the Courts or the Capitol in order to pursue a new and interesting job or to seek their fortune. They are often of reliable intelligence and friendly enough with most other Realms, especially those from the Selkie Lakes, whom they regard as fellow traders.
Lowlands: Residents are usually brown with purple and green twining patterns tracing down their shoulders and eyes. They are often emaciated and the landscape causes many of them to have some sort of sore or wound that will not go away.
The Lowlands are the most disreputable of the realms, and for good reason. Dark and dreary, the buildings are unkempt and falling apart in many places due to the lack of proper building materials, the constant damp of the area, and the insufficient monetary support for the Realm itself. There are very few jobs available and many residents are forced to go out and labor for others in order to secure their meals, much less their homes and possessions. The members themselves seem shabby or in disrepair, some having quite gruesome appearances and mannerisms. Lowlanders are rarely taken in to work in the Courts; if they are then they are kept out of sight, hidden in the kitchens or out in the stables where visitors won’t have to look at them. The Lowlands are on the other side of the Sorgaire Range from Josiggy Marsh and the residents hate each other with a fiery passion, often finding excuses to cross the range and attack each other for little to no reason. The Range is neutral in this feud. The residents of the Lowlands have been involved in the cold-war with the Josiggy Marsh as long as anyone can remember, though no one can tell who started it or why. Most Lowlanders have poor constitution and will simply avoid any members of the Josiggy that they see. Mixed breeds from the two Realms are often ostracized and some are even killed on sight for being the intimate result of lying down with the enemy.
The Midori Beach: Created by Nyx Residents are a bright but not neon green with swirls of bright pink running along the backs and up the legs. Webbed feet and manes are not uncommon. Manes are generally done in a dreadlocks or braided fashion.
The Midori beach is generally sunny and warm, even in the winter. It doesn't get all that cold and snow is basically unheard of. Think of a tropical island. Because of its location and beach front, it is considered a great place for a vacation. Anyone coming from Midori is generally laid back and easy to get along with. They are a lazy bunch and only really do any work when there are 'tourists' around. They consider themselves better than no one and equal to everyone. Their speech is often rather slow, as though they are too lazy to form full sentences, which sometimes they are. It lies between the Forest of Kahmden and Selkie Lakes and does rather nice trade with both, though the Forest of Kahmden will only do so discreetly so as not to get wrapped up in any drug dealings. Midori residents aren’t usually that enthused to leave home, but those with a higher level of intelligence will sometimes tire of the pace of life and seek intellectual stimulation elsewhere.
The Mid-Range: Created by Seraaches Residents tend to be of soft greys with a black mane or elbow tufts. They often have darker grey or black swirl-like patterning on their fur. Each Mid-Ranger is given a cut at birth; due to this and their upbringing, their pale coat can be stained pink or even crimson over time.
Mid-Rangers are extremely concerned with their personal honor and their standing within a community. They are basically taught from birth to be responsible for themselves through the magically-caused cut given to every baby. This cut causes the person to bleed if they feel guilty about something, making it very easy for parents to tell when their children have done something wrong. As they grow older, they can gradually learn to control this bleeding, but they will only survive into adulthood if their caregivers teach them properly. Even adult Mid-Rangers continue the practice of bleeding their shame away, a habit that can cause other regions to cringe. The Mid-Range is located south of the Sorgaire Range, expanded just slightly past Josiggy Marsh, and extending halfway to the Capital City. Despite its name, the Mid-Range has the highest peaks in the land, though this does not define the entirety of the range. The highest mountains are located in the middle of the range and are surrounded by gradually shorter heights. Residents are usually happy to keep to themselves and view most other Realms as irresponsible and dangerous to their morality, though they are happy to associate with those from the Forest of Kahmden and mixes from those two regions are not uncommon.
Morganberry: Residents are usually a shaded combination of reds, oranges, yellows, pinks, and blues in the guise of a sunset. Manes are very common, as are fiery tempers.
Those who live in Morganberry are, overall, an unsatisfied bunch. The land is fruitful, but not to the level of those who surround them, namely Josiggy Marsh and the Highlands. The residents of Morganberry are commonly seeking ways to escape its borders into the Courts, Capital, or Highlands. They are often obsessed with boosting their rank and image, many of them desiring to become a face card and gain some power. Many residents are taught from childhood to make lofty goals and then accomplish them as best they can, parents often pitting siblings against one another for affection to better condition them for the real world. Most other Realms will not hesitate to hire a Morganberry because of the intensity with which they will often apply themselves to their work. They are valued in the Courts and are found almost everywhere as a result. Those who have gained power from Morganberry tend to get a bit drunk with it, however, and people are cautious around them due to their constant need and greed for more. Many residents have a bit of a fiery temper and it will flare up in situations where it looks as though they will not reach their goal, be that: a new job, a love interest, or a home on 2nd street in the Capital.
Raemblen Bog: Created by Satra Residents are a grayish-reddish medium brown with random blotches of dark purple and speckled with flecks of pale yellow (imitating what little sunlight gets through the canopy) to blend in with their surroundings. They are covered with foul-tasting oil and all are equipped with some sort of ventilated mask.
Located between the Tulgey Woods and the Golfam Marsh, this is a land of dark auras and even darker cults and magic. The people from this Realm tend to be snappish and crude, more intent on keeping themselves alive than being pleasant to you. The air in the bog is nigh on poisonous and many need masks of clean air in order to enter safely. They also are not as class-conscious as any of the other lands. As difficult as it is to live there (the infant mortality rate is very high), they recognize that everybody does their part and everyone is needed. Many who leave are surprised by how Rank and Suit conscious the outside world is and it can give many small mental breakdowns as they attempt to deal with the environment and the sudden assignment of a “lot in life”. Their glassworks have quickly become renown for their beauty and remain their main export, one of the only signs to the outside world that they still exist. Made from the toxic silt, there is a rainbow sheen to the glass. Though made from poisonous material, the toxins are no longer present after the process and many Courts demand them for decorations. Members of the Bog are often wary to breed with anything that looks weak or unable to hold its own. The natural desire of many is to either breed with their own kind, or to breed with something large and bulky. Many are attracted to thick-set stocky people. They favor those from the Glaciers and the Selkie Lakes over any other Realms, and see Lowlanders and Villas as fairly worthless breeding stock. Breeding with a Yarrow causes a nasty chemical reaction in most Bog dwellers, killing most of them after the coupling. A child resulting from this meeting is incredibly rare and rumored to be impossible.
Selkie Lakes: Residents are usually white with pale blues and greens rippling across their bodies. They often have feathered feet and tails.
The Selkie Lakes are well known for supplying most of the clean water to the rest of the realms. Lush and somewhat damp, the residents are rumored to be a bit dim, but their trading skills certainly aren't. The members of the Selkie Lakes are thought to be a slow, cheery bunch who laze about constantly, though many residents would prove that stereotype wrong. While the ability to be astoundingly lazy is, for the most part, true, it is only due to the abundance of trade materials in and around the land. Fish, aquatic plants, and clear water itself are chief exports. They are easy for the residents to get and pawn off to other realms for insane prices. The beauty of the residents is sometimes dulled by their rough manner and stocky, muscled bodies, but the feathery fur still inspires a sense of grace and they are good at their jobs. They are highly accepting of others and are often found moving jobs around to other Realms and trying to incorporate others into their own lines. They find difference somewhat exotic and many will seek out mates who are from other places to bring home.
The Solandria Glacier: Created by Xenon Residents have very long, thick fur with a trim that moves from dark blue out to a pale blue or white. Their main body can be tan or brown with brown or black spots and stripes. They commonly have a paler underbelly.
A huge glacier that acts as a sort of ice-box, ensuring that the entire Realm is constantly frigid, this is the Solandria Glacier. Tall mountains decorate either side of the glacier, their peaks and cliffs dramatic because of the slow and constant movement of the massive block of ice. These mountains are absolutely covered in surprisingly tall and hearty evergreens, and it is within these somewhat protective growths of trees that villages or families of Solandrians can be found. They tend to be uncaring and very strict, especially to those of other Realms; they stick to themselves mostly and are located far to the North, above the Sorgaire Range. They have forced others out of jobs, broken relationships, and done horrible damage to the minds of other Cards. They are the masters of psychological terrorism, and they find a sick kind of pleasure in forcing others to endure it as sport or as a means to learn more about those who they fear may usurp or intrude upon them. The Glacier has a small ruling of five to eight “Councilors” who are often given placement by family or rank. They rule with tradition, the threat of banishment, and the strange creatures they have been raising for hundreds of years to be vicious monsters. Some say they are a strain of Aces that have been bred into monsters for their use. These creatures can be unleashed to chase out unwanted visitors, or members of the realm who have been banished.
Sorgaire Range: Residents are usually slate colored with a white-speckled underbelly and dark blue facial markings that continue down the spine. They have a higher than normal chance for mane mutations and, when a mane appears, it is almost always silvery.
Residents of the Sorgaire Range have little to fear from invading forces or a lack of resources. Though the mountain range is mostly rocky and barren, they are often supplied with cheap food and other supplies from the Josiggy Marsh to ensure that they don't assist those in the Lowlands and keep to the treaties they have written up for them. Lithe and camouflaged, the members of the Range have an easy enough time blending into their surroundings and avoiding conflicts that may occur around them. Elsewhere, their coats are often praised for their simple beauty and are admired by many for not being too flashy or gaudy. Intelligent and aspiring to greatness, many Range dwellers will leave to seek placement in the Courts, though they do not obsessively pursue achievements like those from Morganberry. They are prized for their quick wit and dry sense of humor toward daily life. A Range dweller is a must-have for otherwise dull work places and palace managers. The members of the Range often carry with them a piece of stone from their home. Losing it could cause the owner much grief. Range dwellers are neutral in many stances and some have an incredibly difficult time making decisions about anything. They are ambivalent toward most other Realms and could take them or leave them depending on circumstance, or personal experience.
Torquehelm: Residents are usually black with purple highlights and/or socks, white wing-like markings on their backs, and purple or black eyes.
Torquehelm is a rather dark place. Due to its placement near the Tulgey Wood, there isn't much sunlight or moonlight, only a constant overcast gray light that causes the streetlights to be on almost always. An odd aura surrounds the place, and many feel a sense of depression upon entering. The members of Torquehelm are known for their odd habit of binding; they are said to do so because they hope it will lift the curse that they feel lies upon their land. Each resident of the realm is bound in some way, shape, or form, the most popular being chains or blindfolds. They tend to be intelligent and quick mentally, but difficult to deal with because of the downtrodden mood, though they are still widely accepted in Courts and are sometimes made confidants to those in power. The land of Torquehelm does not produce much in the way of items to trade, though there are rich deposits of precious metals and iron. Torquehelms will often stick to themselves rather than find someone from another Realm whose personality may be too different from their own to deal with, though those who are dissatisfied with their lot in life will often do anything possible to find a mate from a different Realm. Residents of Torquehelm do not have to be bound all of their lives. Through their interactions, some manage to “free” themselves from their bindings and even their mental tie to the depression, though this is very hard to do and most are unwilling to even try. Freeing oneself can sometimes cause the wing markings to disappear, or even a splash of gold coloration to mix itself into the fur or feathers. Removing a Torquehelm’s binding without their consent or when they are having second thoughts can lead to extreme mental trauma or even the death of the individual. They are bound to their own bindings and the mentality of the land. Some who try to “snap” their friends out of it inadvertently make them worse.
Tulgey Wood: Residents are always albino with red or pink eyes and black wing-like markings on their backs.
Until quite recently, it was not known that creatures of Suit could originate from the Tulgey Wood. It is a forbidding place and is rumored to be the formal location of the mythical Jack's Court; many Rabbit fairy-tales are spun about this place especially. Members of the realm are strange, very quiet, and usually very smart. They enjoy power and have odd senses of humor...often at the expense of others. Residents of Tulgey Wood give off a faint aura that tends to make others about them uncomfortable. The same aura emanates from the Wood itself, making it a widely uncharted place as non-residents are afraid to enter. Not much is known about the land itself, as the members often refuse to discuss it. There aren't many creatures of Tulgey Wood about, but when they do emerge, they are snapped up by the Courts. For all their oddness, they have an unusual knack for magic and quick learning. They tend to cluster in the Wood and keep to themselves, counting on the local fauna, Jubjub birds and other dangerous creatures, to keep unwanted outsiders away. Many view outsiders as imperfect or even evil and getting lost in the Wood can be far more dangerous than being lost in the Golfam, as the residents are not playing with you in any way.
Villa en Miir: Residents are usually a light violet with pink and dark blue in complex, thin, script-like markings.
The Villa en Miir is a cliff-side realm with beautiful residents and scenery. They reside on the rocky crags that spring up above Corvistowne, though they tend to detest the unsavory and scatter-brained group that lives below them. The Villa is literally carved into the rock face and those visiting usually request a guide to help ensure they don't tumble off the face of the realm. Trees grow over the side of the crags and give the impression that the Villa en Miir is just a forest growing out of a mountainside, though the constant strain of music that drifts down tells you otherwise. They are fond of jewelry and have a few mines of their own, chiefly diamond, emerald, ruby, and opal; these are constantly exported to the Courts. The residents of the Villa are viewed by most Realms as being quite lovely and they apply themselves to this image. They will often adorn themselves with one stone of choice, usually given to them by their mother once they reach a certain age. Those of the Villa tend to be musical or in some other way artistic, and they dearly love plays, paintings, and concerts. Villa residents do not dislike other realms, but they have a hard time respecting those who don’t appreciate their art. They are often whimsical and love a good story, though they are intelligent and enjoy haughty conversation as much as the next Highlander. The script on the body of a Villa will often dictate an aspect of their personality, though it can be interpreted in many ways. Parents will often agonize over a child’s words and try to see them in the best light before explaining them to their children in order to give them a better spin on their personality…though it doesn’t always work.
Yarrow Gardens: Residents are usually pink, yellow, and lilac, with white in places. They are more prone to ornamental mutations and accessories, serving little purpose but decoration. Purple spots are a possible mutation, but very rare.
Those who hail from the Yarrow Gardens are very commonly female. It is difficult to locate a male from that realm and it leads to rumors and jokes from other lands on why this may be. The women (and men) of the Gardens look delicate and beautiful, but underneath they are undeniably strong-willed and powerful. Their land is covered in decorative gardens and small patches of forest that, under closer inspection, reveal most of the plants to be highly poisonous and resilient. The Yarrow Gardens are located over a rupture in the world's surface that they are careful to cover up. The gases that sometimes escape would kill most normal plant life and livestock. Those who visit are often surprised to find that they "come down with something" upon arrival and feel ill for the remainder of their journey. Yarrows are not mainly women for no reason; they have made themselves this way. Their histories were so overrun with accomplishments by women, and their genes tend toward a perchance for girls, so they were a land mainly filled with them. Long ago, some of the leaders and local police chiefs got the idea that men were a taint that bogged down their Realm; thus, they began to slowly rid themselves of them. Males born were either “altered” after being born, or simply disposed of in preference to a female child, and most of the residents ostracized and drove their males out, some even began hunting them to rid the land of the unintelligent and allegedly useless taint. Even some Yarrow males come to believe these incorrect ideas about themselves simply due to the lives they led there. Yarrows have come to accept that other realms have and like men, and do not discount them for it, though they are normally loathe to work under one, or take one as a mate. Some Yarrows are unconvinced by this notion, though, and not too many are aware of the secret harem of yarrow men hidden away in the depths of the realm…