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Post by The Jenn on Feb 8, 2010 20:55:33 GMT -5
Heya FP, is there any way you could condense the writing on those two entries to the limits for the contest this time around? I think it would keep things on a more level playing field. :3 Conciseness is awesome.
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Post by Spiderfly on Feb 8, 2010 21:55:03 GMT -5
Realm Name: Jaddai [jay-die] Oasis (Jadites) Lay of the Land: Jaddai is a mostly desert terrain, with one major river and a few tributaries running through the middle of the land. These rivers carry water that falls onto the mountains of the Villa to the large lakes of Selkie. The land around the rivers are extremely fertile and are diligently farmed by the Jadites. There's usually one huge downpour a year, flooding the farming land for several months and making the land fertile several miles from the river for the next year. It's a place of conservative beauty. Beautiful metals are found here, and the green areas are gorgeous; however, to most it's simply considered a desert. Colors/Patterns: Base colour of super pale sandy yellow to tan with white legs/belly/face (splashing). The amount of white on the face can go from a white snip, to a completely 'bald' face. Black markings around the eyes and darker colouring down the back. Dun leg stripes. Hair-like ear tufts (like a caracal). History: Jadites are known for their production of gold, glass-works, and certain foods that aren't found anywhere else. Mainly, fig-like fruits and several types of grain. Many Jadites are labourers, tending the farms and keeping food reserves stocked for trade and the population. Though quite a few make their living from the jewelery they make from the local gold, stones, and glass. There is a definite social caste difference from the farm labourers, to the tradesmen and richer families. They trade regularly with Villa to get precious stones that just aren't available from their own land to enhance their jewelery work. Whatever surplus of grain they have goes to the Capital City where it's traded to other realms. Besides the Villa the Jadites don't have a lot of direct trading routes set up, too busy dealing with the actual tending of crops and their own work to venture too much into the business end of things. Quite a few Morganberries make money off the exports/imports of Jaddai by facilitating the movement of goods between them and Capital City with minimum work from the Jadites end. If someone were to travel to the Jaddai Oasis they would be greeted, and treated, with a bit of caution. Jadites love to be complimented on their goods, but don't have a whole lot of experience dealing with realms, besides those of their neighbours. The open-air markets that spring up along main roadways sell some of the best glass and jewelery work of all the realms. And for those brave-enough to wander through them (who aren't natives) many amazing deals can be found. Just be sure to watch your wallet. Corvies however are not treated with the same friendly indifference. Jadites are firm believers in natural methods and nature's medicine. Their fear of Corvistowne's 'meddling' with unnatural things has led to a complete distrust of those from that region. Location: South of Selkie Lakes, running along the edge of the Villa, but not touching Corvistowne. (will add a link to a map of the realms I make up later) Feelings: It is well known in Corvistowne that if you are a Corvie, you do not travel to Jaddai. There's probably quite a bit of returned animosity. A stranded Jadite in Corvistowne is likely to end up in somebody's lab as an experiment. Villa see them as friendly trade partners, and the Morgans involved in trade routes from Jaddai are likely to view them as good meal-tickets.
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Post by FlyingPanther on Feb 8, 2010 21:58:16 GMT -5
Heya FP, is there any way you could condense the writing on those two entries to the limits for the contest this time around? I think it would keep things on a more level playing field. :3 Conciseness is awesome. Ah...yes >.>; sorry...I tend to skip over things in my excitement >.>; I will get to that sometime tonight...or tomarrow...at the very latest...thursday
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Post by carcinoGeneticist on Feb 8, 2010 23:03:57 GMT -5
I told myself I wouldn't enter this unless I had an idea I totally loved. Guess what happened? ...yeah. Realm Name: Benyan Riverlands Lay of the Land: As the name would suggest, the Riverlands are a damp area, based around a series of fairly large rivers. The largest of these rivers, the Samerin, is nearly a mile across at its widest point - almost more of a lake than a river. The land around the rivers is, for the most part, very flat and marshy. In essence, it is a giant floodplain, and for the majority of the year it is very muddy and green, though only suited for growing water-crops. There are trees here, but they tend to be of varieties that can survive intense flooding, such as mangroves. Willows were recently planted in the area as an attempt to protect riverbanks from erosion. Homes are usually built either out of mud or are made of lumber and placed on high stilts. For the most part, the weather reflects the rest of the land and is mild and temperate, with the river changing in its general feel throughout the course of the year. In the winter, it tends to be rather high and turbulent, while it is slow and calm in the summer. Long periods of drought have been known, however, as have occasional storms - the worst of which was reported to have brought rain to their lands every day for two full months. Colors/Patterns: Most residents of the Riverlands are born with a blue/green coat that tends to appear very slick, due to a set of oils that are secreted in order to make their coats waterproof to keep them dry while swimming. This color ranges from mostly blue to mostly green, though most individuals fall right into the middle teals. The underbelly and, often, legs are a light cream, making their vivid overcoat appear even brighter than it is. It is not at all uncommon for individuals to have an orange-red color at their extremities or at the end of longer patches of this cream fur, such as at the elbows or the end of the tail. It is rumored that this coloration is somehow linked to diet. In terms of pattern variation, the majority (75-80%) of Benyans have a crisp divide between teal and cream. There are some individuals, however, where the two colors collide in more of a piebald pattern, and there is a very very small chance (<5%) for any individual to have darker blue or black speckling mixed in with the teal. A common mutation for Benyans is the growth of facial barbels, similar to those of catfish. These serve a double purpose, primarily for silent communication while swimming, but also for navigation through murky water. Female Wolf, fairly extreme barbels - she has them on the top and bottom jaw Young male Raccoon fishing with a traditional hand-spear, older male Hybrid who has worked as an oarsman for many years. History: The Riverlands are a place of tradition before all else. This spirituality is linked to the fickle nature of the rivers, and Benyans have ceremonies attached to nearly all aspects of day-to-day life. Theirs is a middle path, of living exactly at one's means and no more or, surprisingly, no less. It is believed that if they anger their rather tetchy weather gods by living to extremes, a year of drought could follow. There is also a prevalent fear that living a bare-bones lifestyle will also anger the rivers, and they could potentially suffer a year of intense flooding as a result. As a people, the Benyans are heavily reliant on the rivers and often build their homes close to the water, so drought or flood could both be considered equally catastrophic. The ceremonies are, for the most part, rather primitive. For the most part, people simply make an effort to show their thanks to the river, and this has led over the years to a group of people who are, all in all, very environmentally-minded. When hunting for crayfish, a common and popular source of food, Benyans tend to take only half of all that they find, again leaving a stable population behind. This is not done out of a recognition that overfishing could potentially ruin their lifestyle, however. It is a practice born out of fear of angering their gods. One day a month, family groups gather together and celebrate as a whole, inviting their gods to join them. Generally, these celebrations are seen as an opportunity to strengthen familial ties. Benyans tend to live in small groups they call family. Not all the members of these groups are necessarily related, though it is more typical for them to be. For the most part, there is very little trade out of the Riverlands, as people tend to produce and catch exactly what they need. The one export out of the lands is a thick and malleable river clay, which is most often exported to the Villa en Miir for production of pottery and sculpture. Visitors are welcome to come and see the rivers, but are not expected to stay - indeed, if they were to try without marrying or otherwise working their way into a group, they would likely be edged out of fishing land until they had no choice but to leave. Location: Running south of the Selkie lakes, though not directly parallel to the Villa en Miir and Corvistowne. Feelings: Most other realms see the Benyans as a simple people, and for the most part, this is true. They see no reason for the rush of technology that seems to be plaguing other realms and the Capital. The only realm that they really have a problem with, so to speak, is the Selkie Lakes. This is due to a period of time in which water from the rivers exiting the lakes was siphoned off for sale, resulting in a tragically wide-spread and long-lasting drought that affected nearly all Benyans. Though this problem has long since ended, many Benyans still feel an innate distrust for those from the Selkie.
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Post by Harpsdesire on Feb 8, 2010 23:19:43 GMT -5
Realm Name: Darian Flatts Lay of the Land: Darian Flatts is not an especially fertile realm, nor does it have any particularly spectacular scenery. It is mostly wide clay flats with small rivers running throughout. The dense soil makes plant growth sparse and scrubby, but a certain wild charm can be found in the colorful layers of the spires, arches and mesas of stone sculpted by wind and rain which enliven the otherwise flat landscape. The weather of the realm is rather unremarkable; both summer and winter are fairly mild. Colors/Patterns: Most residents are colored in the lovely, subdued gray-green, pink, peach and terracotta of the native clay. Layered, blotched or marbled markings are most common, sometimes with a wavy or curly coat mutation. Manes are usually short and fine, although ringlets are a common variation. A typical Darian coat pattern History: The main exports of Darian Flatts are products made from the very fine and multi-colored clay found only in the region. It can be used to create anything from the strongest bricks to the most delicate of porcelain, and even most of the homes are made entirely from the native clay in all it's varied colors. Many of the inhabitants work with clay in some capacity, be it as brick makers, potters or even makers of cosmetics and inks. It is common for them to be creative and clever, with an unusually strong tendency to think "outside the box". In addition to the local industry, the unusual family structure sets Darian Flatts apart from the other realms. Each family "clan" is made up of usually 3-6 unrelated adults of either gender and their children. It is not uncommon for each litter of children born to a clan to have a different mother and father, but all children are viewed as belonging equally to all the adults. Jealousy is rare since all the clan members belong to and love each other equally (at least in theory). Children are considered a great treasure, and a clan rich in children is felt to be fortunate indeed. It is very much frowned upon to leave one's clan or take an outside lover. Clans may be added to over time with the consent of all the adult members. When children are grown, they leave the family unit to start clans of their own. This custom began long ago, during a time of famine and hardship. Originally it was a practical matter, intended to prevent children from becoming orphans and lessen child mortality by providing a third (and sometimes fourth) parent to provide for them. The additional adults in the clan also helped each other deal with the crippling and almost inevitable losses of loved ones from starvation. Over time, average clan size increased and the idea of these composite families became deeply ingrained in Darian culture. Darians are known for being patient and compassionate, nurturing parents and loyal friends. It is believed by some outsiders that they are also exceptionally passionate lovers, but the strict loyalty they feel towards their clan members makes this theory near impossible to test. Although they are usually even tempered and flexible, being forcibly separated from their clan for any length of time can be extremely distressing to them, even causing mental and emotional damage. Location: Not surprisingly, this flat and low-laying area shares borders with Raemblen Bog and the Lowlands, although the area is most populated to the east, where it extends almost to the edges of the Midrange. Feelings: Darians have a certain hesitance in dealing with their Lowland and Raemblen neighbors, although they are willing to accept trade, such as it is, from both realms. Tulgey Wood and its inhabitants are completely, although respectfully, avoided. In general they are accepting of outsiders and tend to be hospitable. Some cards find their “clanning” tradition strange and somewhat repugnant, which offends most Darians deeply.
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Post by Satra on Feb 9, 2010 0:44:50 GMT -5
I've had this written out for a while actually. XD I'll probably do what I did last time and tweak it like hell, but here it is. (Hope nobody else has something similar, I didn't do more than just skim over the other ones. XD ) Realm Name: Serenity Canyons Lay of the Land: The Serenity Canyons are dry, hot, and relatively barren. It is broken up by a vast maze of canyons, with one central canyon cutting right through the middle. The majority of the vegetation is found along the rivers in these canyons. The canyons themselves are beautifully colored with the different layers of rock. Many rivers have created a very complex underground network of caves. Every once in a while the ground water will surface creating random splotches of vegetation on the barren land. The ground is usually pretty hard, though it’s hard to go anywhere without encountering sand. What the land lacks in flora, it makes up for with a disgustingly high amount of raw materials, especially metals. Gold, steel, coal, gunpowder, and materials for cement are the bread and butter of the economy (however, due to corrupt politics, explained below, the masses see very little of this money). Colors/Patterns: With a sandy to tan base color marked with gray splotches on the top of the limbs and body (usually never on the underside), the coats of the Canyon folk are not renown for their beauty. In addition to this their feet, tail, ears, and nose gradate to a dark brown. However, not all of the tips show up at once (they could have only one foot that is dark brown, or all of them, or only their tail, etc). Eyes are usually grey or brown. Their fur/hair tends to be very coarse and is often scruffy. The females tend to have a smaller, more slender build than their male counterparts. Scars and a dirty appearance, while not a requirement is not uncommon at all. There are no outstanding mutations. I was lame and and just colored someone's lineart. XD Same lineart that Spidey used. History: First off, I'd like to apologize for the TL;DR >> I'm like a snowball rolling downhill when it comes to this world building stuff. The people of this land tend to be hard working, uneducated, and simple. Their technology tends to be somewhat primitive (save for a few things). Their political leadership, however, is completely laughable. There are a few providences and towns with a mayor and/or a sheriff in charge trying their best to quell the lawless nature of the population. There is no unifying representation of the people, no single government. The gap between the rich and poor is huge, and the ratio even larger. Only a small handful of people, maybe 3 or 4 families, own over half of the land’s wealth. This includes mines, businesses, people, trading companies, what-have-you. The rest is distributed fairly evenly throughout the masses. Town mayors and sheriffs don’t make much money, which can be a good thing since it makes the position driven by the individual’s morals rather than money. Despite this relatively dismal view of the lands, the Canyons have their merits. Along with the materials retrieved from the land, the Serenity folk are renown for their excellent marksmanship and horsemanship. If you need a sniper, one of these guys would be your best bet. Their innovations to the bow and arrow, especially with the invention of the composite bow and countless improvements to the crossbow and hand crossbow make these weapons the staple of their survival. It is fairly rare to see a man without at least a hand crossbow on his person (many town women tend to carry slingshots instead of a bow. Women out in the wilds will carry the same weapon as any man) While not all are masters, these people are generally something to fear in long-range combat. Their horses, whether Ace or non-Card, are some of the best-bred creatures on the market and are highly prized by horse enthusiasts. The society tends to be slightly misogynistic. Not to the extent of Rabbits, and it is not a reverse Yarrow Gardens, but they prize males above females. Their views on women are: they are delicate things best kept out of fighting, business, and politics if it can be helped. Serenity Canyon males are extremely polite towards females in social situations, but tend to be uncomfortable around women with power or women vying for power. If a woman can do her job right, and this fact is obvious, then few will bother her. However, there is much more scrutiny in the public’s eye, watching very carefully for the moment she should fall. Location: The Whitefall River (which is the cause of the largest canyon of the place going right down the center and the main "vein" from which other, smaller canyons are born) starts at the border of the Midrange, the hot climate of the region melting the snow. The waterfall that is caused by this carved out the canyon. Map soon to follow. Feelings: They are in an unofficial war with Corvistowne. Because of the materials available, Corvistowne (in the beginning) did excellent trade with them. Then politics in Serenity Canyons became messy. In an effort to take advantage of this, Corvistowne began ignoring tariffs and brutally cutting out the middleman and many other trade agreements under the logic that ‘there is no government officially recognized, therefore the agreements are null’. This went into a rapid downward spiral leading into a complete ban of selling anything directly to a Corvistowne. If any Corvistowne were to set foot in the land, they’re as good as dead (usually it's not personal. It's just generally assumed that any Corvie wandering region is up to no good). However, not much help has come to the Canyons due to the scattered nature of their “government”.
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Post by Spiderfly on Feb 9, 2010 13:22:47 GMT -5
(history updated a bit Feb 12) Realm Name: Sonnenbryll (suhn-en-brill) Lay of the Land: Being caught between the Tulgey Wood and Torquehelm, Sonnenbryll is an odd sort of place. Like Torquehelm, Sonnenbryll is caught in a perpetual sort of twilight, only it has a much lighter tone. Instead of dreary gray, the twilight has a thick blue tint to it. Tall thin white-barked trees stand in small bluffs and the ground is covered in a tall ferny-carpet. To any not of the region Sonnenbryll is a terrifying place, believed to be haunted by spirits. The constant flickering of the local lightning bugs does nothing to help this myth. Colors/Patterns: Varying stormy shades of blue and gray with dark masked faces and legs. Eyes are always a bright yellow that match the local lightning bugs, almost seeming 'blind'. History: Those from the Sonnenbryll are an odd bunch. No one quite knows how they make a living, or if indeed they do. They're quite solitary and prefer to not be in groups for any extended period of time. Mostly they just take care of their own needs, unworried by money and other 'unnecessary' things. In fact, those from Sonnenbryll are regarded by many as a myth. Any 'sightings' of shadowy shapes and bright yellow eyes have been regarded as a bad ghost sighting. The one business that most Sonnenbryll's seem to be adept at is assassination, and warfare, though they are not a war-mongering people. They simply have skills that lend themselves well to those jobs. They are a lithe and can move and travel with almost no noise. This softness on the feet and silent-nature is needed to successfully hunt in their realm, where there is almost no cover between any predator and prey. Another adaptation to note, is the majority of natives from this realm are spades. Because of their solitary nature, and the difficulty of finding food, the extra speed has sometimes been the difference between eating, and not. Their eyes have also adapted to the realm, helping them to blend in with the local insects while giving them superior night-vision. This however makes them supremely sensitive to the sun, and they must wear eye-protection of some sort if they ever ventured into the sunnier realms. Sonnenbryll fighters are highly valued by Queens, as they're a very silent and deadly force within any army. Though in this case, generally they operate as independent warriors, open for contract. And live in their own realm until contacted for duty. Location: Nestled between the Tulgey Wood and Torquehelm. Feelings: Most probably don't even know of the existence of the Sonnenbryll, or would have a general unsettled feeling around them based off the 'ghost' stories they were told as kids.
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Post by Kari Muffin on Feb 9, 2010 14:53:48 GMT -5
Realm Name: Velhelm Lay of the Land: The majority of the realm is industrialized and consists of clusters of large condensed towns. The nature that is left in the realm is often sickly looking, but the inhabitants tend not to notice because of the fog that plagues the area for ninety percent of the year. All of the towns streets are based on a uniform system, with the exception of the oldest town in the region. Each town is sectioned off into several clearly marked districts, which is primarily used for large social events and tax collectors. Colors/Patterns: Residents from this realm have a light blue base coat, with orange spots normally outlined with a crimson red. The size and density of their spots can vary from person to person and can be anything from a leopard print to cow splotches. Eye color varies, though more often than not it is either red or deep orange. Another feature of the realm is their tendency towards body modification. It's not a mutation exactly but every child is given at least two piercings (or other form of modification) by the time they're a year old. The only exception to the rule is aces, who are branded with their region's crest. Picture above is a typical middle class citizen with four piercings, and a young adult bird with two rings. History: Velhelm was a rather boring place, that had very few resources. The soil is bad for growing crops, it's mostly flat, and the fog foils most plans for outdoor activities. Most of the people of the realm lamented until the "Reformer" stood up and came up with a brilliant plan to make their realm prosperous. Legalize most illegal activities and have strict regulations to control the substances. Prostitution and most drugs (Checkmate being the only exception to the rule) are completely acceptable. There is no drinking age in this realm and gambling is an immensely popular business in the realm. All of the substances and businesses are closely regulated by each towns elected official and their party members, and a "tribute" ( money sings) is paid to each of the courts yearly. Over the decades the members of the realm have taken up a rather interesting tradition to make them "special" compared to the outsiders. The members of the realm to believe in the suit stereotypes to a degree, but money talks. And the more money you have, the more you choose to modify your body. The most popular method for cards that have ears is piercing (two piercings is considered child's play) and rings around the neck tend to be more popular for avians. Scarification is acceptable for the high class members of society. As another tradition, anyone who takes a mate or has slept with members outside of their realm excessively (prostitutes mostly) they tear out or forcefully remove one of their childhood piercings. As previously mentioned aces are branded with the realm crest (it's cardinal holding a dead branch in a circle in honor of their reformer), as they have no right to be a person. Crime is taken seriously if committed. Most acts, such as stealing, are given given the option of paying an obscene fine or getting a public beating. Higher acts (such as assassination attempts or murder) of crime are brought to the major where he can dish out the punishment of death. Outsiders are expected to follow the few rules that they are given, and suffer similar punishments as the residents... though their punishments are often more extreme and public. Location: In between the nook of Josiggy Marsh and the Midrange. It stops before it reaches the Court of Diamonds. Feelings: Most realms often pretend that Velhelm doesn't exist or don't take it seriously. Morganberries and Velhelm's don't get along very well as Velhelm's all automatically assume Morgans are lying cheating bastards no matter the suit, rank or social status. Morgans mostly laugh it off, since no one else takes Velhelm seriously, why should they?
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Post by Kitty on Feb 9, 2010 15:24:49 GMT -5
Realm Name: Realm Name: Mondabi (mon-dah-B) Rockies Lay of the Land: The land is covered in snow most of the year and is a mostly rocky, jagged mountain range, not as high as the Solandrian glacier, but fairly high at it's peaks. The roads to and from this realm are impassible both during the winter and the spring. Most of the trails are very steep and tend to freeze over in the cold winter months and turn into mudslides in the spring thaw. Between the peaks are clusters of evergreens, much like the neighboring Glacier, but these are much larger and provide enough cover for some hearty greens to grow beneath them. The peaks stay snow covered and sparse year round but the edges of the territory (minus the border to the Glacier of course) become a luscious field of flowers and grasses during the spring and summer months. Colors/Patterns: The base coat of the Mondabi's is always white and their noses and paw pads are almost always black, very rarely will they be born with blue or purple. Along their muzzle, under belly, limbs and tails they are speckled with black, light blue and purple. Even in the rare case that a Mondabi is born without speckling they are -always- born with a distinct, black 'tear stain' marking around both of their eyes, this marking is essential for life in this region, especially during the winter, as it acts as a buffer against the suns glare and allows them to see quite a distance even on the sunniest of days. Much like their solandrian neighbors their fur is extremely thick and it grows in tufts between their toes and in their ears as well. Their fur isn't course, they only posses a thin layer of guard hairs, their fur is actually rather plush and silky to the touch. History: Mondabi's are a fairly primitive realm in their approach to life and social structure. Various settlements all have their own leaders and they mostly live the hunter/gatherer lifestyle, although they do have one very notable export. Far back in their history they embraced the desirability of their coats and put it to good use, eventually cultivating their own 'herds' of Aces so they wouldn't have to give up their -own- fur. some of the residents here are Shepherds and look over these valuable Aces while moving them around, it's believed that housing these creatures lessens the value of their coats as it makes them thinner and less resistant ot the cold, and in the summer months the Aces are bathed and shaved and their fur turned into the material that most nobles clothing and accessories are made from, well... those that want a different feel then silk of course. This realm is probably one of the very few, if not the only one, to see giving birth to an Ace as a blessing rather then a curse. Anytime an Ace is born a celebration is had before the newborn goes to join the others, never knowing it's parents. However, the Mondabi have grown to be extremely manipulative individuals and exceptional barterers. They will not sell nor trade their goods unless they are certain they're getting the better deal and charity is almost unheard of. They are also a suspicious lot and guard the secret surrounding their 'livestock' for fear of other realms trying to steal them, their paranoia fueled when word of the Ace Fur Trade reached their peaks. however, word of this has also allowed them easier access to Aces of other realms and a few of the more open minded shepherds have even begun attempting to crossbreed and produce the desired coats in other colors naturally. Location: Golfam Marsh, The Lowlands, Solandrian Glacier .... just a little tip of the Sorgaire Range Feelings: Mondabi's are especially paranoid when it comes to two of their neighboring realms, Golfam and Solandria, and tend to treat those of these realms with either hostility or a watchful cold shoulder. Mondabi's also have a love/hate relationship from those of the Highlands and of Esterberry, these two realms generally see past their manipulative ways, however these realms are also respected due to their prosperity and knowledge. An esterberry education is rather sought out in this realm ... even if they don't wish to travel to the realm to receive it. The Lowlands are an interesting people and, even though they find the members of the realm repulsive in general, they do respect the realm's eagerness to do any sort of work for minimal payment.
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Post by Kitty on Feb 9, 2010 15:49:52 GMT -5
Realm Name: Terzian Caverns (tuhr-Z-an) Lay of the Land: The land it's self is entirely barren, the soil so terrible that not a single plant is hearty enough to inhabit the surface, and yet life remains ... underground. There are a few plants, generally small, thorny bushes that turn into tumbleweeds when they die, and some tough, spiky grasses and weeds as well. The most defining feature of the topside of this land is the Terzian Ruins, all that's left of this regions former life. Colors/Patterns: Generally they are a beautiful golden color with a white face, tail and limbs, the white on their coat is swirled with black and any shade of blue, but the blue always matches their eyes. Horn mutations, of all types, are not all that uncommon in this race either, however, if they do possess it, the horns are almost always black. Most residents of this region are also born with terrible looking claws and thicker skin on their footpads .... especially wonderful for digging. History: It is rumored that above the Terzian Caverns there used to be a lush and fruitful valley that was famed for it's decadent fruits and vegetables. However, the Terzian's became greedy and wished to increase the size of their crops, both the crops themselves and the individual items being harvested. The governmental council passed a vote and it was almost unanimous to seek out assistance from their scientific neighbors. However, they picked the wrong sort of Chemical Corvie .... who viewed this as the perfect time to do the experiments he and his assistants had been lacking the space needed to perform such large studies. In the end the experiment proved to be a huge failure and it wasn't long after that almost all of the vegetation shriveled up and died. The borders of the realm still have vegetation ... .but nowhere near what it used to be. And that's when the Terzians returned to the old, abandoned mines ... mines that were thought to have been stripped long ago. However, luck was on their side as, out of a desperate need to gain something valuable to move and try and settle elsewhere, they stumbled upon a new vein of ore and later on the various precious gems their region became known for. They began life anew, and seeing no point in living in the reminder of their greed, dug out new homes underground in the parts of the mine that had been used long ago. There is a beautiful underground cavern as well that comes complete with a waterfall and oddly glowing moss ... a place the residents here use as a tourist attraction .... even if their exports of ore, rubies, sapphires, emeralds and other gems prove to be quite profitable. The residents just can't quite get over their desire for riches... even though it nearly ruined them once. Location: Corvistowne, the Villa en Miir and Morganberry Feelings: Members of the Lowlands have a great jealousy towards the Terzians and their ability to thrive in a land much worse then their own.. This land is generally held in high esteem by the Highlands and the royal Courts as the precious gems most nobles desire come from this region as their cuts and quality are top notch. Corvistowne doesn't seem to view this realm any differently then any other, however most Terzian's feel some amount of hostility toward the region in general .... although some hold the realm on a pedestal, believing that what they'd done to the land was a blessing not a curse.
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