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Post by Lucca on Feb 12, 2010 11:26:47 GMT -5
Realm Name: Pannoricburg Lay of the Land: This Realm is essentially one massive city, all industrialized and gleaming. Unlike Corvistowne, the buildings are in wonderful repair, and every modern convenience is in place. It's quite a breathtaking cityscape, if you like that sort of thing, but there's hardly anything natural left anywhere, unless it's in the industrial greenhouses where most of the Realm's food is grown. The air, however, is far from clean, thanks to a lack of trees to help remove pollutants. So even though the citizens take measures to try and help it, there's always some amount of smog and soot and grime in evidence in the air. Though it's at a level that anyone who grew up in such conditions has no problems breathing. Colors/Patterns: The coats of Pannoricburgers are a dusty brown-grey, with a heavy dappling of lighter spots on the chest/neck that gradually coalesce into a uniform underbelly. They have black 'masks', much like a raccoon would, with a lighter creamy white stripe beneath it. Their tails also have black and cream stripes, though generally not very many, and occasionally so do their ears (and flight feathers, if they are birds). Their eyes, though, are generally some brighter color, such as purple or blue. Manes are a common mutation, and their fur is wonderfully soft and fine, though unless taken care of -really- well, it will become rather dingy and grimey from the lack of clean air. Because of the dull colors of their fur, they often sport brightly colored hats, scarfs, or jewelry in an attempt to look prettier. History: At first glance, Pannoricburg seems to be a nice enough place, though rather dirty for those who prefer a more natural sort of living. It's strange, though, how they seem to have so many modern conveniences when they themselves don't have any inventors or mechanics at all, hardly...they seem to get a whole lot in trade with Corvistowne, but what are they giving in return? The truth is that they have the corner on the market in illegal Card trafficing, trading away hundreds of Aces...and children. Most of these go to unscrupulous Corvies for experimentation subjects, in exchange for medical, chemical, and mechanical technology, though they also supply Ace fur traders. Since this business is so profitable (despite being morally unsound) the residents of Pannoricburg enjoy a rather cushy life, not having to do as much work as many of the other Realms, and some of them are as lazy as the laziest Selkie. Many of the residents don't know the horrible truth behind the Realm's wealth, but they do know that children who aren't carefully protected tend to...go missing. It's generally lower Ranked or 'uglier' children that it happens to, but no child is exactly safe. Most of the residents, therefore, if they can afford it, will send their children to Esterberry boarding schools or similar, to protect them from this fate. The Cards from this Realm tend to be very vain, and therefore the real work they do is in landscaping and building restoration, to make their Realm look so pretty. Those who build and repair and beautify are rather good at their work, and their employment in the Capital or other, smaller cities in other Realms helps to bring in money for Pannoricburg as well. Location: It's right next to Corvistown, and fairly large. Feelings: The Corvistownians are about evenly split: there are those who really love Pannoricsburg, and are happy to maintain a business relationship that gets them a steady supply of test subjects with no questions asked, and there are those who feel like their work is being snatched right from under their noses unfairly and benefitting Cards who don't work for it. Most other Realms are not overly fond of them, either from how industrialized their Realm is, or from all the nasty rumors about families visiting and coming back a few children shorter.
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Post by Spiderfly on Feb 12, 2010 12:57:50 GMT -5
(Old Entry, vamped up X3) Realm Name: Candon Lay of the Land: Candon is a gorgeous, if dangerous place. The inhabitants tend to make their homes against the mountains amongst the foothills. They like to be able to see the land around them and have a decent population of prey animals for food. In the summer, enough of the base of the mountains melts to gather plants and berries, though higher up where they settle never really melts. Winters are truly horrible, and the fluff that Heights residents are born with help to keep them alive. Through most of the fall, winter and spring an icey fog hangs low to the ground. The extra humidity paired with the cold can make it almost impossible for most (though not other mountain fairing folk) to survive for more than an hour outside. However, because of the low-laying fog, hoar-frost settles upon all the shrubs and trees, making every surface glimmer like diamonds. Colors/Patterns: The inhabitants, like their surroundings are pale and icey like in colour. They are very cool mint green with bluish teal markings. Most have white tips on the edge of their fluff, some more than others. History: Candon inhabitants are truly proud of their heritage and location. They believe the snow and hills to be the most beautiful place to live in the entire world. They love their home so much that many who leave for bigger and better things make many visits back as often as they can. Although they are not inherently warlike, they do have a tendency to stick their noses into conflicts, possibly where it doesn't belong. They feel the need to 'make things better' and sometimes this helpfulness can get them into trouble. However, they are also fairly accepted most places because of this friendliness. Candon residents are known for the high-quality pelts and meat that come from this region. Because of the harsh seasons, many of the animals in this area both store fat, and have thick luscious coats. Because of the high-fat content of the meat it is mostly desired by the other mountain regions as any extra fat helps the residents make it through tough winters. Location: In the gap between Josiggy and the Midrange Feelings: Perhaps Josiggy and the Lowlands have the most intense feelings towards this realm. Depending on the individual's experiences they will either love or hate the Candon's. This is because of Candon's constant efforts to stem the conflict between these two realms, and 'help' where they can without taking sides.
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Post by Kasatsu on Feb 14, 2010 20:07:36 GMT -5
((Bee didn't like the name so ku was held in a strangle pose till she fixed it D8;; ))
Realm Name: Cadien or L'Acadiane . . . or Lafayette
Lay of the Land: Extending down from the Selkie Lakes, Cadien takes up a majority of its residence close to Villa en Miir. The formation of Cadien is that of a flat marshy area separated from the mainstream of water, causing it to become boggy and stagnant. Being that it is a very wet and humid place; it’s probably rarer to see a completely sunny day not interrupted by at least a light mist. Even through this dreary nature there is something refreshing and attractive to the land.
Colors/Patterns: Contrary to the realm, the Cadienians are a very colorful breed. Their coloring tends to be a patchwork of colors, consisting of vibrant greens, purples, gold, and black. Should a child ever be born with the color blue mixed into the match they would definitely be something to prize. Many of the inhabitants are also fond of wearing beaded necklaces supporting the same colors, in some cases the more worn the more impressive.
History: Forming first as a gathering of immigrants, Cadien has merged into a very unique place. As a rule those who call it home are exceedingly lively, cheerful and laid-back about life in general. Though hardworking, many of them laborers, they tend to not be especially wealthy. Very family and community oriented, they have a reputation for celebrating life in all its forms. Time is always found to spend enjoying the company of friends and family, sharing a good meal and hearty drinks – on some occasions, a good nature brawl is not an uncommon event among friends. A good day's hard work is to be appreciated as much as a good party – their motto always being “Bon Tempz” or ‘the good times’. Should someone in the community be hit with a hard time or need help, there is sure to be some gladly offered. Always eager to celebrate life in all its manners, any village, town, or city, within Cadien is sure to host at least one festival a year.
Location: Above and to the left of Cadien lies Selkie Lakes, Forest of Kahmden, Morganberry, and Vill en Miir.
Feelings: Cadien is sure to be seen as a unique place in all its ways and forms. Being a place that keeps to itself but gladly shares what it can, there are no major feelings of actual animosity towards them. Vill en Miir and Cadien have a common relationship, with the Cadiens always willing to have music in all of their celebrations. Morganberry and Cadien, having conflicting interests in what to obtain in life, there are sure to be heated debates, and the Selkies are sure to find them irritating, since they are not so focused on being industrious.
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Post by Kasatsu on Feb 14, 2010 20:08:08 GMT -5
Realm Name: Saraib Savannah
Lay of the Land: Because the Saraib only has one season of rainfall in a year, the climate is very dry and more than a little warm all year long, though the soil is porous. The Savannah consists of a plain, broken by the occasional rolling hill and valley, which is covered in grass and drought-resistant undergrowth, broken only by a scattering of trees. During the longer season of drought, it is not unusual for fires to plague the plains.
Colors/Patterns: Residents are usually pastel colors, creams or oranges with blue, greens, pinks, and purple markings, often spots. The spots can range in size, from small and all over to larger spots that are only in patches, or even a single spot or two.
History: In order to ensure survival, the residents of Saraib (referred to as Saraibians) can be found living in small tribes, both nomadic and sedentary - these can range from a small gathering to a comparably large city. Every person and Suit within the tribe is needed, required, and valued to make sure that all are provided for. Within these tribes Suit plays a very defined role. Clubs are valued for their station as laborers, occupying jobs of manual labor, including, but not limiting to, work such as building, farming or gathering. Like their black Suit counterparts, Spades also occupy jobs of labor, though they tend to be ‘softer’, such as being running messengers or a healer. Diamonds are able to use their Suit skills to hold the jobs of leadership as keepers of the peace and negotiating friendly relations with other tribes. Finally, the Hearts are customarily the hunters and soldiers of the tribe, providing safety and protection.
Location: Saraib Savannah arrows downwards between the Josiggy Marsh and Forest of Kahmden, expanding towards but not touching the Midrange.
Feelings: Being such a harsh climate not many outsiders are willing to chance any travels it would take to reach any of the natives, though an occasional explorer would not be unheard of. Any trading routes or interactions would be more likely with the more sedentary locations. Thus being largely isolated to themselves, it is mostly a matter of there being peace between the different tribes.
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Post by seraaches on Feb 14, 2010 22:04:57 GMT -5
Lazy sera does not even really re-vamp! D8
Realm Name: Queen’s Islands. The four largest, are named after the suits: from biggest to smallest, are Heart, Diamond, Spade, and Club.
Lay of the Land: The Islands are actually very little land as they are just a splattering of islands while the rest of it is water. There are four main islands, conveniently the largest in the chain, run approximately northwest to southeast and goes Diamond, Spade, Heart, and then Club. There are somewhere between 20 and 40 smaller islands, though some are really little more than bare rocks sticking out of the water.
Colors/Patterns: The Islanders tend to come out in colours of light blues, pale yellows, and whites, the colours gliding across their fur in flowing patterns like those of the sea. Islanders are always born with at least one, though usually two, antennae-like lures that can be lit up if desired. It’s unusual but not unheard of for an Islander to be born with more lures.
History: The Queen’s Islands are known for two things, resorts and fish. Probably the largest exporter of not only fish but all manners of sea souvenirs, the Islands are known for their quality items and food. If it came from an official exporter from the Islands, you can trust that it is of excellent quality. The Islands themselves are also absolutely gorgeous and many resorts and tourist-type trades have sprung up, including things like sea tours, shell jewelry, and swimming lessons.
Islanders are fairly easy-going but generally look down upon the tourists who come to see them even as they profit off of them. Most Islanders like their home but want to get off the islands and see the rest of the world.
Location: The far side of Corvistowne and Villa en Miir
Feelings: The Queen’s Islands are quite popular for their resorts and exports. Islanders are usually well accepted by the other regions as they are adept at hiding their disregard for the tourists.
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Post by seraaches on Feb 14, 2010 22:05:24 GMT -5
But not-lazy sera makes brand new entry! Realm Name: Aphelion Hills Lay of the Land: A beautiful area of rolling hills and thickets of small, green trees, the landscape tends to remain very open because the residents generally build their homes into the hills. Occasionally there will be some one-story homes, but never higher than that. One of its greatest attributes is the basically unrestricted view of the skies. Colors/Patterns: Aphelions are always sky-coloured, be it a sky blue with hazy white cloud-like markings, the dark swirling colours of an incoming storm, or, the most prized, night-sky colours with gold or silver ‘star’ markings. History: The Aphelions are astronomers, astrologers, and philosophers; they have always been taken with their skies and have turned to them for information about life, death, and everything in between. They take this all very seriously, and if their horoscope says that they should stay home that day, they will. In fact, this is a perfectly legitimate answer to get out of (or into!) virtually any situation. They don’t believe themselves to be superstitious at all, and scoff at those who refer to them as such. However, a baby born in the night-sky pattern will have its markings compared to accepted constellations and if a star is missing from the child. . . well, birth defects are known to occur, and who can tell if the missing part happened before or after birth. . . Location: Aphelion Hills falls among Esterberry, the Highlands, and Avington Feelings: Avingtons are rather wary of them, as Aphelions have managed to ascertain certain secrets in the past. Esterberries believe that the Aphelions are a bunch of quacks, especially as some faction of Aphelions are always trying to get their horoscopes accepted into Esterberry academies.
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Post by seraaches on Feb 14, 2010 22:05:54 GMT -5
And semi-lazy sera re-vamps an old entry (and loves it SO. D8)
Realm Name: Edin Moors
Lay of the Land: An upland area with low-growing brownish vegetation on acidic soil, the Edin Moors is a very dreary region, arguable because of pollution from Corvistowne. The skies always seem overcast, and everything, including the residents just seem dirty.
Colors/Patterns: Moorsmen look like inverted Corvies; they have a base coat of electric and/or a neon colour with black patterning in erratic stripes, splashes, and/or circles. In a very rare instance, their patterns could be white. Breeding two Moorsmen of different colours will automatically result in at least one child that has both of those colours on its body. (If too much of a rip from their mother people, just remove. xD;)
History: Once upon a time, this long expanse of land used to be part of Corvistowne. It was known for a particularly ‘brilliant’ Corvie named Kienu Edin Forskap who specialized in diseases. One day, something went terribly wrong, and one of his diseases ran loose through the entire area. The Corvies caught there were changed, their colours inverted and their minds affected. Instead of creating, they became obsessed with collecting, re-purposing. The Corvies rejected them, and they became their own region.
Location: The Moors run along the northern edge of Corvistowne.
Feelings: Corvies generally have a sort of love-hate relationship with the Moors, especially the mechanical-minded Corvies. The rest of the world sees them as dirty, diseased Corvies. Moorsmen are referred to as “Junkers” by those being polite and “Southern Lowlanders” by those who aren’t.
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Post by Esfiel on Feb 15, 2010 1:27:24 GMT -5
Realm Name: Keritu Vale
Lay of the Land: Keritu Vale resides in a valley surrounded by towering mountains that render the entire valley in shadow but for when the sun when it nears its peak. Keritu is most known for the thermal lakes that dot the landscape both in the valley and among the mountains. Between the thick dark trees, almost constant shadow, and heavy fog rising from the thermal lakes Keritu Vale is a dim, dusky place. The realm is shrouded in mystery, much like the masked residents who live there, everything hidden by the fog. What stops it from falling into a gloomy place all together is the constant warmth from the lakes.
It's difficult getting into Keritu at all thanks to the mountains that surround it, but trails for others have been created so they can at least enter the Vale, even if the trails inside only help the residents navigate it, who are trained to find, see, and follow them.
The humidity is high, despite the also high altitude. The thermal lakes keep Keritu warm instead of the cold that would surround it. For this reason it may snow over Keritu, but it turns to rain when it hits the fog. Usually at least some clouds reside in the sky, and it's prone to the occasional thunder storms, which the residents have come to love for the sudden, split-second light from the lightning.
Many of the plantlife are unique to the Vale due to the high temperatures and chemical composition of the water. Some lakes are cooler than others, but one would want a guide from the realm to advise them before going into one. In winter they all cool, but still never reaching temperatures that could be considered "just warm."
At night everything isn't dim; it's black. The night sky's only visible in a few choice spots visitors are unlikely to find. Many such spots are the preferable location for the home of residents. The higher they are the less thick the fog is, and more sunlight. Homes in the top of the trees have been created for residents scattered all over the Vale, lacking any real, clustered city. Bridges go across the tops of trees so they can navigate the Vale from both the trees and the ground, They rarely let those form other realms climb the robe ladders to the bridges.
Colors/Patterns: Residents are a dark shade of green, though in some uncommon cases the green is lighter, with elegant, silver markings forming unique masks on their faces. More silver markings swirl across the majority of their lithie bodies and fade away at their legs, arms, and if they have them tails. Their irises tend to be gray or silver, or in rare cases white, though the pupil and outer edge along the iris are black.
History: The residents of Keritu Vale have always been secretive and slow to trust others, though this may not be apparent right off. They're commonly a quiet bunch who takes pride in their stealth and agility, especially in hard to see situations, and often view many Cards from other realms as ridiculously loud, from their walking to some of their obsessive chatter. Many prefer intellectual or important discussions to constant idle chatter, especially given that they usually have a reason to visit their neighbors because of the various distances between their homes. They're also used to being straightforward and bold, causing them to be confused by those shy and timid.
As far back as they can remember all from their realm have always been colorblind, better to help them see in their realm with the fog and darkness, and only a few, very lucky, cards have been able to achieve color vision with the aid of magic. They are fascinated by the sky when they see it, and they believe the contrast of dark and light (the night sky, Card's coats, Tulgies, the snow and evergreens in Esterberry, etc.) to be very beautiful. Those who can see color can sit around for hours just watching the changing colors in the sky, various moving Cards in cities, or the smallest different shades in a forest.
Because of the dim realm they live in, when they leave Keritu they're often very good at seeing details and slight changes, just because they think to look at everything. Their eyes are trained in trying to pick out details in dark fog. Without the fog details are considerably easier to see.. though can admittedly be overpowering.
Keritu Vale is best known for its healing and pain killing remedies, most of which often use the water from the lakes. The thermal water is made from a mixture of oxygen and low sulfur, giving the water a curative effect. Many of the ingredients also come from the unique plants that grow using that same water. The Vale is said to reside over a long inactive volcano, which they believe is the cause of the high temperatures of the lakes.
Because of the healing products they export, Keritu Vale is an active trading partner with Corvistowne and its medical Corvies, although they're usually dumbfounded with the reasons for which they use them.
Location: It borders Villa en Miir and a bit of Corvistowne, though is very close to the tail of Selkie Lakes.
Feelings: Others don't find the Vale frightening exactly, not like Tulgey Wood, just extremely unnerving given how much it impairs their vision, especially for the paranoid ones. They get along most well with those from Avington because both realms are heavily forested (though Avington more so than Keritu), and they can respect others secrets because they keep their own.
Most have mixed feelings about Esterberry, loving the landscape but having little patience with the obnoxiously loud residents with their egos and chatter, in return residents from Esterberry often find those from Keritu Vale as highly disrespectful, unmannered, and crude.
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Post by Blue on Feb 17, 2010 0:05:10 GMT -5
((Gonna give this a shot! XD)) Realm Name: Abori (ah-Bor-ee) Crag Lay of the Land: This land is just beyond the mountains and forests of the Villa, and since no one thought to explore past the border, this realm remained a secret to all. Or maybe it was magic that kept them hidden all this time? It is mostly made up of rust colored dirt and rock, spotted with warped trees, small bushes and patches of green grass. There is one fresh water source in the form of a small lake. In the near center of the realm, there is a crater with an enormous mountain of rock in the middle of it, and this is where the residents of the realm reside. The inside of the mountain is completely hollow and sectioned off, so that each resident/family has their own space within. Since they have no electricity, they do everything by the light of the sun or the moon, although most residents know enough magic to create light if neither of these are available. Colors/Patterns: Residents are the color of rust, so that they blend in with the color of the earth. They either have circular or striped markings down their arms/front legs, and these are usually a light orange combined with flashes of turquoise. There are also three small light orange dots around their eyes, or a stripe of orange across their eyelids and the bridge of the nose. If one is born with both sets of facial markings, they are regarded as a true gift from the heavens, and are treated as such. Their eyes are normally turquoise in color. They have "stockings" on their feet and hands/paws, and their ears/tails are tipped in the same color. Their hair is fine and the color of coal, which does go gray with age. The males usually keep it short except for a small tuft at the base of the neck, which they keep long, and sometimes even braid. The females keep it at a short to medium length, often braiding their hair in its entirety, so as to keep it out of their eyes. History: They are quite wary of the other realms, so they only communicate with each other. They were only discovered to be known when a young child from the realm wandered off into nearby Villa en Miir. Both males and females of this realm are commonly hunters, although both sexes take up some sort of profession, so that everyone has a purpose. For example, a female can make jewelry out of the bones of a dead animal, while a man can fashion better weapons for everyone to hunt with. As previously mentioned, each resident knows a bit of magic (at least enough to create light in times of need), but there are a few that know much more than that. They have protected the realm with their magic, which is probably why they haven't been discovered…until now. Location: It borders Villa en Miir Feelings: People were quite shocked to find there was another realm out there, and seemingly under their noses too. The residents of Villa en Miir will be especially bewildered, since this realm is literally right in their backyard. Some may be curious to travel there and learn the customs of the natives, while others will stick with what they're used to, putting them completely out of their thoughts.
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Post by Kiki on Feb 17, 2010 12:07:04 GMT -5
Are we able to work collaboratively or is it a one entry per one person kind of thing?
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