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Post by Greenie on Feb 19, 2010 15:47:32 GMT -5
Realm Name: Aldrynan Aerie ("the Aerie")
Lay of the Land: The land is made up of a series of hills that are very large to the north, extending down from the Mid-range, and are almost invisible to the eye near the Capital. It is known as "the Aerie" because of their tendency to build their communities at the top of these hills; from afar, they look like little nests nestled in the heights. The land is very green and is lush with flora during the warm season. The Aerie has odd weather, though, because of their location against the Mid-Range; they have the "warm" season and the "cold" season, with the cold being much longer than the warm, thanks to the fronts coming down from the mountains.
Colors/Patterns: These people are unremarkable in body; they are pale beige or cream in fur, and once in a while tiger striping will appear, but it's usually almost invisible, as it's usually only a few shades darker than their body color. It's very common for cards to have socks or stockings in a pale rose color, but usually only one or two; it's rare for them to have a full set of either.
What makes these people incredible to look at is the extremely rare mutation of wings. About one in a hundred births will produce a child with wings fully capable of flight. These wings are very gryphonic in nature, and have a fifty-fifty chance of being a snow white color or being the same color as their base fur. Common mutations such as manes are almost completely nonexistent here.
To ward off any materialistic urges, each child is granted exactly one piece of ornamentation at birth that they will keep on them the rest of their lives. These are not magic in nature, but are treated as such by the Aldrynans; to remove yours is to seem as though you do wish for things like greed and gluttony to enter into your life. These items can be anything, from a simple piercing, to a piece of ribbon, or a pretty piece of metal. Children born with wings do not get these items, as their wings are seen as their item.
History: The Aldrynans value simplicity in their lives. They see any decoration, be it decoration of the body, spirit, or personality as excessive and unnecessary, and do their best to live as the humble beings they believe they are meant to be. Their society lives much like any other, with an equal division between laborers and services, but they have almost no "upper" class to speak of. Governance of towns and villages is shared by a large council, so it's nearly impossible for one person or persons to see themselves as "better" than anyone else. Aldrynans are encouraged against rising up in rank, as it is seen as gluttony of magic and power, and so it's difficult to find Cards above the rank of seven or eight. There are, of course, children born to a higher rank naturally once in a while, but they are encouraged to see themselves as "just like everybody else" and are looked down upon for using their higher-ranked magics in any way. The parents of such children are often treated differently after such a birth, as there's always the suspicion that they tried to have such a child.. Very few Aldrynans have their human form, as well. Bipedal is seen as an asset for many laborers, and is tolerated, but as the human body is frail and, well, pretty, it's generally not a good idea to use it within the community if you want to stay in the community.
Aldrynans live simply, in simple homes with very little decoration. Still, they are a cheerful people, and most are genuinely content to live within their means and take pleasure from one another, rather than from items. Outsiders are encouraged, and the Aldrynans are always happy to take in members of other realms that wish to shed their material ambitions and live the simple, happy life. They view their realm as being a part of the heart and soul, rather than a physical body, and will often "adopt" other cards and give them a symbolic decoration if they have shown the proper dedication to the lifestyle.
Location: It's up against the borders of the Capital to the north, butting up against the lower half of the Mid-Range.
Feelings: Yarrows and Aldrynans don't get along well, as the Aldrynans see their constant need to feel pretty and be loaded with trinkets as, well, disgusting and unnecessary. The Yarrows look down upon them for wanting to be so simple and indistinguishable. This dislike has been known to translate to Highlanders and Morganberries as well, as the want for power is as distasteful as the want for things.
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Post by Spiderfly on Feb 19, 2010 18:09:51 GMT -5
Realm Name: Papaver Fields Lay of the Land: There is only one way to describe the way this realm's looks, and that is 'sickly'. While there is much natural plant and animal life, nothing really looks quite right. The plants are tall and wispy, giving them a weak appearance. The common trait amongst the wildlife is a certain amount of hairlessness. However, the locals know how to take care of themselves and they don't have the housing problems like the Lowlanders do. Colors/Patterns: Papavians have orange fur with gray geometric markings. The vast majority are born with hairless/furless faces and any residents born fully furred are considered blessed and are extremely rare. The extremities may be furless as well, though rarely. The skin is always pink. History: No one's quite sure where the inhabitants of the Papaver Fields originated from. What is known; however, is that the region was named after the fields of opium poppies that grow in abundance across the landscape. Some of the best Opium and pain-killers are produced in this region, while poppies are secretly shipped to the Lowlands for heroine production. Granted, many poppy farmers do not partake in any part of the Heroine production chain. Along with the production of opium, the fields are known for their amazing opium dens. Though unless somebody knew someone in the know, it'd be nearly impossible to find their way into one. The best opium dens are rumoured to have beautiful and dainty Yarrow attendants. For this reason alone, there is a certain amount of tourism into the area. Papaver opium is world-renowned, and it's believed the potency stems from the toxic fumes that drift down from the Yarrow rupture. This is also used to explain the strange and disturbing appearance of everything that lives within this realm. Location: North of the Yarrow, but not overlapping the Court of Spades Feelings: Many see the Papavians as extremely repulsive. The colour combination is not considered attractive, but it's the lack of fur that really bothers those from other realms. Yarrows in particular have issues with them for their production of opium poppies, which can be turned into heroine. The rumours of Yarrows being used as 'attendants' in opium dens doesn't help either.
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Post by Satra on Feb 19, 2010 21:18:16 GMT -5
I feel kind of bad putting this here as I do like sera's islands. >> I tried to make it as unsimilar as possible. Realm Name: Tuo’oni Islands (T(w)oo- ‘ oh-nee) Lay of the Land: The Tuo’oni Islands are a series of tropical volcanic islands that may or may not resemble Hawaii in any way. The land is exceptionally lush and the diversity of life in both flora and fauna has been referred to as a “Biological Wonderland” by naturalists and other nature enthusiasts. Tall trees, thick under growth, and brilliantly vibrant and exotic flowers are common place here. Colors/Patterns: Crimson to violet-red base with yellow streaks that most often run down the length of the body accompanied by a deep midnight blue pattern of medium spots. The fur is often spiky and/or tussled. In human form their skin is often a dark tan. Webbed feet is a common mutation. Warriors, hunters, and Shamans are given a mane growth potion to make them grow a spiky crest and have a hard bone-like material cover part of their skull. For hunters the crest is red, for warriors yellow, and Shamans blue (all corresponding with the value/hue found in their natural coats). The people as a whole love to wear bone, shell, tooth, claw, stone (especially obsidian), feather, and wood jewelry and have a love of wild piercings and tattoos. Yes, the original sketch is in my class notes. XD Just ignore that. (One free sketch for the person who can guess what class the notes are from!) I also forgot to color two little things. Ignore that, too. This is a Shaman performing a type of fire dance. History: The Tuo’oni consist of mostly tribal people. There is one or two tourist towns for foreigners to bump around in. While cheap and cheesy knock-offs of tribal objects can be bought there, the people keep their true beliefs largely hidden from foreigners. Not to say they don’t like non-natives, they just don’t feel they have any business in their tribal lifestyle and beliefs. There are events where some dances and rituals are shared, but these are fairly secular and therefore inoffensive when made public events. The people are hardy and intelligent, but not very worldly (save for those who interact in the tourist towns. Most have a wealth of local knowledge, though) and are very superstitious. They worship a myriad of local deities they believe exist in their land, the most powerful and prominent tend to be volcano gods. Since tourism they have developed a written language for themselves. Even then, most of them aren’t literate. In tourist areas literacy of the Natives is at about 70% (much of the remaining 30% being “fresh-from-the-bush”, coming to the towns to work). Sadly there is a growing divide between the still tribal Islanders and the town-dwelling Islanders. Many of the tribes viewing the townies as foreigners in native skins as they have grown too far apart from their native ways. Location: South Eastern corner of the map. Feelings: They seem to like Corvistownes. While most other people gladly spend their money to buy crappy trinkets and gaudy decor, the Corvies that visit tend to be interested in the land and many who do research there work to stop the expansion of the tourist cities to preserve the land. This warrants respect from the natives (though it will be noted: many are also ignorant of the state of Corvie land). They like but are suspicious of Esterberries. Many of the Esterberries that visit for research are interested in the people and the lifestyle. While many of the natives are grateful for the respect and acknowledge that the Esterberries are no fools and can see through the tourist-gauze, they are reluctant to share too much. They like the people of Midori and feel they have a good amount in common with them.
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Post by Bee on Feb 19, 2010 22:11:19 GMT -5
Collab between Bee and her lovely Dark!
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Realm Name: Sedna Ocean
Lay of the Land: It's an ocean. A big one. It is also bitterly cold.
Colors/Patterns: Residents have white fur, which graduates down to parchment yellow; they usually have a line of color down their back as well; the strength of the color varies from person to person. Fur can be either very thick and fluffy, or short and slick-looking. Since the current generation adapted from cold-water-dwellers, Sednians put on layers of warm blubber VERY easily, and most of them exercise vigorously to keep in shape. This is a lose-lose situation for Sednians, as foreigners either poke fun at them for working out obsessively, or poke fun at them for being "chubby and lazy." Many residents make up for their plain appearance by being horrifically mutated (though many are aquatically-themed).
History: A long time ago, some adventurous Cards thought it would be a fantastic idea to construct an underwater city in a bitterly cold ocean. The finest minds, the best of archaic technology, and just a whiff of "A wizard did it!" later, an undersea world was constructed, the expansive City of Mira. The people grew their own food, produced their own oxygen, and inbred the hell out of themselves, as travel was both unnecessary and extremely hazardous and expensive. They built things that modern Corvies could not even conceive of. Their culture flourished. Then they accidentally caught a plague and were completely wiped out.
Centuries later, the citizens that had adapted to life in the oceans themselves moved to the city, and began to inhabit it. Unfortunately, Corvie-level genius went right along with Corvie-level irresponsibility, and currently, the city is still largely a mystery even after generations of exploration, awash with hidden, dangerous artifacts. Half the Cards have become terribly mutated. It boasts a mortality rate five times as high as the world average. Nevertheless, the Cards see it as much less dangerous than life in the water, which was full of vicious predators, and are genuinely curious about their home.
Location: Occupies a vast stretch of territory beyond the charted world, though it surrounds the Solandria Glacier and can eventually be reached by sailing through the waters beyond Josiggy Marsh. It's an ocean, it's big. The City of Mira is generally reached by crude submarines. Travel is slow and dangerous. The Sednians themselves can withstand the water pressure, but MANY a stupid foreigner has drowned trying to swim.
Feelings: People here are generally quite friendly; however, through the devices of their negligent precursors, many of them can be off-puttingly mutated or just...off. Their image is not helped by the fact that many people deemed dangerous have been sent to the mainland, as keeping mad people on hand in an isolated environment has proved a very, very bad idea. As such, the general image of the Sednians tends to be either "harmless ditz" or "ax crazy nutter", and many people are surprised upon visiting the City of Mira to find ordinary and sometimes even very intelligent people.
The mysteries of Mira have proven an almost irresistible lure to Esterberries and Corvies; Sednians make absolute bank giving tours and allowing a small amount of study, though only collaboratively with the Sednians themselves. Mira is dangerous enough without foreigners poking about unattended.
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Post by Bee on Feb 20, 2010 3:14:24 GMT -5
Another joint endeavor by Bee, Dark, and about Six Cups of Coffee. ____
Realm Name: Terhen Crater
Lay of the Land: The region is, as its name would indicate, a crater. It was formed aeons ago when a volcano erupted, carving a large, deep pit in the earth. It is surrounded by thickly packed, tall mountains; there are very few usable passes in and out of the crater. Inside, it is densely packed with vegetation, with a very large lake in the northeast. The lake has a large island in the middle, upon which most people make their home.
Colors/Patterns: Before colors, patterns, or mutations, most people notice one thing about the residents of this realm: they're HUGE. The tiniest of this realm would still be a good deal larger than an average, comparable animal from another region. Their base coat ranges from tuscan red to brown, with black stripes on the hindquarters and the back of the neck; sometimes their flanks and faces have white spots.
History: Gently put, everything in this region is trying to kill you. Giant beasts roam the breadth of the crater, kept in check only by the mountains; some of the flora makes venus fly traps seem like kittens. Most terrifying of all are reptilian monsters, swift and cunning, that occupy the top slot on the food chain. Most Cards occupy the island in the center of the lake, as it is the most defensible position in the crater; many creatures cannot cross it, and those that can are spotted soon enough to be dealt with. There are additional fortresses along the cliffsides and, in a few cases, up high in trees, but the island is the only place continuously inhabited.
Necessity has been the mother of invention for this region; they are surprisingly technologically advanced. Their island fortress is run on geothermal energy, with a surprising number of conveniences. Much of their food is fished rather than hunted; they have a number of small, carefully tended gardens. Men go out in parties to hunt bigger game and miscellaneous resources; women are highly trained in combat and defend the island against attacks, as well as scout. They take hospitality very seriously, and any parties who wish to visit the island are carefully escorted from the passes, and are given every comfort. They also take slights to hospitality very seriously; they take great risks having visitors, so ingratitude is a treated as a grievous sin and could lead to someone becoming carrion.
Location: The crater used to be a volcano off the Mid-Range; now it resides near it, just on the other side of the path that leads to the Court of Clubs. The ring of mountains touches the Lowlands and Torquehelm, but doesn't near the Wall of the Raemblen Bog. Apparently even geography knew to stay away from that crazy.
Feelings: They are highly respectful of visitors from any locale, though they might see them as soft. They aren't terribly keen on so-called cursed realms; their politeness tends to be a bit stiff around Torquehelms, Tulgeys, and Raemblens. Most other regions are extremely intimidated by their size, regardless of their personality, though those who get to know them view them as sort of gentle giants.
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Post by Bee on Feb 20, 2010 3:52:42 GMT -5
Because what SoD really needs are creepy, kind-hearted zealots. I firmly believe this. __ Realm Name: Kinnabari Lay of the Land: Most of the area open forest and gentle hills, though the leaves seem stained permanently with the tint of autumn, running gold and red and brown. The sky, too, seems red and hazy. The landscape features a number of small villages; the seat of the government is a town, Carmine, built around the Carmine Cathedral, the oldest and most painstakingly constructed building in the realm. The area around Carmine is quite literally on fire; ash flies through the trees and flames dance the branches, but nothing seems consumed. Colors/Patterns: Residents are dark hues of red. Thick black lines wind and cross up their legs and slightly onto their torsos, cutting irregular shapes like stained glass windows, or spiderwebs. They are not prone to mutation. History: Kinnabari claims to be the oldest of all realms; this assertion is only dubiously supported by historical records, but the residents believe it completely. The realm has been run by the Carmine Cathedral as far back as records date; their order of priests make the laws, and no one questions their authority. Residents of Kinnabari don't so much dismiss the rules of the Royal Courts so much as subordinate them to their own; they will happily follow any edict that does not contradict their own laws. They follow a strict set of rules for daily life, though beyond the ultimate ones issued by the Cathedral, the exact nature of the rules can vary from village to village. The citizens of Kinnabari worship beings they call the Burning Spirits, a small troupe of fire gods they believe will one day return and set the world ablaze, ushering in a new era for Cardkind. Considering that they believe some regions will rise again and prosper and some will be utterly destroyed, some people take this news better than others. Until that day comes, they please the Spirits by offering them gifts--once a year, they gather seven boys and seven girls, and feed them alive into a fire in the Cathedral. These unfortunate souls are always criminals, sometimes local and sometimes foreigners. Aside from this ritual, residents are generally extremely pacifistic and even welcoming, so long as one watches one's tongue. They like converts, not enemies, and run a number of charitable causes: they rescue and nurse victims of particularly unethical Corvie experimentation and other miseries, and shelter Aces, for starters. Location: It runs along Esterberry and the Yarrow Gardens. Feelings: Most regions are a little wary of them, at the least; no matter what acts of kindness they like to commit, no matter how polite they generally are, it's really difficult to interact with people who quietly, completely believe you are going to burn, and occasionally let you know this. Their habit of burning troublemakers alive does not make the realm a popular destination for tourists, which the residents of Kinnabari are happy enough with. Residents sometimes enter the Courts, mostly to spread the good news about the Burning Spirits and attempt to effect policy outside the realm. Whether or not they are accepted depends largely on how the reigning royalty weighs potentially annoying zealotry against extremely dutiful competency. Kinnabari has a prejudice against Lowlanders to rival Josiggy; they believe them personally blighted for offending the Burning Spirits, and are very vocal, in a polite, back-handed kind of way, about the fact that the Lowlanders will be rendered eternal ash. They tend to like people from the Forest of Kahmden, and have in fact gained many followers from there.
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Post by Greenie on Feb 21, 2010 0:48:23 GMT -5
This is a collab by Kari and Greenie! Realm Name: Vida de Vaude (Nicknamed "Vida" by the teens, and "Vaude" to everyone else) Lay of the Land: Vaude is a sienna - a series of small valleys with nothing but hills in between. The realm has four large, sprawling cities in these valleys, and very little inhabited area in between them. Very few folk live outside of the cities, as being seen as "country bumpkins" isn't very flattering. The land is mostly wooded outside of these industrial centers, and while it is well-explored, it is also almost entirely untouched and very easy to get lost in. The border between the Highlands and Vaude is almost indistinguishable at times because of this. Colors/Patterns: Vaudes are a yellow/orange base color, with randomly dispersed spots of green, purple, and (occasionally) red. Their only common mutation is a brightly colored mane, which usually has several feathers of varying size and color in it in between the hair. Every individual has two masks, one plain one for everyday use (shown) and one elaborate/fun one (may or may not be shown, depending on the individual - see History). History: Vaude was a series of villages stemming from the Highlands some time ago that eventually sprawled out behind the Gardens, and began flourishing as a realm in it's own right, as the stiff-necked Highlander ways never appealed to this group of off-shooters. They developed a series of traditional holidays to celebrate their differences from their ancestors and began using facial and eye masks as a symbol of this difference. Over time it became a society "must" to wear masks, and every card owns at least two - one, a simple, plain, "everyday" mask that must always be worn in front of strangers; it's only acceptable to the Vaudes to show your plain face to family and friends, as they consider it to be a window to your true self. The second mask is a fun, and often highly elaborate mask that is worn for special occasions. Most older cards will only wear it for staunchly traditional occasions, such as weddings, funerals, and the like, but the younger generations have taken to wearing it for whatever they deem special, from a fun outing to a special school function. As the realm grew into prosperity, their towns grew larger and their traditional holidays developed into full-scale, multi-day festivals, the Yarrows began to take notice. Their teenagers began using the "Vida" as their vacation spot, as their getaway from their parents and lifestyles. Gradually this adoption of Vaude as the spring break "place to be" by the Yarrows began turning the very tight-laced festivals into giant drinking parties full of teenagers and young adults from far-away realms raring to let themselves lose. The Vaudes are still not quite sure when this loss of control of their own society happened, but it quickly turned their reputation from "mildly cult-like" to "uninhibited and moral-less." The Vaudes tried to stop the festivals entirely once or twice, but the outer-realmers simply continued on without them; with their own youth joining in and making their once-stringent rules lax, it has become almost impossible for them to stop the endless cycle of partying. Location: It's directly behind the Highlands and the Yarrow Gardens. Feelings: The Highlanders are completely disgusted with the Vaudes, as they always have been. Over time it's grown from a mild dislike of those who "left" the wonderful, amazing Highlands to an outright hatred of what everyone assumes is complete and total debauchery. Most Highlanders are outright hostile to any Vaudes they meet. Every other realm that is aware of Vida de Vaude tends to simply assume much of the same - that every individual drinks, whores, and generally does nothing productive with their life because that's what's been advertised by the youth of every realm that comes to party there. Most cards will not alter this assumption until they meet a Vaude that doesn't fit this presupposed notion.
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Post by seraaches on Feb 21, 2010 20:38:43 GMT -5
Collob between sera and Trebias. Sorry this one is long; the hospital is a horrible place. D8;
Realm Name: The 9 Hells
Lay of the Land: Nine volcanoes that ring a lake of lava. There’s a small island in the center of the lake. The volcanoes are named (beginning at the most northern and going clockwise): Limbo, Lust, Gluttony, Avarice, Wrath, Heresy, Violence, Fraud, and Betrayal. The island in the middle is called Purgatory.
Colors/Patterns: Generally black on the lower 75-90% of their bodies, they have splashes of fiery colours along the tops (hence normally down their backs like a fat dorsal stripe of molten earth). Occasionally, a Demon will be born with markings of colour like cracks on the earth’s surface, thus showing colour all over rather than just on their top half. Such colours are highly prized and guarded. Primes (explained in history) can be scarred and/or mutilated, though the latter implies weakness.
History: The Hells residents are called ‘Demons’, which began as a joke, but stuck mostly because of their society and the personality type required to survive in the Hells. Demons are angry, dark, hostile people with hoarding tendencies in regards to possessions, mates, power, or virtually everything else. Dynastic tendencies are common as clan and tribal wars happen constantly. Each volcano has a main tribe (named after the volcano they live on), which is made up of clans (family groups). Each clan is led by a Prime and generally a clan is closer to a harem than a normal ‘family’. Demons will take outside mates, but will not be an outsider’s mate; a very important distinction. It’s not uncommon for Primes to send out ‘collection parties’, which are little more than raiding parties on other clans, volcanoes, or realms.
If a Demon is not strong, s/he will not be allowed out of the realm. Demons have an almost cult-like society which is also very violent. Aberrations according to rules put out by the Great High Elder—always referred to by his/her full title, and the Card who always lives on Purgatory—are killed, no exceptions. Deviants cannot just escape the realm as they will be mercilessly hunted and slaughtered, often after a long bout of torture. The last Great High Elder was recently killed and the new Great High Elder has ended a very long span of realm isolation.
The Great High Elder is always an older Card with a strong tribe. They tend to be a bit erratic, though the same could be true of the rest of the Demons. There is speculation among certain Esterberries—who try to study the Demons whenever possible—that this is directly related to the sulphurous gases Demons inhale their entire lives.
Location: North of Hisstor Wastes or Southeast of Corvistowne; whichever you think fits best. ^^;;;
Feelings: Demons are generally feared by the other realms, though Corvies prefer these tough Cards for experiments, as long as they can keep them locked up. Demons are banned from the Highlands, due to a terrible incident that occurred over a century ago.
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Post by seraaches on Feb 21, 2010 20:39:46 GMT -5
Realm Name: Elendrien Wood
Lay of the Land: A beautiful, shimmering wood, the trees have iridescent trunks and branches with purple, blue, pink, and grey foliage and blooms. Coloured mosses of lavender, blue-green, and pale pink grow over the trunks, indigent rocks, and particularly slow-moving residents. The ground is covered in teal and turquoise ferns that are equally fast-growing. As such, it can be nearly impossible to track someone through the region; traces of their passing can be gone in hours, and certainly will be by the next day.
Colors/Patterns: Elendriennes have a combination of different shades of purples, blues, pinks, and greys in irregular splotches, a great deal like camouflage. They often have wing-like shapes on their shoulders. Virtually every Elendrienne has the mutation of a prehensile tail, though long, curved claws are also fairly common.
History: Elendrien Woods are considered a mixture of the Tulgey Woods and Esterberry; the residents tend to be highly intelligent hermits. Occasionally they will make their way out into the world, taking jobs as tutors or teachers of small classes. They are uncomfortable in large crowds, hus it’s unusual to see them in the Capital City. An Elendrienne is a lot more likely to hide than to fight, and thus are rarely in the Courts in ‘official’ positions.
Elendriennes are very likely to help their fellow Card, as long as they don’t need to interact with the other whilst they’re doing so. As there are a lot of travelers through their region, they have a lot of opportunities to help those who may get dazzled by their beautiful surroundings and thus lost in their woods.
Location: The Elendrien Wood runs from the tail of Tulgey Wood down all the way to touch Esterberry. It does not border Avington.
Feelings: Most Realms are ambivalent to friendly towards Elendrien Woods, since there has been so little face-to-face interaction. Esterberries find them intelligent conversationalists, though, obviously, not as well-educated as themselves.
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Post by seraaches on Feb 21, 2010 20:40:12 GMT -5
Collab between sera and Trebias.
Realm Name: Misty Vales
Lay of the Land: A series of small river valleys with flat river bottoms, the Misty Vales are named for the mist that rises constantly and heavily from the deeper shallows. The land itself is very eerie and silent; the mist mutes sound and their doesn’t seem to be a lot of wildlife. The world itself seems to be in shades of greys and any occurrence of colour is quickly stamped out.
Colors/Patterns: Vale residents never have actual markings; they are always entirely white or grey, and occasionally black. They have a strange texture to their fur and hair, however that makes their shading seem to have a muted purple, blue, or green hue.
History: The Vales have been severely isolationist for a very, very long time. When they first ventured from their hidden homes, oh, so long ago, two different parties went two different directions. One group reached the edge of Torquehelm, and met some of the most depressed Cards they had ever seen. Another group reached the Tulgey Wood and some of the creepiest Cards. Entirely freaked out by both meetings, the Vales residents retreated back into their homes, weaving tales of the scariness beyond their borders.
As such, the Vale residents have spent generations learning to be silent, still, and to fade into their muted world. Colour is abhorred, and they dress drably. Only recently have some of the residents made sounds about checking the outside world again.
Location: Between Tulgey Wood and Torquehelm
Feelings: Few Realms are aware of their existence, and none have met them; as of yet, there are no real feelings towards the Vales.
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