|
Post by Yuiven on Feb 21, 2010 21:50:57 GMT -5
((Warning-- this entry is looong! XD;))
Realm Name: K'ìit K'ayáa (Key-it Kay-ah)
Lay of the Land: K'ìit K'ayáa seems like a wide, open place, yet the country is closed in. Due to its location between the Mid-Range and Josiggy Marsh, it is an idyllic mountain highland, giving way to rolling green foothills and stretching out to sweeping vistas carpeted with lush vegetation in the eastern part of the country. Hidden deep within the mountains, in a cave, there is a freshwater spring, where the sole river originates. Its waters flow gently then plunge abruptly over a sheer precipice from high up in the mountains. Water continues to tumble along the rocks, periodically erupting into smaller waterfalls throughout the foothills. The river then descends to slice through the valley.
The climate becomes cold in the winter, even colder at higher elevations towards the mountains, and the summer temperatures are relatively warm.
In the middle of the realm stands a tree. Not just any old tree, this tree is special. An ancient tree standing higher than any card-built structure, nearly as tall as highest peak in the Mid-Range with its branches spread throughout the heavens and its roots sunk deep into the earth. The tribe has made their home amongst the huge, gnarled roots surrounding its base, for the tree provides shelter, food and raw materials needed to create tools and weapons to survive while creating artwork to enrich their lives. This tree is the reason for which the realm is named; that's why the natives call their homeland, K'ìit K'ayáa... "the Tree of Ancients".
Colors/Patterns: The inhabitants, the Kìitkáayaians, often refer to themselves as the 'children' of the Tree of Ancients. As arrogant as it may sound, there is a kernel of truth to what they say. Every man, woman and child, young and old alike, has coppery fur- very similar in colour to the bark of the giant tree itself -with a golden mane and/or tail if the hair mutation appears. They have leaf-shaped dappling on their bodies, in any shade of green. Their eyes are either brown or green; any other colour is rare to inherit, and when found it is usually the intimate result of inter-realm breeding.
Just like Yarrows, they are as fond of accessories, using such bits and pieces as feathers, beads, gemstones, flowers, vines and grass, serving little purpose except for decoration. Occasionally, they also paint their bodies with different symbols to artistically represent various aspects of nature.
There aren't any common mutations or deformities linked to the realm. It doesn't matter what species a Card is, they have to make do with what they have and adapt themselves to nature, not have nature adapt to them.
With that said, however, there is one significant cultural and historical mutation which must be mentioned. The Chieftain of the tribe has a small tree growing out of his/her head. It grows over time and changes with the seasons. This little tree is a symbol of his/her office. At any time there is only a single Chieftain, who is believed to be the main spirit of the tree incarnated into Card form, serving to maintain peace between the Mortal World and the Spirit World. When an Chieftain dies, the collective body of spirits chooses the successor, regardless of bloodline. He or she will be born within a week of the previous Chieftain's death. It shall become known who is the next Chieftain when a newborn has a sprout growing on top of his/her head.
History: K'ìit K'ayáa is considered to be one of the oldest of all the realms. For countless generations, the residents have lived in harmony with the Earth, only taking what they need and conserving the rest. This philosophy establishes the Kìitkáayaians as animistic- those who believe spirits exist not only in Cards but also in other non-sentient animals, plants, rocks, natural phenomena such as thunder, geographic features such as mountains or rivers, or other entities of the natural environment. Therefore, it is morally imperative to treat these agents with respect. The population is divided between farmers and gatherers, and those who would protect them. No one is considered "better" than anyone else because they cherish the individual, and hold the right of a Card to own his/her own life as something valid. In order to survive they have to work together. Governance of the tribe is shared by a council of Elders consisting of the Chieftain, Shaman, Storyteller, and several other appointed officials who are renowned for their wise counsel.
The Kìitkáayaians also value beauty, art, music, knowledge, history, and freedom. It is these things that give them something to live for and not just survive. What the realm is most well-known for, other than their worship of nature, is their artwork, especially the hand-carved totem poles. It is an honour to have one of these monumental sculptures on your property. Since they have no formal writing system, the Kìitkáayaians retained an oral history to pass down their traditions, folklore and rituals through stories, songs and parables from the Storyteller to the people.
Being nature lovers, the Kìitkáayaians are a bunch of technophobes, unwilling to embrace such innovations of technology as electricity and indoor plumbing. So, anything "new" and "different" is regarded with extreme wariness until deemed not a threat.
Although Hearts, Diamonds, Spades, and Clubs get along with each other, Clubs are the most revered of the four Suits because of their intrinsic connection to the Earth. The birth of one is a blessing, not only to the proud parents but to the rest of the tribe as well.
Finally, special dates throughout the year are celebrated in a gathering called "Pow-wows". A pow-wow is specific type of ceremony where the Kìitkáayaians meet to dance, sing, eat and socialize to the beat of drums. Depending on the event, the partying could go on from a few hours to one week.
Feelings: Most of the other realms politely refer to K'ìit K'ayáa and her people as "aboriginals," and impolitely as, "savages". No one can dispute the primal beauty of the land. Even Highlanders grudgingly admit that the splendour of K’ìit Kayáa rivals their own realm.
In spite of this claim, Lowlanders fear to tread in K'íit K'ayáa. The Kìitkayáaians wholeheartedly believe in the age-old superstition that touching a Lowlander will curse you for life with foul luck, and possibly horrid diseases (and the grotesque appearance of most Lowlanders only justifies their prejudice). If one of those walking corpses is caught trespassing, the offending Lowlander is either chased out or killed on sight. The outcome depends on how merciful the Kìitkayáaians feel. Afterwards a cleansing ritual is immediately conducted to purge the "taint". This hatred born out of fear makes them a valuable ally to the Jossigies in the cold war against their arch-enemy.
Not just the denizens of the Lowlands feel unwelcome in K'ìit K'ayáa. Though no Morganberry is exactly barred from entering, they can't shake the feeling that they are being watched. That's because the Kìitkayáaians are watching them. Over the years, and as a result of several attempts to exploit, an unpleasant opinion has been developed: Morganberries are fiery demons; the only thing they know at all is greed.
Corvistownians are children of the technological realm. They can't conceive a time before electricity, have never lived in a house without plumbing, and believe that there isn't a problem that science can't somehow solve; therefore they can’t allow the Kìitkayáaians to live in good faith without some modern conveniences. Offers are made often and rebuffed gently with no hard feelings. The Kìitkayáains know that the Corvistownians only have good intentions, but as the old saying goes, the road to hell is paved with good intentions. Besides, they like life the way it is.
|
|
|
Post by Harpsdesire on Feb 22, 2010 14:04:47 GMT -5
Realm Name: Cape Pintada Lay of the Land: Set on the brink of a great, gray-green ocean, the strong salty winds of the cape make it difficult for most plant life to survive. Trees are stunted and twisted by the wind, crops do not thrive and most grass is of the tough, golden brown saw-bladed variety that clings to the sand dunes. During the months of relative warmth, the realm is colored by the bountiful blossoming and heady scent of beach roses in colors from deep magenta to pale pink and snow white. Life is not easy on the Cape, as thunderstorms, hurricanes, blizzards, flood and droughts are all common. Luckily for the residents, the ocean is full of food and the impossibly tenacious rosebushes never deny the land their beauty. Colors/Patterns: Some scholars speculate that the Capesmen are a variant of Midoris, and the similarity in color seems to bear this out. They have coarse, water-resistant coats in a sage green or gray-green shade, randomly marked with shades similar to the native roses. In addition, webbed digits are a common mutation, as are strangely broad and rudder-like tails which assist the natives in their frequent swimming. They may also sport oil glands which help to insulate their coats from the often harsh weather, although they lack any distinctive scent. Another characteristic which sets Capesmen apart from other cards is their rather barrel-chested appearance. This seems to be related to the increased lung capacity which they have evolved over many generations of diving for oysters and clams on the ocean floor. Capesmen can hold their breath for an astonishing length of time compared to other cards. History: Capesmen are excellent sailors, fishers, and navigators of the sea, and they would tell you that they have been so since the beginning of time. They are proud, independent people, deeply rooted in their traditions and fiercely protective of their families, which many can trace back for dozens of generations. Although mostly good hearted and generous, the people of Cape Pintada are private, stoic and not outwardly emotional. The treacherous ocean often claims boats and lives when one of the sudden and violent storms begins, which has fostered many superstitions, most notably the wearing of pearls for luck and protection. Nearly every resident in a sea-going trade will wear a few pearls somewhere on his or her body. Ships are also frequently 'protected' by the inlaying of pearls in the bow. The majority of the population are divers, fishermen and boat builders, with higher-ranked cards taking jobs as merchants, map makers or traders of the plentiful and lovely pearls the divers bring up from the sea floor. Trade is important to the survival of the realm, and they are canny salesmen and negotiators. The dangerous but beautiful sea of the region has an almost irresistible pull for the natives, and most who depart for other realms will eventually begin to pine for the land of their birth. Even Capesmen born abroad are not immune to this deep seated longing, and must at some point return to the sea or risk depression, even madness. Despite this, many young cards from Cape Pintada experience a period of extreme wanderlust and take several months or years to explore the world before returning home to start a family. This is expected, and very rarely do the parents even try to stop a child from leaving. After all, sooner or later they must return to the sea. It is said that the draw of the sea and the wanderlust are at continual war within the heart of every Capesman. Location: Southeast of Villa en Miir Feelings: Most of the other realms consider the Capesmen oddly cold and standoffish. They are not a demonstrative or affectionate people by nature, which some leads some to consider them unfriendly, stuck up or unfeeling. It is commonly accepted (although not entirely true) that Capesmen have no sense of humor whatsoever. Oddly enough, most Capesmen are totally unaware that they make such a negative impression-- they are disconcerted and confused by the unexpected 'familiarity' with which other cards treat each other. For their part, Capesmen (and -women) are deeply attracted to Selkies and consider them the paradigm of physical attractiveness. They are also fascinated (although deeply confused) by the physically similar but mentally opposite people of Midori.
|
|
|
Post by Spiderfly on Feb 22, 2010 14:49:07 GMT -5
Realm Name: Glenmoor Lay of the Land: The Glenmoor is found on the last hills of the Midrange, and the rest of the flat land past that. The soil in this land is extremely acidic, leaving nothing but very low-growing brush populating the landscape. You'd never see a single tree in this environment. In the areas that get more rain the brush and grasses can sometimes be displaced by moss and algae growing on the ground. Around the Court of Clubs is drier land, and because of this, taller grasses and heather grow, making the landscape change from green, to purple, to yellow depending on the time of year. Colors/Patterns: Beautiful jewel-tones of blue with white markings that flow horizontally like air currents. Black erratic brindling along the back, and a black 'beard' that can extend up onto the head, or more of the neck depending on the individual. All residents have a ridge of soft fur down the middle of their stomach which is also black. Residents tend to be a little shorter than the average Card of their species. History: Glenmoor's have one of the more interesting Native languages, and the accent from it carries quite heavily into their use of common. Anyone can tell a resident, or former resident just from the way they speak. They have the tendency to roll their r's in particular. Moors residents are sturdy people. While they may not be as thickly built as the Solandrian's or Selkies they do have a stockier build than many of the other realms. Besides their accents and bright coats, they really are quite un-noteworthy. They tend towards being labourers more than anything, and never really aspire to any sort of 'greatness'. Much of the Court of Clubs staff is populated by Glenmoors as it's one of the closest jobs to their homeland. Those from the Moor tend to like their drink, though in a social setting. Their land may be plain, but they know how to celebrate and have a good time to make the best of life. Location: Along the western edge of the Midrange arching back to the Lowlands. The Court of Clubs is within this realm. Feelings: They can sometimes have a tense relationship with their direct neighbours because of their annual grass burnings. To help promote new growth and prevent the brush from getting too woody they set fire to parts of the land every year. They've been known to let it get somewhat out of hand, especially when they celebrate the event with good drink and food. Even the peat has been known to catch, and this is nearly impossible to put out. They simply don't have the knowledge to better manage the land and do what they were taught from their parents before them
|
|
|
Post by Kitty on Feb 22, 2010 15:38:36 GMT -5
Realm Name: Xennaberg (zen-ha-bur-guh)
Lay of the Land: Xennaberg is a foresty bit of land. Around the edges of the realm the trees seem to be rather sparse but the deeper you go the thicker they are until you reach a giant lake that sits dead center of the realm it's self. However, these trees never get as thick as in the Tulgey Wood and sunlight dapples the forest floor until it sets.Not many flowers grow here, but the trees are quite mossy and a vined plant has made it's self home here, draping it's self through the trees and becoming moss covered it's self. It can be creepy at night... but the thicker portions of trees, generally near the four villages, are decorated in lights to welcome lost travellers.
Colors/Patterns: the base of their coat is a reddish brown (more red then brown really), with patches of yellow and orange along their spines. Their ears, toes (sometimes they'll even have socks or blazes), and tail tips are yellow .... only rarely are these portions ever orange. The most striking feature of this realm is their eyes ... their eyes are always a very light blue, the type that one would generally associate with blindness.
History: Xenna's are fairly out of the loop with what it going on in the outside world, which is strange with their closeness to the Court of Spades. They just .... don't want to know. The silly bickerings and what not between the other realms simply bore them. Between their own traditions and celebrations they consider their lives rather full and tend to only leave every now and again for the Capitol. It wasn't always like this though, the realm was in complete turmoil back in the war they blame entirely on the Tulgey's .... and the realm it's self is divided up into four sections with a village for each of the suits. While the feelings of the realm toward different suits then their own is no longer entirely hostile ... this is a realm that is prone ot elitists. However, they make some of the best court members because of this (They are very attached to their own suit) .... if one could be lured in of course.
The reason they are so attached? Well, it is beleived that one's suit is a blessing from one of the four dieties that suppossdely watch over this realm. Each of their dieties os based off the 'title' of each of the suits .... (i.e. the Diamond or ... 'Wind' diety is a winged serpant, Clubs is an ox type animal with stone structures coming from his shoulders, Spades is a sleek little fox .... almost clear but shimmering in appearence like water, and the hearts is a Badger with a firey mane and eye like embers.) It is unknown as to if this is where the names perhaps originated from ... or if the generations before stole the concept .... Xenna's of course beleive that theirs is the original. A statue of each diety is in it's corresponding village. Each village holds a realm-wide celebration at different parts of the year not only to honor their own diety, but to try and sooth any discrepencies amoung hteir own people.
Jokers, however, are seen as complete abominations and unworthy of life not on their level, but by the level of the gods. There -has- to be something wrong with a child if none of the gods are watching over it upon it's birth. Jokers from other realms should be leery of this realm and it's people, they are prone to hunting them down and .... erradicating the unworthy.
On the other hand, natural born Queens are highly coveted and trained to be the next Soothsayer of their village. Those chosen (and who pass a sereis of tests, if there is more then one candidate) must endure their 'initiation' rights .... each soothsayer is blinded with hot coals upon reaching adulthood, thehtings they've seen up to this point beign considered enough to adequately commune with them the desires of their god, and a silk cloth in the chosen color of the village wrapped around their now unseeing eyes once the wounds have healed. It is a bad omen if the soothsayer screams or cries during this process and the young adult must endure this without a sound.
Those with a suit and powers that do not adequately match, (i.e. Aderlass with the Club suit and Fire powers) are seen by some as something to be feared, someone with a lot of power since they've obviously been blessed by two of the Gods, but to others they are seen as almost beign on the same level as a Joker. Their reaction to such a person could, potentially, be different person ot person.... depending on how the soothsayer reacts and how much weight he/she pulls at the time of course ....
Location: Esterberry, Yarrow Gardens and the Court of Spades.
Feelings: Esterberry's, for the most part, dispise this realm and it's 'foolishness', but some find it fascinating and devote several years to studying the inhabitants and their beleifs. The Yarrow are fairly neutral with them .... unless they get to close to their borders .... which doesntt happen much anymore .... the plants have taught them to steer clear. This realm despises the Tulgey Wood and anyone from it, blaming them fully for all the internal troubles they've had and react with great hostility should they ever meet up with one.
|
|
|
Post by Nako on Feb 22, 2010 15:45:45 GMT -5
Realm Name: Tagwe Crevice
Lay of the Land: Ferreted away from most sunlight, the Tagwe are an earth dwelling folk, the main opening to their realm being a deep crack in the earth. Within it, the crevice is pocked with holes and tunnels leading deep into the ground. Their very small above ground outpost is to the left of the Mid Range, but their underground tunnels spread out wide to the point it is in fact -underneath- The Mid Range.
Colors/Patterns: For being people of the earth, their coloring does not reflect their ruddy nature. Pale to the point of near albinism, their fur is a light shade of silvery pink, though it looks near-white in brighter light, though it can certainly range to a slightly darker pink in some individuals. Along certain points of their body, often on the face or paws are light blue spots and markings that are bioluminescent in the dark. The amount of these bioluminescent spots often vary between families. A common mutation is large and sturdy claws which they dig through the earth with. Because of their life underground in dim light, their eyes are large and sensitive, and they must be equipped with special goggles
History: It is rumored that a great war pushed these people to the crevices, where they took refuge from raids. Slowly they began to build their home their in the caves and crevices until slowly their body and magic changed to suit their new needs in the darkness. They stayed there for many generations, refusing to come back out for fear that the war was still going on. Only in the last generation have they been coming forth to explore. A recent squabble with the Mid Range has been settled tentatively, and trade has opened up once more.
Location: To the left (and slightly within) the Mid-Range
Feelings: The Mid-Range were downright hostile for a while; accusing the Tagwe of stealing resources from underground. It was with great care and help from outside realms that a tentative peace was made under the assumption that the Tagwe had no idea whose realm they were under. The other realms no doubt find the Tagwe reclusive, likening them to the Bog with their distrust and paranoia, as they had been quite sure the Apocolypse had arrived and that the world above was left in ruin. Regardless, their affinity for the earth, mining, and metalsmithing makes them worth the hassle to associate with.
|
|
|
Post by Callypso on Feb 22, 2010 17:41:41 GMT -5
Oh my gosh, this was so fun to do!!! So many fun and unique ideas out there! Good luck to everyone- I can't wait to see the results!! XD XD XD
Realm Name: Gloamin (Glow-mahn) Lagoon (“Gloamin” is Celtic for dusk, twilight XD)
Lay of the Land: The Lagoon is a mysterious land of perpetual dusky orange twilight and consistent chirp of crickets and occasional soft hoot of feathered critters. (Think Louisiana bayous!) The center of the entire area is a giant lagoon that eases slowly into marshy reeds and then into towering gnarled woodlands. The deeper into the woodlands, the darker and deeper the twilight, though it’s never completely pitch black. The outer edges of the Lagoon are crisscrossed with multiple docks and channels for easy navigation. (The Gloamins are great on the water and do a lot of travel by lagoon- one would sooner boat than walk. Lots of canoes, rowboats, rafts;etc in this realm.) The center of the lagoon is seen as the most dangerous, especially for outsiders, as Cards have been known to become lost and found deposited on a random dock several days later suffering from a traumatic psychological episode. The natives believe that those destined for a life change are lured into the lagoon to have their worst fears exploited by the mysterious powers within.
Colors/Patterns: The Gloamins are dusky orange with black tipped appendages (ear tips, "socks" on their paws/wings;etc) that ease into a gradient of brown, tan fading into their base color on their stomachs, giving them the look as though they’re always wading through water. Most have mottled masks of brown or deep green colorations to help blend in with the reeds and trees. Their coats are also unique in that they secrete a very fine oil (it doesn’t make them greasy) that wicks away moisture and allows them to dry quickly (like duck feathers!) Their eyes are usually an auburn brow or a deep emerald green. Occasionally, a Gloamin is born with grey eyes and they are respected as being more in tune with the "powers that be" (see below).
History: The Lagoon has long been closed off from most of the world due to its unique location. Since most Cards are unwilling to brave the Tulgey and Torquehelm tends to depress others, there hasn’t been a lot of exploration of what lies between. (Interbreeding between the Tulgey and Gloamins isn’t unheard of, though uncommon.) The Gloamins are carpenters, using the unique reeds and resilient timber of their woodlands to create sensible yet quirky furniture and wickerwork. Those in the know, however, value the Gloamins for Fathom, a harsh yet sweet liquor made from the distillation of an evolved species of reed (it’s also somewhat expensive, as the liquor takes several years to mature in Gloamin wood casks).
Gloamins are seen as genial, friendly and open, spending most of their free time visiting neighbors or entertaining a few friends. They're good workers but also appreciate leisure and time for reflection and quiet thought or conversely, visiting with others.
They have been seen more frequently as of late as Avington’s trees have slowly blended with the native Gloamin woods to the south, making it easier (and less intimidating!) for travelers to explore this interesting region.
Location: Gloamin Lagoon is surrounded on the west by Torquehelm with the Tulgey to the east and northernmost portion of the Lagoon. Avington rests at the southernmost tip of the Lagoon.
((I could also see the Lagoon bordering the eastern portion of the Tulgey woods, with it's northwestern parts below the Bog and northern/northeaster hugging the Lowlands.. if that fit better??))
Feelings: Those that actually chance to meet the Gloamins are usually pleased to find that they’re a rather friendly bunch. The depressive aura from Torquehelm to the east and the runover magic from the Tulgey to the west have affected the inhabitants with thoughtful introspection and a lazy, whimsical humor. Gloamins try not to take themselves too seriously, as they know there are many circumstances that are out of their control and there’s no point in worrying about it. (As such, they're not that concerned with rank or suit; even Aces are seen as people, but treated as the "hillbillies" of the realm.)
Those realms that do know of the Gloamins’ existence view them as a vaguely superstitious group, though the Lagoon inhabitants would disagree. The natives hold a general wary respect of the “powers that be,” whether referencing the tricky lay of the land itself, the magical powers drifting from the Tulgey or the mystery surrounding the center of the lagoon.
The Gloamins are pretty neutral toward most of the realms, though they are perplexed and slightly bothered by the ambition of the Morganberries and political consciousness of the Highlanders, as they don’t understand the point of manipulation or feeling extreme unhappiness for a given lot as so many outside forces can change anything at any time. If any inter-realm scuffles occur (it’s unusual), it will be with the Solandrians, as the Gloamins feel that the Glacier- folk will one day get their comeuppance for their psychological abuse and general cruelty.
|
|
|
Post by The Jenn on Feb 22, 2010 18:47:58 GMT -5
Whee, a little over four hours remaining! If anyone has any more realms, now's the time!
|
|
|
Post by Tigeress on Feb 22, 2010 20:09:16 GMT -5
Realm Name: Aurata Lay of the Land: It’s a very small sacred village, a clearing in the center of the forest that doesn’t take much time at all to explore from one end to the other. The ground is flat except for one rise at the northernmost end, and one at the southernmost end, where the seers of the two alignments tend to come together. Colors/Patterns: For those with the life alignment, coats tend to be a dreamy blue-purple, speckled with silver down the back, and Siamese markings that fade from silver to a warm red-pink. The silver making next to their right eye is usually swirly and soft, and their eyes are a milky iridescent blue. For those aligned with death, their coats tend to be a dark, dull red-brown, with silver speckles down the chest and throat, and Siamese markings that fade from dark blue-purple to black. The silver marking next to their right eye tends to be sharp and jagged, and their eyes are a lightly shimmering deep grey. History: Auratan seers are a tormented race. In modern times they’re pretty reclusive and jaded towards the outside world due to a long history of abuse, both life and death alignments alike. As soon as their talents were discovered, they were quickly exploited. A past Queen of Hearts was obsessed with knowing any possibility of her death and discovering the situation surrounding her brother’s death, and so kidnapped and enslaved an Auratan feline of the death alignment. Each Aurata has a ‘trigger word’ which can put them into a dreamlike state for visions, which they discover after having their first vision, and it was forcibly coaxed out of the feline and used against him. The visions usually take severe mental and physical tolls on the user, and the feline died eventually during a vision. The life alignments don’t always have the most pleasant visions either, and as soon as an Auratan swan predicted the forming of a cancer in a noblewoman, she was executed on the spot. Auratans can’t lie about what they’ve seen if asked directly, but sometimes it’s a little hard to swallow the truth. Because of their perceived connection to a higher power, Auratans were commonly employed as priests for ceremonies of blessing and burials, to bestow luck in life and to properly wish on spirits to a peaceful passing. img.photobucket.com/albums/v301/Tigeress_Rikku/Aurata1.jpgimg.photobucket.com/albums/v301/Tigeress_Rikku/Aurata2.jpgLocation: Behind Avington and Torquehelm. Feelings: To most regions, the existence of the Aurata is a myth. Torquehelms are told that they were the creators of their curse, Avingtons are told that they can steal their secrets in dreams. They’re the mystical boogeymen of older times, though some older Cards remember a time when they were treated with respect.
|
|
|
Post by Vyn on Feb 22, 2010 20:54:41 GMT -5
Realm Name: Jorote
Lay of the Land: Jorote is a small stretch of tundra against the Lowland border of the MidRange. For 3/4ths of the year this chilly little region is covered in snow but there are a few short months in the summer where the snow briefly melts and the region is covered in beautiful fields of blue and white flowers. Flowers, however, are the best the region's soil has to offer. The small window of opportunity in the summer combined with the permafrost and Jorote's proximity to the Lowlands has left Jorote with terrible soil quality - only sparse shrubberies and the flower fields grow here.
The Mid-Range shoulder of Jorote climbs up into the mountains and not even the summer months are free of snow. A chain of heated springs was recently discovered in the mountains of Upper Jorote opening up the region to public intrigue. After years of being avoided as a rough, unpleasant territory the rest of the regions are starting to call Upper Jorote a brand new vacation spot.
Colors/Patterns: Jorotes are usually a rich blue with a white or pale blue underbelly and black points (socks and ear-tips are most common). Tails are always white with black bands. Less common but not unheard of is dark blue (or, rare still, black) striping around the legs and (in extreme cases) expanding all the way up onto the the shoulders/haunches and back.
Jorotes being warlike in nature have taken to more aggressive mutations like defensive spikes, rooster-like leg spurs, over-sized claws, or sabre teeth. Elongated tails are also very common and quite prized but are, admittedly, quite useless for Jorotes which pursue a mercenary life.
History: Jorote are a an exceptionally structured region, militant and a bit overly blunt but otherwise well-mannered and inventive. They're survivalists and will usually take whichever option proves to benefit them and their family the most - even if it isn't always the 'right' decision. In a region where even the soil has turned against you, survival is the only option.
Mining has been the primary trading resource in Jorote since the first Cards began to settle there and the Ironworks have been the savior of the region… up until the Lowland/Josiggy fighting started to spill into their region. Unlike the Neutrals in Sorgaire who cringed at the sight of fighting, Jorotes took the unfortunate event as a blessing in disguise. Fighting not only pays well, but a strong ally with Josiggy brings bountiful trade as well.
Now, in only the last decade or so, a lucky Jorote discovered a chain of heated springs lost in the mountainous Upper Jorote and opened up an avenue Jorote never thought it would see: tourism. Even with the outbursts of fighting in Lower Jorote, Upper Jorote brings cards from regions all over to get a taste of the refreshing hot springs and Jorote's famous 'Lotus Warriors'.
The 'Lotus Warriors' are beautiful and elegant children of Jorote who, unlike their brethren, have been born without the aggressive mutations of their region. At a disadvantage without their naturally enhanced weaponry the 'Lotus Warriors' turn their focus to ceremony and performance instead.
Location: A thin area between MidRange and the Lowlands.
Feelings: Jorote and Josiggy have been allies for longer than most can remember, but other regions are more hesitant around them. Their aggressive physical mutations and militant attitudes lead most to believe the worst on first glance, though the hot springs are quickly changing perceptions of Jorote.
|
|
|
Post by /|/afamere on Feb 22, 2010 21:33:10 GMT -5
Realm Name: Paradise Valley (The Valley) Lay of the Land:Paradise Valley is much like any other land, it has it's wonderful sights and even its places that you would rather not visit. The Valley is also considered to have more clearer waters than the Silky Lakes, gardens, valleys, even fields considered more precious than even that of the Yarrow Gardens. This place could be considered one of the most beautiful places in all the realms. With greens very vibrant, flowers always seeming to be in bloom even during the winter months. This place seems to be in constant flourish year round. Colors/Patterns: Those that reside in The Valley tend to have normal colors such as the colors of the lands, though very dull. The most common color is grey and white. They have patterns that resemble a large oval in their back with a single opposing color dot in the back. So if they are white they would have a black oval and a black dot, if they were grey they would have a lighter or darker dot of black or white. Though their giving pattern is that they all look sickly. Due to their constant replenishment of their region they have higher chance for many kids. History:Paradise Valley, once known for its high concentration of gold and silver had become a grave yard from the constant digging of mines and settlements until it became a blight on the very land itself, where little to nothing grows. This place was once considered to be one of the most promising places in the realms with constant development and economics due to its high output of precious metals. It was several generations later that a witch doctor had found a plan to remake the Paradise Valley become whole once more. To become one of the most beautiful places to ever come to, but little did he know that what he had done and the spells performed had created a monster. This Monster is the very land itself, draining its inhabitants of their energy to fuel itself to become beautiful once more. Those that live here think that it is their duty as the new generations to pay for the mistakes that their forefathers had caused, to give all that they can to the land in hopes that it will be satisfied. Thus high concentration of births give the land more to feed off of, though must children don't last until adult hood, and even the fully matured ones die off from the constant drain on the populace. Even when the inhabitants leave the realm they will always feel the constant drain on them from across the regions. Location:]/b] it is a rather remote region that is considered to be off to itself. It is nested near Corvistowne and Ville en Miir.
Feelings: Most have forgotten about this place save for Corvistowne, for one being the closest to them, and two being their source of trade for their tech and their goods that the Valley needed when constructing things to move much dirt around. Though many Corvies don't even go to the place any more for fear that the Valley would consume them just as well as the inhabitants. Most other regions considered them the Cursed Ones being afraid that even being near one would contract the same thing that they themselves have.
|
|