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Post by Trebias on Dec 9, 2007 2:03:14 GMT -5
Realm Name: Matal Barrens
Lay of the Land: A very small region, the Barrens has several complex cave systems that span above and belowground. They have very little useable land for agriculture or other resource development
Colors/Patterns: Colour is exceedingly important to the Barrensdwellers; their colour determines wot sort of training they will receive and their placement into their unit. Barrensdwellers come in one of five base coat colours: olive green, dark blue, light blue, brown, or khaki. On top of this they have a sort of striation of colour, in darker and lighter tones of their base coat and occasionally of white, gold, or red.
History: The Barrens have never been overly conducive to any sort of agriculture but, once upon a time, they could support small communities of farms and ranches. Due to the small amount of area versus the growing population, frontier warfare soon broke out; a vicious and terrible form of battling that not only led to massacres, and wholesale brutal slaughter, but also managed to further destroy the little agricultural areas they had.
Upon birth, each Barrensdweller is assigned to a unit; they will train with this unit for life, spending virtually every waking moment with their unit rather than their biological family. Each 5 member unit is made up of a Card of each colour. Upon their assignment, they receive two brands. The first is a two-digit number reflecting the year of their birth, and the second is a unique symbol denoting their unit.
Location: Matal Barrens lies by Villa en Miir and Morganberry.
Feelings: The surrounding regions don’t care for the Barrens because their internal conflict often spills past their borders, causing mayhem and destruction. Most other realms appreciate their determination and excitement though not necessarily their ruthlessness.
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Post by Satra on Dec 9, 2007 4:19:56 GMT -5
Hooboy, let's try my hand at this, shall we? ^^; Edited. Hope y'all enjoy!. :3 EDIT 2: pic added! Also, exported good noted. EDIT 3: Various nit-picking, because I'm anal. Also, I just now realized that I never apologized for how long this is. xD Sorry. I had a general idea then when I got to typing, the fingers wouldn't stop. xD Sorry! EDIT 4: More nitpicking. You know what's funny? even despite all this, there's probably still going to be typos and information that I'll go: "D'oh! forgot to add that!" xD HOMG! Judging today!!!! I'm so excited! :DDDDD Realm Name: Raemblen Bog Lay of the Land: Heavily wooded bog-like region. The drier portions of the land tend toward the south of the region. It is heavily forested (which lessens the further east you go, it eventually fades into a valley) and dark and humid, but with moderate temperature. The large amounts of flora insulates the region, but the sheltering from light and it's location keep the area from getting too hot. Wind is not a commodity here save for the borders, so the air tends to be fairly stale, if not outright hard to breathe for foreigners (despite the toxins, that is). The air is often described as "heavy" or "thick". The borders of the lands are lined with a broken down cement wall that has seen little repair on all sides as no one likes going near that place, even just to the border. This wall prevents the waters from that land from seeping out into neighboring regions as possible. The paths are overgrown and untended. All paths, even the unused and no longer are riddled with signs, especially along the borders, of warning and the dangers of the toxins within. A low, dense fog carpets the ground. Within the town itself, everything is elevated above said fog. Prolonged submergence of it results in... problems, ranging from physical (failing lungs, bleeding lungs, usually) to mental (insanity from mild to severe) depending on the length. The dense fog makes it very hard to see the ground and whether you are about to step on hard(-ish) ground, quicksand-like mud, or water. The town is always having portions rebuilt as the water rots the wood. Also, the town is centered around the largest tree in the forest where the Avians roost. On various twigs of various branches, the branches on the tree, on the tree in the hole, in the hole in the bog, in the bog down in the valley (oh!). The land reeks of death (rotting things and the like) and sets even the most magically dense with a sense of unease. The Bogs have a very dark aura, very much like the Tulgey Woods. Colors/Patterns: colored sketch of the typical human outfit from the region. Similar to the Tourquehelms and their bindings, the Bog residents are provided with a mask at birth. The mask is equipped with an air-conversion magic system when the individual wants to leave the region (the gem in the middle of the forehead of the mask). Even if not worn on the face, a Raembler will carry the mask with them. Why do they do this? Probably due to the fact they're all a little mad. Neutral colors, but with a bright sheen. The coats are not highly prized for their beauty at all. The base color is a grayish-reddish medium brown with random blotches of dark purple and speckled with flecks of pale yellow (imitating what little sunlight get through the canopy) to blend in with their surroundings. This is an absolute must as life is very difficult here. Many predators to be wary of. Also, their coats are covered in a naturally secreted oil. This oil, while making their coats rather unpleasant to the touch, is so absolutely necessary to their survival and comfort to living in this region. It does make their coats shiny, though. The mud and water is laced with residual poisons (see: History). If this poison (from the mud especially) stays on the skin too long, it will chaff and cause extreme irritation. If it gets into a cut (or causes a cut as the irritants in the mud can tear open the skin if left on too long, and cleaning it with infected water really doesn't help, either) the poisons cause the worse of infections that many times lead to blood poisoning. The fur is thick, coarse, and oily to keep the liquids off the skin. Their eyes are typically very bright and piercing in color, amber being the most common (but not overwhelmingly dominate). 90% of the inhabitants have slit pupils, even in the human form. There are flowers that bloom here and the inhabitants are known to wear the flowers in many ways. Behind the ear and woven into the beadwork that often adorns their fur is the most common. Circlets and necklace-type things are usually worn only by children. A large majority of the inhabitants have webbed feet and, for the furry inhabitants, thicker hair than usual in the ears. The second most common (and most prized) mutation is a second pair of eyelids (these are clear, used for underwater). Albinism is more common here than most other places, but the low immunity of the albinos causes them to live very short lives. All of the inhabitants of the Bog suffer from some form of mental instability, mostly very mild, but severe mental insanity is the third most common 'mutation' (particularly those born with broken masks). The rarest mutation is a pure white coat, but missing the albino gene. This is considered the most beautiful as the sheen from the oils on the coat remain, glazing the white, making it extra shiny. The coat is still coarse and oily to the touch, but much more attractive (though lacking in practicality for the region) than the average Raemblen coat. History: Magic. While many use it as a practical tool, some use for darker intents. About a century and a half ago, the Raemblen Bog became the home to many cults. The land between in the Tulgey Woods below the Golfham Marsh was, while claimed, uninhabited and perfect (the map has changed since then). It was far away from the Capital, next to lands that kept to themselves, and secluded. These cults dabbled in the "dark" arts. And, long story short, the cults began fighting one another in a mullti-sided war that got out of hand. The black magic was so heavy, it began tainting the lands. The metaphysical poison was so thick, it became physical. The water, the air, the food from the lands, all poison. There were no survivors. However, the war did not go unnoticed. Reports of strange going-ons had been happening up until the war. When the war broke out, full panic broke out in Golfham Marsh (residents of Tulgey Woods were unknown of then), but help was not sent for. Many of the "residents" of the Raemblen Bog were Marsh residents, and word of this getting out would be a bit of a chip on the shoulder of their reputation. Fortunately, the war was in an isolated enough place that it took time for word to get around. A vast amount of energy coming form the place was detected and so by the time the capitol and the Courts responded and investigated, most of the evidence was destroyed by the war and any left over was covered up by the Golfham task forces. Clean up and investigations then ensued. A barrier of a concrete wall (with a VERY deep foundation as to prevent groundwater seepage) was put up around the area to stop the spread of the toxins. However, clean up took much longer than expected and the workers had to live within the barriers of the Bog. Then after a few years, all word from them stopped. It was widely known the sci-mages (like a mix of scientists and mages, alchemists that work in the field rather than just labs) were dropping like flies. Hundreds altogether from all the regions were sent, but at the word of this, all funding stopped. It was decided to just keep the barrier up, stop sending resources to the wasteland, bring home the workers, and let the land purify itself. What actually happened was the equipment was sub-par. While they wore masks and breathing tanks to protect themselves from the fumes (which were much stronger then than now), it was a relatively new invention. Toxic fumes would leak into the air supply slowly adapting its prey into the environment. Clean air began to burn their lungs and the explorers delved deeper and deeper into the bogs, shunning clean air and unable to communicate with the outside world. Because the physical toxins were so thick, the ethereal poisons of the residual magic went largely unnoticed, seen as not much of a threat. The physical barrier set up did not keep the magic from spilling out. This dark magic affects the Tulgey Woods and Golfham Marsh today, making their auras as formidable and unwelcoming as they are. Only very, VERY recently have the residents of the Raemblen Bog begun to make contact with the outside world (like, just this past year). Though the air of the Bog has cleaned itself considerably, it is still quite toxic and the residents have adapted completely. They have to add an air-conversion magic system to their masks when going outside their lands. Location: Between the Tulgey Woods and Golfham Marsh. Very small strip of land, ends about half way on the length of the Tulgey Woods and extends a little bit beyond the western border of both lands. The border is very distinctly defined by the wall. Feelings: The rest of the world honestly doesn't know what to do with these people. The're too new and only a very small handful have contacted the outside world, mostly in Golfham and Tulgey. The Golfham Marsh (at least those who know the secret) are desperately trying to cover this all up. As to be expected, the hoity-toitier regions will look on them with pure disgust. Overall, they are not an attractive people (not to mention the smell and aura that lingers over them, not matter how much they bath) and their land is even less so than they. They also are not as class-conscious as any of the other lands. For as difficult as it is to live there (the infant mortality rate is very high), they recognize that everybody does their part and everyone is needed. However, their glasswork has quickly become renown for it beauty. Made from the toxic silt, there is a rainbow sheen to the glass. Though made from poisonous material, the toxins are no longer present after the process. It's their main export.
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Post by Greenie on Dec 9, 2007 16:44:56 GMT -5
Realm Name: The Caves of Astralorn
Lay of the Land: A dark, but not precisely brooding place, the Caves aren't known for having much light. It's difficult to place a word to the caves--they aren't quite mysterious, for all one has to do is walk in to one to explore. No one has been attacked, or gone missing, yet most are still apprehensive about simply walking in. They aren't overly scary, unless you're afraid of big, dark caves. They're not surrounded by a thick forest, and eyes don't stare at you from the cave ceiling.. most of the time. The area is a network of caves, some small, and some large, and the majority of the Astralornians live in the center caves, which tend to be in the middle range, and the easiest to live within. Small pools of water from underground are usually found in these caves, and the Astralornians have made "pathways" of sorts that make it easy to get in and out of the caves.. if you know where you're going. The caves themselves are usually fairly dry, as any weather from outside rarely reaches beyond the outermost caves. They are highly dark, having no access to the sun, which means the only potential source for light is from a lit fire. Most Astralornians don't need fire, though how this is, few outsiders know. It is reputed that Astralornians are nocturnal, but it is also reputed that they put mice brains on crackers and have them for a snack, so it is up to the listener's discretion on exactly how much of this is true. Something that is completely true is that they don't necessarily discourage visitors, but rumors naturally come forth from a place that no one can really describe.
Colors/Patterns: Astralornians come primarily in darker hues, with black being the most common. Deep violet, navy and marroon are somewhat prevalent, though green has been known to occur. Lighter colored Astralornians are almost non-existant, such as orange, yellow, or pink, and white has never been naturally born to one. The Cave dwellers do not come in solid colors, either--they are striped. They are only known to alternate colors with black (with the occasional SD being black/black, and thus, entirely black), and the placement and thickness of stripes seems to vary randomly. One thing that is common for all Astralornians is that the stripes are straight. (While it could be possible for stripes to be jagged through mutation, the possibily of acceptance by other Astralornians for this is small.) The only common mutation of the Caves is that of wings. It would be difficult to constantly have to walk throughout the caves (and many of them would be difficult to climb up and through) and wings capable of flight have naturally evolved because of this.
History: Well known to the Torquehelmers as being strange creatures that appear entirely on whimsy, the Astralornians are not spoken of much in history. They aren't secretive, but merely selective--they generally expect you to look astonished if you speak to them, especially if they are ranked further up. The Astralornians love to travel and move about, and as such, few Astralornians actually live in the Caves, which only serves to add to the mystery. Astralornians are widespread, with only a handful of them in each region. (Considering that the Caves are are a relatively small place and do not support a large population, this often adds up to roughly five in a large area.) Astralornians tend not to be hard workers, as they prefer to spend their time doing what they see as productive things, such as lazing about and spreading even more rumors about their hometown. They often mooch off of unsuspecting tourists--especially those residing in the Capital--and then disappear the next day, never to be heard from again.
Astralornians don't like much to be known about them in hardcore facts, but are always tickled when they hear silly rumors.
Location: The Caves of Astralorn are nestled between the Tulgey Wood and Torquehelm. The placement of the caves between two strange regions only serves to enhance their reputation of being odd.
Feelings: Astralornians are reputed to be good friends and neighbors to those of Tulgey Woods (despite the fact that few believe SD exist in the Woods, the Astralornians know different). They are on pleasant terms with regions like Torquehelm and Corvistowne, though they have been known to treat the Lowlanders and Jossigy's with something near contempt. They are mostly a mystery, something of an enigma to regions like the Forest of Kahmden and the Yarrow Gardens, and thus are not spoken of much. The Highlanders know of them, but how much they know, is not exactly known.
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Post by Tigeress on Dec 9, 2007 20:51:10 GMT -5
Realm Name: Illoren
Lay of the Land: Not at all unlike it's neighbours, the realm of Illoren is dark and foreboding. There is an aura of sadness and fear which envelopes the entire region. Made up of dizzying slopes and cliff-like regions, it's no wonder not many people even knew this place was inhabited until very recently. Most of the structures are extremely basic and hidden under grassy or rocky ridges that extend over the gaps in the chaotically uneven landscape. Residents even have gone as far as to 'make' land to fill in the gaps, though if a passer-by were walking over them they might be in for a tumble. Abandoned castle-like structures decorate high points of land, but they look as if nobody has been inside them for years, and surely nobody could be living inside of them now. For some reason they were never fixed up, just... left as misleading rubble to make the land look even more abandoned.
Colors/Patterns: Burgundy, or rich brown striped with winding, vine-like bands of silver, aquamarine and/or amethyst. In such a barren and dreary realm, nobody can explain the rather elegant and regal coloration to the residents, they can probably be attributed to a history not known to most travellers. On top of this, residents bind their eyes, mouths, or ears with... well, whatever is available. They used to use silk cloths, but lately some residents have been getting desperate, believing they must punish themselves further before they will be able to rebuild their society without falling into previous habits.
Residents don't tend to talk to... well, anyone. When outsiders come to visit, or people pass through, they often scurry off to hide and wait for everything to be deserted again. If you can coax them to talk, they're very skittish, and have a habit of glancing towards the sky nervously. Perhaps searching for the Joker to return and punish them further.
History: As one might have guessed, the Illoren used to be a rather proud and established people. They built great castles to honour themselves, held great parties and banquets, and were obsessed with power and wealthyness and how they could use this to control others. Of course, this was their greatest downfall, for when they finally found power, it was not the kind they were hoping for. A talented Joker, irritated by their overconfident and smug nature, corrupted them from the inside, asking to be part of the higher-up families (no blood relation, they just banded together to appear more glamorous), while bestowing certain people with powerful gifts, and weakening others, until jealousy tore them apart with plots, murder, and more. Believing the Joker was sent by some greater being to smite them, they now have taken a note from the Torquehelm people and have given themselves bindings of sorts so they never forget their foolishness while trying to repent. These bindings are over the eyes, ears, or mouth, and do indeed represent hear, see, and speak no evil.
Location: It wraps around Tulgey Wood and Torquehelm.
Feelings: Nobody really has had enough time to establish any feelings about the Illoren peoples, as no single region really knows exactly what happened to them, or who they are. Also, not many care. They aren't a threat to anyone in their current state. Certain Avingtons have curiosities about them, perhaps due to some of them having secrets that enabled them to get the true inside information about the Illoren people and their own personal self-made curse.
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Post by FlyingPanther on Dec 9, 2007 22:35:04 GMT -5
Realm Name: Faerdell Lay of the Land: The land is completely desolate. It is a desert, the only 'living' things being its inhabitants, the skeletons of trees that litter the landscape...with...strange glass orbs within most all you see, which glow at night, and a purplish black plant that only grows in this region below the trees with orbs, known to the regions inhabitants as 'Nightshade'. Suprisingly, however, the region is not really as hot as a desert should be, it just....doesn't seem to be able to hold very much in the way of 'life'. Colors/Patterns: The people of this region can vary slightly in coloration. Their base colors are usually something along the lines of silver, or slate silver blue, and rarely white. Their eyes have X like markings over them, usually either black or a purplish black. All along their bodies and on their faces, they have beautiful swirling smokey looking markings, either a darker silver or grey, and rarely a bright blue or purple color. They can also have multicolor swirls. The swirls originate from a sharp point either behind the X's on their eyes...or at their sholderblades, and taper out and down from there along their bodies. ALL of the people from this region have blank white eyes, no irises or pupils or anything. Just stark white. They can NEVER be any other color, and if it is...this is usually because they are either blind or cannot 'see' with the use of the Nightshade. They are not BLIND however. It is thought that their eyes turn white when they finally see the dead, and stay that way to help them continue to see the dead. History: These people, are said to have come from both Torquehlem, for their 'morbidly depressing' obsession with the dead and trying to become one with them in life, and from Tugley Wood, for their rather creepy demenor. This may be true, though their markings and coloring suggest that this is possibly only a half truth, if not a truth at all. The people of Faerdell always seem to be in a different state of mind, a far far away one. The reason for this, is deeply embedded within their culture...and their pasts... You see, when the people had first come to Faerdell, the land was as desolate as it is now, though the settling groups didn't know this, and wandered around the tiny region that they called their own, and slowly...people began to die from lack of water and food. Their leader, was a man known only by his deeds, his name lost in time. He was a glass blower by profession, and naturally...in this strangely desolate region, he was able to find enough sand to continue his trade as a bit of a hobby when the colony rested for the night. For each person that died, he made a bit of a 'tombstone' for them, in the form of a large clear ball, which he placed safely within the branches of the dead trees that litered the area. One night, there was a large sickness that swept through the camp, and they were all unable to move for a couple of days. Many continued to die, and the man continued to make his glass balls which he placed in the trees to remember them by. One night however, he noticed as he was putting the balls up, a faint glow within one of them, naturally...this startled him and he accidently droped one, which immidiately shouted. Legend says that from the shattered ball came a scream of utter agony, before the silence of the night was returned. Completely shaken...he returned to the camp with the news, to which the people of the colony could only have one conclusion. The glass balls that he had created... were housing the souls of the people who died within the colony. People were so desperate to regain a part of the ones they had lost in their journey for a better life within what was to be known as Faerdell and the sickness that they quickly took up their leader, the glass blower, as a spiritual leader. They asked him to continue to make the balls for each person that died, and asked him to teach them as well. He did so for a long time, until everyone knew the craft, and soon they were making their own for their dead. Then they asked him for something else...something he thought truely impossible. The ability to commune with the dead. He stressed about it for some time, not knowing what to do. To commune with the dead was a rare thing with any people if it exsisted at all....why did the towns people think he could give something like that to them? The truth was that over the course of the time they had believed him their spiritual leader...he had gained the respect similar to that of a Pope. They believed their was nothing that he couldnt do to bring them their dead back. It was some time until he came up with the solution...as rains are very scarce within Faerdell. He noticed, that below, at the roots of the trees that were seemingly dead, that held the glass ball memorials, plants started to grow. These plants were black in color, with a very faint impression of purple in the right light. This, he called Nightshade, not because they resembled at all the plant that also carries that name, but because they seemed to grow more in the glow of the balls at night. In the morning he would often find the plants again, after experimenting by pulling them out. The leaves looked very similar to tobacco...and he took it as a sign, that maybe they were ment to be smoked. One night, he created a glass pipe, letting it cool before he stuffed the bowl with the leaves of the Nightshade. After taking a puff, he immidiately began to feel different, calmer despite the dizziness in his head. He suddenly felt, very far away, as if he was walking outside his body, though he knew he was walking as he stepped forward. He didn't really know what to make of it...other then maybe realizing he had found a new halucinagin, when he turned towards one of the memorial trees. Suddenly, he could see them....hundreds of them...standing and glowing beneath the trees of the memorials. A young child came bounding towards him, one he recognized as a good friend's boy that had died during the sickness. The boy simply said, "It's about time you figured out how to use it...", as was the characterisically snarky nature of the once-alive boy...before he himself passed out from shock. The legend continues to say that he went back to the camp in the morning when he came to...and the colonist looked at him as if they had never seen him before. The reason being (though unknown to him), was that he completely looked different...his coloration had changed to match that of the colors of the regioners now, and his eyes were a dead white. The colonists, not having ever seen someone like him before...and fearing him some demon, beat him to death, all the while he screamed asking them to believe it was him...and to just smoke the Nightshade and they would see for themselves. After he died...the secret of the plant died with him for many many years, until much later...when the colonists had finally learned to beat the odds against their enviornment, and had grown to a considerable size. Some still remembered the old myth of the plants....and while they had continued to seek a way to commune with the dead in the glass balls, they had been unsuccessful. Finally, after several years, someone dared tried the dying man's screaming last words, with a group of onlookers, to make sure he would be fine. Before their very eyes, he to had changed into the colorations of the old man...and he raved and screamed about seeing ghosts. The others took the information to the others of the colonists....and on a set day, they decided they would all try the plant...and see what happened. The day finally came, and they had all prepared for it by making their own glass pipes...(yes, the tradition of glass blowing had passed on), and they also had the same effect. People rejoiced seeing loved ones, old friends, loves and children. But they never saw the old man who had figured out the secret of the Nightshade plant, because upon his death...it had been forbidden for anyone to make a glass ball for him, due to the fact they thought him an outsider. Now, all the people of that region ever do, is smoke Nightshade, and spend time around the trees with the memorial glass balls of their loved ones. Many who visit the lands think them all drug addicts, and the truth of the plant seems to evade people to this day. Is it truely a hallucinagin that makes people THINK they see the dead? Or is it actually the gateway to those who still walk amongst the living? It's chemical compound astounds Corvistownian researchers to this day. The people of Faerdell have always henceforth looked the way tehy have, including babies born. Those who come from other regions however, when they smoke the plant, only have the side effect of their eyes turnning pure white....they do not change their region colors. This...also stumps scientists. Location: It is located in the little gap between Torquehelm and Tugley Wood. It doesn't extend past that point. It is an extremely small region. Feelings: The world has one of either two universal feelings about them. Most scholars and non-believers, tend to think them all drug addicts who's made up use for their 'spiritual' plant is their excuse for their large consumption of it. Others who believe that the plant actually has the properties the Faerdian people believe it does, sees the region as a spiritual ladder to the realm of the dead. Many people desperate to get in contact with the dearly departed often come to Faerdell and attempt to use the plants in their own reunion ceramony. The entire region is filled with Glass blowers, and people that specialize in making glass. It is said that the most beautiful glass can be found here, and many seek to gain glass beads or home decorative pieces from this region's people. It is their main sourse of trade that allows them to gain food, water, and other nessesities. Even if people are off put by their customs or their slightly frightening 'far away' demenor, they will gladly go through any discomfort for their priceless glasswork.
I'd like to add just a word, that this is by far my favorite entry of mine, and one that I really hope you will consider XD;. I've been having this idea in my head for a while now, after one fateful night around christmas while looking around the neighborhood at night, looking at all the pretty lights XD. If you don't end up using this idea...I would very much like to take it back and use it on a future adoption or something else >.>; who knows. But yes Lots of example sketchs for this region in the future thats for sure XD; Where it is located on the mapFast sketch of how the trees and terrain look. Also a picture of 'Nightshade' as well as the memorial glass balls, glowing faintly.
A Faerdian wolf saying it's last goodbyes to a loved one. In this wolfs case, he has a rare bright blue coloration in his smokey markings and those markings are starting at the sholder instead of at the back of the eye. He's a fairly normal looking Faerdian except for the blue color...which isn't even as rare as purple.
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Post by Bee on Dec 10, 2007 0:01:23 GMT -5
I'm taking the "have a blast!" part of this contest to heart. XD
Realm Name: Overlord Springs
Lay of the Land: It shares a good deal in common with the Selkie Lakes, having quite a bit of clean, beautiful water that is set in numerous springs and wells. This region is separated from the lakes by a vast, beautiful waterfall. At the heart of the realm is a sprawling estate where most of the inhabitants dwell, a giant city unto itself with a castle at its heart, simply called The Sanctum.
Colors/Patterns: Residents are notorious for being sleek, black, and faintly menacing-looking. The men are prone to a pair of very common mane mutations called the "goatee" and "handlebar mustache" glitches, respectively. Women tend to be lithe and very pretty, but never pretty enough to suit them. They are widely known to be extremely envious of attractive step-children.
History: Originally, the realm was where criminals were tossed. Not the dangerous ones, mind. Just the annoying ones who picked pockets and had delusions of grandeur. Eventually the rogues decided to band together, and the Sanctum was formed. Somewhere along the line they acquired the notion that praying to the large waterfall in their realm would give them both cunning and good fortune, and they have worshipped it ever since.
The people of this land became very dedicated to striking back at the Courts that banished them, even though the banishment was generations ago and most everyone else has long since forgotten about it. In the Sactum, residents are trained vigorously in the strict arts of villainy, and those of an evil persuasion who refuse to follow the rules are exiled from the land, becoming mercenaries. There is no room for nonconformity in Project Overlord, for this realm seeks to eventually overthrow the Courts and law as world knows it. Unfortunately, most of their rules are at best impractical and at worst entirely absurd, so it is unclear whether their master plan will come to fruition.
Location: It shares a border with Selkie Lakes, Morganberry, Villa en Miir, and even a bit of Corvistowne.
Feelings: Most other realms find them to be a somewhat charming annoyance. The residents of the Springs have declared themselves mortal enemies of regions with what they see as strong ties to the Courts, and thus hate Avington, the Highlands, and the Sorgaire Range in particular.
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Post by Nathalia on Dec 10, 2007 13:49:44 GMT -5
*Bump*
Aftre a few complaints (that were valid) The Realm contest will remain open until 12:00 Midnight Tuesday the 11th. Enjoy the extra day guys, get those ideas rollin' 83 <3
~Nathalia
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Post by Spiderfly on Dec 10, 2007 15:04:29 GMT -5
Realm Name: Dromen Flats
Lay of the Land: The Dromen Flats are perhaps one of the most avoided realms. Its location between the Tulgey Woods and Torquehelm give it an odd environment that's almost always in a perpetual dusk. A few small knolls dot the landscape with clumps and tatters of trees. Most inhabitants dig holes into the sides of the hills and make their homes there.
Colors/Patterns: All Cards from this region have what at first appears to be a third eye in the middle of their forehead. However upon closer inspection it is merely a red marking in the shape of an eye. They are a rich dark grey with deep violet and maroon markings in various patterns.
History: The Dromen Flats inhabitants are fairly secretive, and yet hold no grudge against any other realm. They are simply obsessed with the stars, planets and futures. As well as various other forms of divination. Most are thin and drawn as they get so caught up in their fortune telling and portents that many times they forget to eat. However, as tea dregs are one of the most popular divination methods, many of the greatest tea blends come from this area. Quite a few rare and interesting herbal plants grow here that are used in the teas, that are found nowhere else. A little known fact, they are quite good at communicating with spirits, as long as they're strong spirits. (killed violently, have unfinished business etc) Because the location between their two neighbours is believed to thin the veil between this world and the next. Even though it's quite a creepy place, it really is quite a spiritual place as well.
Location: Right inbetween the Tulgey Wood and Torquehelm. However, they do not touch the light borders of Avington.
Feelings: Courts try to woo the village elders and more established seers. As you can expect, they come in quite handy when their divination methods are turned towards keeping a throne solid beneath a ruler and the like. They are quite creepy and would put most Cards off; some cards overcome it for how useful they are, though not most. (I can see Cards that have lost loves ones coming here for answers and ending up lost and wandering for years becoming like spirits themselves)
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Post by FlyingPanther on Dec 10, 2007 15:06:50 GMT -5
Realm Name: Topvy Tursy Wood Lay of the Land: The region is extremely peculiar, more so then any other region seen thusfar. Unlike most other regions which have a very natural look to them, either forests, deserts, grasslands, etc, this world literally looks like a drug addicts paradise, and no one is completely sure how it got to be the way it is now. In the place of trees, are brightly colored extremely large mushrooms of all different shapes and colors. The only thing really 'normal' about the realm is the color of the grass, water, and sky, but even they are unusually bright in color. The rocks in this region are completely transparent, and look very much like crystals. Sometimes they have a yellowish tint, but for the most part they are completely transparent and have no color to them. Colors/Patterns: Those of this region are extremely brightly colored, and generally tend to all look very different, though within a few set colorations. Whatever colors they happen to be, all colors are very bright if not completely neon. Their base colors tend to be one of the following: Neon purple/orchid, Neon lime green, or Neon Pink. Their marking colors depend usually upon what base color they have, Neon and in either the cooler color spectrums or warmer color spectrums depending on what they rest on. Most commonly a Purple base color will often have Neon yellow, Pink will have Neon Lime green, and vica verca for the Neon Lime Green base. These marking colors make up their main marking colors, which tend to come in blocky looking bands around their body, horizontal stripes up their legs, verticle stripes around their muzzles and up their faces, and sometimes appearing like a large band around their middle (similar to a panda bear's white middle). But not only that, they have spots that cover their bottoms, a little like appaloosa-ing and these can be any number of different Neon colors from the rainbow. It is very rare to see one from this region that isn't eyesoringly bright in coloration. Whenever they have manes or extra hair, it tends to be very messy looking, or spikey. Their strangest feature however, one that everyone in this region shares, is their rainbow eyes. Their iris' look very similar to a bugs, in that it is entirely speckled with different neon rainbow colors. Some say even that their eyes look like very sparkly diamonds. Commonly they wear jewelery, and it is rare to see one walking around without at least an earing or something small. History: There is not very much to tell in the way of history, the region has just always kind been there, discovered or not, and if there really was much of a history to it, then the inhabitants have long forgotten anything about it. The Topvian people are very much as they seem, and seem to have a hard time lying about any of their culture's natural activities. They are always and constantly under the influence of something, and from the looks of their region, it's easy to see that they could be under the influence of many a different substance if not just one. Personalities different from Topvian to Topvian, some are lazy, and don't really end up doing much with their lives, staying in the sanctuary that is their own region, and still others do not partake in the revallry as much as some of their other fellow regioners and seek to make a life outside their realm for themselves. It is not uncommon for them to be ambitious, but the stress of such a thing can be a bit to much for some of them, and they can fall back onto their cultures drug dependancy, but this is in no way the standard for all those with aspirations. The drug trade and art trade is their feild, but if they are ambitious enough, sometimes they prove to be alot smarter then most would consider them at first glance. Anything they set their mind to, and if they can handle the stress, they can usually achieve. Location: Nestled nicely in the little nitch between Villa en Miir and Corvistowne. It's lands spread a little closer to Corvistowne, though not exactly right up against it, due to past and forgotten quarreled between the two regions. Feelings: Generally there is a rather big stigma against them. They are considered lazy, no good, drug addicts, and for the most part this is true. For those, however, who seek to better themselves from this region, they might have a bit of difficulty due to the fact that no one really takes them very seriously. Others even take advantage of them often, thinking them stupid or 'high' enough to give them whatever they want. All in all, world outside their own region is not exactly favorible to them, though they treat everyone very kindly.
Where it is located on the mapRandom Sketches of some examples of the regioners....as you can see....you need sunglasses to look at them XD; They wear mutlicolored jewelery that glows like glowsticks >.>; You know...all that good stuff...and yes....some of them are doing drugs as we speak XD;;;;;. Example of the eye coloration at the very top
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Post by Kitty on Dec 10, 2007 17:14:37 GMT -5
(( This is a region that's been in my head for awhile... before Jenn and I were talking about Banders and the interesting little thing I came up for them that was suggested I offer up with the realm XD )) Realm Name: Azmarion Peaks (azz-mahr-ee-on) Lay of the Land: The realm it's self exists high upon the Azmarion Peaks, which are covered in snow year round. The roads to and from the region are impassable for several months in the dead of winter, cutting it off entirely from the rest of the world. Because of the harsh climate there are not many plants or prey animals living in this region however there is a special plant that grows below the snow that is highly nutritious, although rather foul to taste. The residents also survive on cave dwelling mammals, insects and fungus. Anything the slightest bit sweet is a great delicacy in the Peaks and is mainly given to the higher cards, so bringing sweet treats is often a very nice way of getting amazing deals on merchandise. Colors/Patterns: All residents have a thick coat that actually consists of three layers. The innermost layer of fur is very, very soft and thick. It's main purpose is to hold in body heat and keep the resident in question warm. The next layer is somewhat thinner and longer and rather coarse, and semi water proof. It's purpose is to aid in holding in body heat, but it also helps to protect the undercoat from the elements. The last layer is thinner and longer still, and very coarse and slick, entirely waterproof. These guard hairs catch most of the snow and hold it away from the body. The main coloring of these SD is white, but their underbellies, legs, tail, chin and throat are speckled with black, purples and blues and their eyes are always surrounded by one of those three colors as well, most commonly black. This marking allows them to see further over the snow even on the sunniest of days, which the sun would reflect off the snow and make it hard to see for others. They also posses a tear stain marking, always in black (but blends in with any other around the eye color) that also aides in their vision, giving them possibly the best eyesight in all the lands. History: The region is renowned for the quality of gemstone that is retrieved from the mines within the cliffs as well as the skill of the jewelers themselves. As for travel, the only attraction this region has is it's natural hot springs which make the cold almost worth it. Trade is a rather difficult thing for them, but what they export is quite magnificent. Most residents here are either miners or jewelers and the profession is almost always decided by the family a child is born into. They dislike Lake-landers because they actually water instead of just snow. Because of this almost all trade and travel to the Selkie Lakes has been cut off, causing the Lake-landers to return the gesture. Although not as volatile a feud as the Jossigies and the Lowlanders, the Peaks and the Lake-landers have been known to commit violent acts to one another. Location: The Azmarion Peaks border the Highlands and a very small portion of both Avington and the Yarrow Gardens, there is a trade road to each of these realms directly, as well as an easy path around the peaks themselves. Feelings: The Highlands are rather fond of the peaks and not only the quality of gems that come fro them, but the skill in which each precious stone is cut. However, the Lowlands and those of the Tulgey Wood dislike this region greatly. Azmarions, however, not only have a mutual dislike for those of Tulgy but also have a dislike for those of the Selkie Lakes. **Notes on Banders** Banders from this region (or any other 'companion' animal for that matter, would have the same three layered fur as the residents, otherwise they would freeze. (aka... long haired banders) Peaks banders are possibly rarer then those bred in the Highlands and find their way to the public once in a blue moon. ((^ The bander idea is merely me thinking WAY to much into a cold environment... and I was asking Jenn a zillion questions about banders and thought it was worthwhile to put this out there.. .feel free to disregard... XD )) A feline Azmarion displaying all of the speckling colors. Generally Azmarions have one of these colors, or just two... it's rarely ever all three. If you look close you can also see fur between the toes and inside the ears.
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