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Regions for Approval


SerakHawk

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  • 2 months later...

New Region: Taw-puia

Colonized Region: #101
Religion: Taumaru & Taumara, The Shade & The Shine
Resource: Shadow Flax

Geography & Toteharu's Expansion

With the population of this large coastal flat being largely isolated loners, Tete-kāno send out their expansion vines into it. At first, they stuck to the coastland and began expanding inward. Over time, it was eventually discovered that - while the area is reasonably fertile - there's little here beyond semi-firm ground. This was of little concern, as this largely means it was ripe for potential. The two small "forests" quickly became the first settlements and soon supported wayward groves of evergreen oaks and smaller flower Toteharu. The rocky and damp berm provided a suitable surface for softer plants and plenty of space for the seaweed & marine flotsam tribes. In their efforts, they naturally took to exploring the small caldera island.

Shadow Flax

Like its mundanely unappended brethren, the Shadow Flax that grows in the shaded rim of the caldera island seems to have taken on the nature of its environment. Vibrant green stems and lilac flowers have been darkened with a black-green stem and deep purple flower. Linens made from these fibers no more durable than others, but the color may be seen as attractive, as is the dye made from the flowers. But the seeds are considered more valuable. Thick with resin like a poppy, the pressed oil from these flowers seems to be naturally inflammable, but further investment and investigation are better left for the future.

A small tribe of Toteharu has take up the mantle of curating these plants and taking on their characteristics.

 

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  • 4 weeks later...

Region 100 - Brrrekeke

Geography

Brrrekeke is bordered by the Salt River in the North, the Rumbling River in the East, Mrrrumkaro in the South, and the ocean to the West. The Salt River is a slow wide river that turns into an expansive salt marsh as it approaches the ocean. South of that the land becomes a densely wooded mix of swamp and forest that extends across the entire region.

People

When the majority of the Mist tribe fled after the war, the Foggy Air tribe quickly stepped into the power vacuum to broker peace. They and many of the allied tribes in the area are zabka, but there is a new myrkran minority.

Cling Weed

Cling weed is a climbing vine that grows throughout the forests of Brrrekeke. Most of the plant is edible, but the small white flowers especially are collected and dried for use in medicine.

 

Region 102 - Guo-guo

Geography

Guo-Guo is bordered by the Rumbling River to the North and West. Generally as you travel Northeast across the region the elevation increases. The Southwest is largely wetlands, but as you head West and the elevation increases the wetlands give way to open plains.

People

Like most zabka, Guo-guo is ruled by a system of confederated tribes. However because the zabka primarily live in wetlands and along the river, there are several human tribes on the plains.

Flax

Flax grows in massive quantities across the plains of Guo-guo and is cultivated by the human tribes in the region for both fiber and oil.

 

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  • 1 month later...

Radiant Valley:

Region: 201

People

Mostly of human descent, it is a smattering of small culturally weak tribes kept at peace by the simple idea that they don't have the resources to war with one another. The Rikathi will bring a representative of each of the tribes back to Mjornduth to help in council. Rikathi are now free to move to Radiant Valley and still remain a part of their heritage, where as before it would have been a shunning or something worse. The mixed Myrkran-Rikathi are hesitant to stretch themselves too thin right this soon after being accepted, and instead opt to remain in Mjornduth.

Landscape

Hide thisRadiant Valley is a sea of colorful plant life, but like it's neighbor region, most of it isn't edible crop. Instead, the people of the region hunt the deer that feast on the flower and shrubbery. In the distance, mountains can be seen and there's myths about the waters of the peaks falling beneath the mountains and ending up in this valley, resulting in the gorgeous landscape. 

Deer

 

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The deer of the Radiant Valley have adapted to their brightly lit environment through a process known as illuminance. As they mature, their fur takes on an almost translucent color and seems to fade into the tall grasses and wildflowers where they live. The camouflage technique does not continue if the deer is killed and the skin taken, but whatever color it was at time of death becomes permanent.

Some hunters seek the perfect deer skin, one that is almost completely color-negative and nearly translucent.

The deer's antlers carry a symbiote relationship with a local moss, giving it budding flowers in the autumn and winter and helping the males attract mates.

 

Edited by Basil_Bottletop (see edit history)
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Settled Region -- Cosnora (#202)

Where Zavestra butts against the western slopes of the Lirath Marn and its newly constructed observatory, its eastern summit rests in the newly settled city-state of Cosnora. The lands that surround Cosnora are prominently wetlands due to the frequent rains, tapering off into proper marshlands as one progresses further toward the coast.

In no small part, this, combined with pocketed tribes of human nomads that number far too sparsely to be called a true population, has been the key factor stalling Cosnora's initial growth. Much of the first few years has been spent staving off infections and disease, earning the trust of these sparse groups, and sending the brightest and most willing of Cosnora's inhabitants to the Zavestran observatory for tutoring--all to pave the way for a brighter future.

Early architecture has seemed to favor the use of yurts and thatched roofing to help keep out prominent rains, while canals and other drainage systems have been a slow, but steady process to make farming a more tenable prospect. Currently, the diet of the mixed Zoroan-human settlers has been one largely dependent on wild rice, select root vegetables such as taro, and various small game.

Resource: Malachite. While stores of Malachite have been found within the eastern reaches of the Lirath Marn, these deposits have been less common in the lowlands of Cosnora due to its humid environment and lack of copper-rich soil. Given ongoing research into the region, the mining of this semi-precious stone may not be long for this region as its chief export.



Region 204 - WIP

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Region 115 - New Kaldyr

Geography

New Kaldyr is a mostly rolling hills to the north and dense forest to the south. The tribes beyond these lands had many stories of people going missing in these woods, possibly why it had remained so sparsely populated all this time, but the Myrkran put no stock in folk tales.

People

The Myrkran of New Kaldyr are a hardy people. With the help of the Tribal Council they established several tribes and integrated into the confederacy as equal partners. Not all Myrkran agree on how equal it was though. The zabka have made attempts to learn more about their historical politics, perhaps letting one faction name this new settlement after their homeland was in poor taste?

Wood

The Myrkran settlers quickly established a lumber trade.

 

Region 116 - Rrrivit

Geography

The largest zabka settlements are along the river to the east, and the rocky southern coast. Further inland however there are forests that have been maintained as a single massive orchard for longer than living memory by a tribe of nanx.

People

The zabka of Rrrivit live primarily on the eastern edge of the region near the Rumbling River, but have coastal settlements across the south. Inland nanx tribes maintain the forests and trade with the zabka villages.

Apples

Hungry for apples? The nanx in the region have maintained these orchards for longer than anyone remembers for reasons no one knows.

 

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Region #104: Tei-iti

Geography & Toteharu's Expansion

Entering from both the east and west, the Toteharu were already here in small numbers in the western hills. The gradually sloped area peters out to the east before it turns back to the flatlands closer to the Toteharu's original islands. Thin forests run through it, keeping it from being a featureless plain.

Prior to Tete-kāno's expansion into the area, it was far more focused on several sizable human townships, loosely connected and barely organized.

Highland Berries

"Highland" mostly due to the western hills, these berries grow in fair abundance; enough to keep these previous small settlements going while they turn their projects to other crops. Sugary, mildly inebriating, and popular for cooking (but rarely eaten raw), they're a decent staple in the region.

 

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Region #127: Tio-Kao

Geography & Toteharu's Expansion

A sparse land with little in the way of proper foliage and life, the eastern shore of Altarian is another not-quite-rolling flatland spilling into more of the same. Drier than the lands west of the mountains, the region was still reasonably hospital to the less watery Toteharu.

Ice Coral

Creeping up from the water were large-scale rock formations dotted with crystalline blue veins. Treasure to ships and docking, but sparse enough to not become a problem, these formations were actually ever-growing coral beds of tiny creatures whose shells become endothermic when exposed to air. Thus, their moniker and blue-white coloration make them a valuable commodity beyond the basic trade value of already attractive coral.

 

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Region 113 - Sugonda

Geography

Sugonda sits at a natural low point in Altarin,with marshy planes to the north and rolling plains to the south. Ancient metal ruins dot the plains. Most are corroded shells, but there are some that remain sealed, possibly hiding ancient secrets.

People

The Sugandese people are a mix of human horse tribes in the south and zabka tribes in the north, though the humans tell tales of mysterious mind goblins in the southern woods.

Horses

Normal horses. Nothing weird here.

 

 

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Region 208: The Short Forest

Geography: The region consists primarily of brushlands transitioning into more traditional forests to the south. Of course, to the goblins of smaller stature, brush is virtually as tall as they are, making it a forest of sorts! Most of the area is a relatively high plateau above the coastline, resulting in a relatively dry environment.

 

Natives: The Goblins of the Short Forest are in fact relatively tall and hairy creatures compared to the typical Goblins of the islands with two legs, two arms, and hands featuring thumbs. The coastal region is occupied by the more typical and scaly variety of goblin.

Edited by Ironblaze (see edit history)
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Region 107 - The Razor Coast

Geography - This region lies on the northern edge of Altarin. Rough, thorny shrubland cover most of the region, giving way to small shrubby evergreens in the slope up the Wyr. Rocky beaches and silty coastal waters are home to a number of water-dwelling flora and fauna, most notably among them the razor clams that give the area its name. Nearer the Wyr, the beaches rise to rocky cliffs.

People - Human, Toteharu, and Nanx settle this coast, gathering the bounty of the sea. Small villages send a scattering of shallow vessels each morning, and each return late in the day laden with clams, oysters, seaweed, and fish. The villages also maintain gardens of leafy greens, some for food, and some (the Toteharu) as children. The people are generally weathered and well salted.

Recently the majority of the villages have agreed to join the Nanx Throng. In exchange for the benefits of trade and the offer of protection, the greater Nanx have begun establishing a presence in one of the larger villages in a natural harbor, and constructing docks suitable for ocean-faring vessels.

Clams - While the ocean's bounty is not insignificant, the greatest supply is the eponymous Razor Clams. These long, thin clams are tasty, fast-growing, and keep well out of the water making them suitable for trade and processing. In addition, the shells when burned can make a useful white paint that give the villages a unique character.

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Region 129

Psygodburgh

 

Geography: Psygodburgh is a majestic island a fortnights drift from the shores of Redemption. Cliffs that soar and scrape the clouds overhead, trees as thick as towers, and roaring rapids that can snatch a ship like an errant ant. The constant rain is a source of bounty for the brobdingnagian flora, a jungle whose beating heart lay amidst the shattered site of a great meteorological incident. The impact of some great force or object in the heart of Psygodburgh has lead to a roil of landscape the deeper one goes. The shores are beacons of relative stability, with smooth break lines, easy curves, and consistent footing. When sand gives to dirt and stone the honesty of its golden shift is dashed by confounding rock. Cave ins, rockslides, floods, and more endanger those within the mainland of Psygodburgh. What exactly lay at the heart of this island, none can say for sure.

 

Government: Psygodburgh is nominally a Maritime Council with a Lead Admiral as an elected position but in effect is a Kleptocracy ruled by several Piratical powers. The Merlyn fleets around Psygodburgh bend to Merlyn Gul Twir and her pleasure barges and she in turn parleys with the halls of power in Ruin. Fishing villages throughout the island are populated by Myrkran refugees who have been ferried over and lured to a new life in distant lands. They populate the liminal area of safety between shore and mainland where the fishing is reliable and efficient. Merlyn pirates will go through routines of stopping by the villages to collect taxes, leaving a warrior behind if something needs doing, and then wandering off to indulge their own desires. The Order of the Drake, a force of Merlyn knights pariah, has broken some of the villages from this relationship, and established them independently as Towns with Mayors. These villages believe they do not need the protection of the pirates and have armed themselves instead. Lastly, there are a whole swarm of Darkkin who abandoned the Merlyn in the initial colonizing effort. Drawn inexorably to the islands heart they were changed and now stalk the core of the island with an unbroken purpose. To obfuscate and repel.

 

Red Herring: The rivers of Psygodburgh are abundant with Red Herring. They make the water appear like the blood of a giant when they mate and later when their eggs hatch. Such fish are the namesake of the very island for without their great numbers the mega organisms of the island would starve and so too would the Myrkran and Merlyn in time. Indeed the Herrings are the only example of appropriately sized entities on the island leading some scholars to believe they are not even native to the island initially.

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Region 218 - Ile de Reglisse

Description: An idyllic, temperate island with few obvious scars left by prior civilizations. Much of the interior is old-growth forest with trees too gnarled to be suitable for masts, and a rocky soil unable to support much beyond the twisted alders. The coastline is desolate, lacking most forms of vegetation beyond moss. Where black stone has worn away to sandy beaches, the swift-moving water is still too frigid for recreational swimming. Winters and summers are both mild.

People: Previous inhabitants of the island were wiped out by the Vandals, leaving no written records and few artifacts of any significance to the present Nord and Voilese settlers. Forgotten shrines dot the coastline, with stone figures in the likeness of a horse-fish hybrid and a shallow basin for burning oil -- an effort to appease the wrath of or gain the favor of the sea god, one supposes.

Transplants from the Nord lands live here now, mostly highland shepherds and coastal fishermen. Slash-and-burn has left much of the topsoil too barren for staple crops, the last desperate play of the previous inhabitents in their final years of slow starvation. Voilese supply ships are a common sight, running to and from the daunting seaside fortress known as the Wolves' Den or the Lupercal.

Resource: Barely fit for habitation by shepherds and fishermen, the island seems devoid of any exploitable natural resources spare for the wild Licorice, which has some dubious medical benefit when taken as an antiemetic or sleep aid.

 

Region 213 - Pays-Bas

Description: By the "low country", the Voilese mean the entire stretch of coastline between the western mountains and the turn of the northern peninsula which marked the territory of the Nords, and by extension the Domain. The region is dominated by vast, flat meadows stretching a hundred miles inland from the sea. Apart from the cultivated woods and the odd diminutive stream to interrupt a hike, the low lands are actually so boring as to disorient travelers and send them miles off course.

People: The Vergers inhabit the Pays-Bas, known to the Voilese as "the people who keep orchards" due to the widespread and admirable arboriculture practiced among all tribes of the region. Contrasting with the rough seafaring Nord folk, Verger tribes are known to be peaceful and unskilled in matters of war. As for what passes for governance, each tribe is led by a trio of matriarchs, usually the eldest and respective best at oration, medicine, and woodworking. Tribes likewise each have a unique variety of apple, and a patron minor goddess thought to dwell within each grove, something like a dryad.

Resource: Apples. The locals are quite proud of them, and there are several cultivated varieties, but they are just apples.

Edited by Nefarion_Xid (see edit history)
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