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The Map
Oct 15, 2007 14:54:35 GMT -5
Post by Lady Hammer on Oct 15, 2007 14:54:35 GMT -5
Would you like to make topgraphical hints with your awesomeness once the map is finished? ;D
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The Map
Oct 15, 2007 17:52:06 GMT -5
Post by The Pilot on Oct 15, 2007 17:52:06 GMT -5
MUJHER Spot: #8 Capitol: Urza Races: Human, Sissek ( www.wizards.com/dnd/images/MM35_gallery/MM35_PG263.jpg), Satyr Culture: Mostly a nomadic, tribe-based people, with huge cities on the shorefront. Mujher is a desert country whose western border is marked by a range of mountains. Most of the country is sand and dunes aside from the rocky portions nearer the base of the mountains. The land is lush near the ocean, and not a single mile of coastline is undeveloped by huge, old, alabaster cities and extensive canal systems. Speeches: The common tongue is Jabi, though many in the cities speak Worlder. Sissek speak sissek, and sometimes Satyrs and humans are fluent in that tongue also. Trades/Exports: Spices, incense, gold, slaves. Customs: Whew. Where do I start? Mujher is half big-city, half nomadic tribe based culture. The only cities are located on the ocean, and those are extremely dense, heavily-populated areas full of life, and also full of crime. There is an immense gap between the rich and poor, though there are plenty of both, and a few in between. The basic class system is as follows: second, low, middle, upper, royalty. Second class pertains to slaves, though they are not so badly treated. It is against the law to inflict *serious* bodily harm on your slave, though how often that law is enforced is a different matter. Lower class citizens (workers/laborers, servants) are a majority of the population. Middle class, comprised of farmers (note that grown foods are of higher valute than meat), soldiers, some merchants, artisans, and lesser priests, account for the smallest portion aside from royalty. Upper class is comprised of government officials, local lords, priests, and a majority of merchants, serves a fairly large portion of the population (comparatively speaking). And then of course you have the king, his family and his underlings, which are the richest of the rich. The king of Mujher really only concerns himself with the goings-on of the cities, and hardly thinks twice of the people living out in the desert. Their lives are harsh, as they go from place to place, following the water. There are a few settlements scattered about the hot sands, mostly founded around wells or oases, and are abandoned if the water runs dry. Most of these nomadic people are satyrs as it had been their way of life for thousands of years, but that doesn't mean to say a good number of them can't be found in the cities. The current ruler of Mujher, King Anenmud, is a satyr. He had his older brother killed so he could have the throne, just to give an idea of the generally hot blood of the royal families of the third dynasty (the Horned Dynasty). The original rulers of the country were Satyr, but humans from the north invaded and took over, assimilating themselves, and then breaking off again when Raelier lost interest in the desert, leaving their human descendants estranged. Aside from mostly being considered a "godless" kingdom, the Mujherian religious beliefs are ancient, complicated, and mystified. It is a polytheistic religion with a god for nearly everything, but the main god, Therut, is the vulture-winged, Sissek-eyed god of the sun. You seriously don't want to make him mad. Country standard: The symbols of the king often portray eyes, suns, and snakes. His colors are red, green, blue, and gold. Often times, though, the desert tribes will have their own symbols which can be anything from lions, locusts, constellations, etc. Their colors are usually determined by whatever pigments they can get their hands on, which is actually a pretty good way to tell what region of the country they originate from.
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The Map
Oct 15, 2007 18:03:47 GMT -5
Post by Lady Hammer on Oct 15, 2007 18:03:47 GMT -5
Oooh that makes things to nicely with your topographical plans! I call spot two to make a pony-infested place! ^o^
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The Map
Oct 16, 2007 9:44:42 GMT -5
Post by The Pilot on Oct 16, 2007 9:44:42 GMT -5
TEOTATL
Spot: #11
Capitol: None
Races: Satyr
Culture: The region of Teotatl sits above 5000 feet, making it entirely high desert. With less than an inch of rain per year, it is an extremely dry area, however there is still plenty of hardy plant life like cactus, yucca, and manzanita. Because it is high desert, however, it does get very cold at night, and it does snow during the winter. It is the snowmelt and moist fog that drifts up from the ocean that keeps the desert alive.
Teotatlian culture is minimal. Its only permanent residents are satyrs, and they live in small tribes scattered about the region. This race of satyr is smaller than their sandy cousins just over the mountains and more peaceful in nature. Their horns are much smaller, not like the ram's racks the others grow, but more akin to adolescent gazelle. Their hooves are much smaller too, as they don't have to walk on sand often. They are a simple, isolated desert people living off the land, and their theology is old and mysterious.
Speeches: Uacan
I would like this country to be #cddca9.
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The Map
Oct 16, 2007 14:48:40 GMT -5
Post by Lady Hammer on Oct 16, 2007 14:48:40 GMT -5
Seraphis
Spot number 2
Capitol 1: Cadence Capitol 2: Cadenza
Color: Sky Blue
People: Almost all of the country is made up of equines, both normal horses, ponies, oxen, etc. and the more godlike pegasi, unicorns, and even kelpies. There are hundreds of different equine breeds on Seraphis, and every so often there is a nomadic tribe on the plains. There are no cities here, and the capitols are mere ports from Hillia to import and export to other continents. Hillians didn't venture into the equine's land, believing that it was too sacred to invade.
Language: Everyone who speaks speaks just Worlder, but some of the more godly equines can communicate through mindspeak, which can be understood by anyone listening.
Things that come from Seraphis: Some of the equines venture over the country border to become warhorses. It's been seen that people sometimes invade the country to steal the precious gems and metals that run in thick veins along the small mountain ranges and canyons.
Customs: People usually respect the border of Seraphis, but when they do cross it, they are very respectful of the equines, as some of them are very territorial, the migrant Hillian gryphons especially. Every breed of equine has it's own alpha, and the alphas keep their eyes out for outsiders and can generally tell if one is dangerous or not. Those with good hearts can come into the country.
Economy: Seraphis doesn't really have an economy. :3
Government: There is no government, save for the alphas.
Country Symbol: Two leaves almost making a cradle.
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The Map
Oct 18, 2007 16:47:18 GMT -5
Post by mysteria on Oct 18, 2007 16:47:18 GMT -5
Can I make number ten? (if it's not taken..)
(It would be full of anthros and the like, just to let you know)
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The Map
Oct 18, 2007 16:53:13 GMT -5
Post by Lady Hammer on Oct 18, 2007 16:53:13 GMT -5
oks! :3
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The Map
Oct 18, 2007 16:59:58 GMT -5
Post by mysteria on Oct 18, 2007 16:59:58 GMT -5
Shonia
Spot number 10
Capitol 1: Thrysta Otho
Color: Golden yellow
People: Anthros inhabit this land, and rarely do they wish to venture elsewhere. Werepeople (wolves, cats, owls, ect) are a common sight, but they stick to the southern areas of Shonia for the most part.
Language: Most of the Anthros speak Worlder, but many of them speak what they call Isidar Hirna; enabling them to comunicate with the werewolves.
Things that come from Shonia: Their biggest trade here comes from taking their criminals and selling them, but some of it comes from furs and the huge salt mines in the area.
Customs: The borders are always respected; especially around the full moon. Not many humans cross over into Shonia, but when they do, many scorn them. Many of this land's people are nocturnal.
Government: There isn't really one.
Country Symbol: A wolf and a fox; their heads on the other's shoulder.
((Sorry it's so short... I couldn't think of anything else to put. This okay?))
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The Map
Oct 18, 2007 17:19:19 GMT -5
Post by Lady Hammer on Oct 18, 2007 17:19:19 GMT -5
Question: are there /just/ werewolves and werecats? Or are there like werebears, wereboars, wereowls, etc. too? :3
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The Map
Oct 18, 2007 17:20:58 GMT -5
Post by mysteria on Oct 18, 2007 17:20:58 GMT -5
Yeshhhhh*pokes post*
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The Map
Oct 18, 2007 17:23:42 GMT -5
Post by Lady Hammer on Oct 18, 2007 17:23:42 GMT -5
Aww... D: I was gonna make like a weredolphin sub-character ifso. Oh well...
Oh, and I tried to make it as golden-yellowy as possible without being the same color as the other yellow country. :3
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The Map
Oct 18, 2007 17:26:17 GMT -5
Post by mysteria on Oct 18, 2007 17:26:17 GMT -5
kk
You can make a weredolphin XD silly Lady
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Ashes
New Member
Ignorance is a pretzel.
Posts: 10
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The Map
Oct 19, 2007 9:24:25 GMT -5
Post by Ashes on Oct 19, 2007 9:24:25 GMT -5
Here's mine, finally! :3
Souka
Spot number 14
Capital: Derianth
Color: Dark grey - #463E3F
About: There are three main 'counties' to Souka, with the southern arm being Syl, occupied by a great army, known as the Terradsyl, whose cruelty and destruction is known by all. Outcasts find themselves drawn towards the Terradsyl, and it is in this way that the army is gradually expanding and growing in strength. The center is called Kansca. It is the location of the capital city, and is where you can find the majority of villages and towns in Souka. Most of them, however, face the wrath of Terradsyl, and many are deserted 'ghost' towns. The capital just manages to keep on top of the army through weaponry and high defense systems. It is only a matter of time, though, before it, too, succumbs. The northern part of Souka is known as Ciran, the only part where the trees are alive and the grass green. Here is where you will find special Camps, made up of village survivors, refugees and the natives to this county. They live off the land, and are the ones in possession of the Knowledge that the Terradsyl seeks. Those with special abilities are usually drawn to this place, although some use their powers for bad.
People: The majority are human, with special abilities and knowledge apparent in places. The natives of Syl, who began the Terradsyl, are a race known as the Tersyl. They seem to be a relation of Trolls and Orcs, as they have the same look about them. They also have the strength that a human would not. Most Tersyl, however, aren't as bright as humans. There is also a third race, not usually spoken of, because they bring icy fear into the hearts of Souka. These are the Drescen. They are highly intelligent, and all have at least one power. Drescen are on the side of the Terradsyl, and are usually high in power or leaders.
Language: Worlder is used for speech between the races, but Tersyl speak their own language.
Economy: Souka is bad for trading with the actual capital city, because of the difficulty in getting there and back alive, but the north trades in natural materials and the jewels that are mined by several Camps. It is not a rich economy, but poverty is only truely in effect in Kansca.
Country ruler: A hardy King, worn down by the years of fighting - Quinten Versa. (King Versa).
Army ruler: Daskon Fura, an ambitious leader who feasts on power.
Country Animal: An Ocelot.
Country Symbol: Four white claws joined in the center, making a downwards U shape.
Terradsyl Symbol: Four vertical gouging lines. Red.
Pronounciation: Souka - soo-kah Derianth - deh-ree-anth Syl - sill {sill as in window'sill'} Kansca - cans-kah Ciran - si-ran {si as in 'si'ngle} Terradsyl - terad-sill {tera as in 'terror'} Tersyl - tur-sill {tur as in 'tur'f} Drescen - dress-ken Quinten Versa - quin-ten , vur-sah Daskon Lez - dass-con , lezz
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The Map
Oct 19, 2007 15:09:36 GMT -5
Post by Tainted Sunshine on Oct 19, 2007 15:09:36 GMT -5
Gyllen Fiol
Spot: #7 Capital: Ville Violette Color: Deep Violet/Purple
People: Officially, there are Humans, Dryads, and Naiads. In the darker part of Gyllen Fiol, there are many other humanoid species, though no one is exactly sure of the number. Many of the more conservative Gyllenians deny the existence of anything besides what is said to officially reside in the country.
Language: Worlder, though all of the Gyllenians know the formal language of Aimeda. Aimeda is not a complete language, but is used for niceties and respectful small talk. An example of Aimeda is when a person enters a building, as their foot touches the floor they say, "Bonnes sunnhet," It is roughly translated to, "Good health," The language is somewhat Norwegian in its roots, and many words seem to have a French undertone.
Geography: In many ways, the country is behind the times since it has been cut off from the rest of the continent for over one hundred years. This is due to the large forests that are all along its perimeter, the trees are in close proximity to each other and it’s almost impossible to walk through the dense woods. The only way in or out of Gyllen Fiol is the single path that the forest has not grown over. Unfortunately for travelers, the path has many loops, forks, and dead ends attached to it; it's a complicated maze. Every Gyllenian has the map of the forest path tattooed to the top of their left hand at an early age, so as not to lose their way in any situation. For the most part, Gyllen Fiol is a very flat land with extremely fertile soil. Approximately 40% of the land is dedicated to towns and food crops, and the other 60% is dedicated to the fields upon fields of Golden Violets that Gyllen Fiol is famous for. The fields are an amazing thing to behold and are breathtaking when the sun shines just right, making the golden edges of the flowers shimmer brightly.
Culture: Gyllen Fiol is a formal country with its many traditions and specific rules of respect. Aimeda is used everyday to show respect to elders, parents, and anyone else one might meet. If respect is not used in all situations the consequences are swift, the perpetrator must beg for forgiveness from whomever they have disrespected and they must fast for three days to rid their body of the demon that must have caused them to make such a horrible mistake. The education system is a weak point in the otherwise well-rounded Gyllen Fiol, school is optional after the age of ten and if a student is serious about their learning it would be better for them to leave for another country in hopes of finding better schools. Girls are traditionally taught the arts of modesty, how to read and write, and how to tend the Golden Violets. Boys are taught how to farm, read and write, and to plant the Golden violets. Aimeda is usually taught by example and reviewed often at religious gatherings. However, there is a darker side to the otherwise cheery country. The Golden violets are an opiate that has attracted many shady characters to the peaceful Gyllen Fiol. Underneath all of the fields, farms, and towns is an underground city where the flowers are processed, packaged, and taken out of the country to be sold. Many of the Gyllenians are oblivious to the bustling criminal city beneath them, and even more are unaware of the flowers narcotic attributes. Though it is tradition to eat the flowers at events, and all Gyllenians have a tendency to nibble on them while they work they are painfully ignorant of its full intoxicating effects.
Customs: The Gyllenians worship an infinite amount of gods and goddesses, everyday in their calendar is attributed to at least one of them. The most widely worshiped are the Goddess of the Golden Violets (Gyllen Fiol, for which the country is named), the God of Respect (Aquilon), and for her gentleness, the Goddess of Cowards (Kadoori). A book containing all of the deities is presented to every child on their seventh birthday, though many don't even bother to read all of it until they are much older. The small, handwritten calligraphy can be difficult to read and many parents fear the valuable book will be damaged so they hide it away.
Trade/Economy: The legal and honest part of Gyllen Fiol does not trade with the outside world. The shadow side however, does. The Golden Violets are very valuable and the demand for them is high. Riches are easily attained if one becomes involved in the Golden Violet trade. All one has to do is find a way into Gyllen Fiol, a difficult task to be sure.
Government: Gyllenians are led by respect for their general laws, but every town has slightly different variations and unique laws to their own home. Country Symbol: The Golden Violet
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The Map
Oct 19, 2007 15:20:14 GMT -5
Post by Lady Hammer on Oct 19, 2007 15:20:14 GMT -5
Ooh! I love your country! It's so creative! Not to say that the rest of them aren't, however. This one just really caught my eye. Maybe it's all that detail! *wink wink nudge nudge*
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