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Ark Skyheart
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PostSubject: Birthsands Geography/Local Codex   Sat Jan 30, 2010 7:01 am

Birthsands-Adora'luna Border Forest-------------------I
The Dark Forest

This forests trees provide the fuel for much of the Adora'lunan war machine, the wood burns twice as long and just as hot as coal. The borders of this forest Provides breath taking images of a flourishing world of life, a promise of a safe haven, but the deeper you trek into the forest you soon find why it has its names this place has been adapted as a sacred place to the Ursarinous tribes, The trees here grow taller and thicker then any in the world and deeper into the heart of the forest no sun can penetrate the canopy so much of the fungi and insectoid life has become Flourescent.

Often the resting fire flies on the canopy give the illusion of a star lit night sky Amongst the predators of this forest are Large bipedal plant beasts, mostly Scavengers they will kill when agitated or food is scarce, Large cats and snakes are also common in the forest, though one safe haven exists and this is the Meeting ground of the Ursarinous A walled village that is only occupied during each Solstice of the year, the Tribes meet here to settle Tribal Disputes with one on one combat. Also the shamans Guide the Souls of their dead to this forest, an Excerpt from a Ursarinous tome says that it is these souls that causes this deep dark forest to flourish with such life and that the glow of every animal and plant is the content spirits of their fallen.

(Author: Syntarin)

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Ark Skyheart
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PostSubject: Re: Birthsands Geography/Local Codex   Sat Jan 30, 2010 7:02 am

BirthSands Entry

The Blinding Band

The Northern section of the Sea of Sand. Where the direct rays from the local star Are not filtered, blocked or dispersed before bathing the sands in light. As a result, the majority of the day in this zone is at sweltering temperatures over 140F, no humidity and unhealthy levels of ultra-violet light. The seemingly endless white sand not only reflects light in such volume to literally blind travelers, but it also reflects energy capable of baking someone in their own skin. The Blinding band Must be avoided during daylight hours.


According to Rumors only a very few travelers have survived through the blinding band, and either had a myriad of burns, blindness and dehydration, or have reported something about 'the engineer'.

(Author:Jeff W)

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Sabin
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PostSubject: Re: Birthsands Geography/Local Codex   Sat Jan 30, 2010 7:12 am

Birthsands Entry-------------------------------------------------III
Midlay

Midlay is a town in the birthsands directly near the center of the desert, it sits closer to Syn’sol but is still near the middle. It is a town that sits alone in the desert not much is near it and it’s away from a lot of the towns near the center of the desert. The name in its self is a joke, along time ago when the town was first being built an old beast tribe gave it its name Midlay, which means in Hume “Middle”, to the beasts that inhabit the town they find this funny, as well does the Humes who live there. This is one of the few towns in the birthsands that are neutral they choose to keep out of most of the wars that happen on Tels’vena and trade with both major powers. The town alone does not have enough true power to stand on its own; it relies majorly on the most famous spot in its town, The Bazaar of Midlay. The bazaar is the main reason that the town still stands to this day; with out it the town would have fallen or died long ago. The bazaar is one of the few places were all kind of trade can be found, if you need anything ranging from information, to some crazy tech, to a rare weapon, to some vehicle, clothing, jewelry, food, spices, ect, ect, there are even some spots in the darker parts of the town that sell slaves. Another thing that makes the bazaar great is that the shop owners got smarter and built restaurants, bars, and brothels all around the town making it more likely for people to come and go, as well as staying. The bazaar its self is always busy people selling items, people buy things, and people making trades. The town of Midlay owes a great amount of its income to the bazaar so when something happens in the bazaar the towns military intervene to make sure that nothing happens to the towns most precious asset and is not harmed in any way. There is always something going on in the bazaar so it’s a haven to all those who wish to get lost.


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PostSubject: Re: Birthsands Geography/Local Codex   Sun May 02, 2010 8:30 am

Birthsands Codex Entry------------------------------IV

The SandSea of Dirac


History:

The Mighty SandSea of Dirac. A vast ocean of sand that resides in the northern half of The Birthsands. Traversed in the early years of mankind. The sandsea was used mainly for trade between the great houses Kinstock and BrandHammer. When the ClanWars erupted in the birthsands between human Nobles the sandsea became a battlefield for the naval forces stationed along its banks.

The casualties in these clan skirmishes were the port cities of the human houses. Among these ill fated cities was GrandLine run by the family Dirac. A wealthy trading company the Dirac family was sieged by another clan under the pretense of supplying the enemy forces with gunpowder and iron. The first son to the father Dragon d. Dirac was killed along with his mother as the family fled to sea. After a week at sea Dragon killed himself from depression leaving the family name to his son Shanks. Vowing to renew his families honor he set out with his crew to put an end to the naval war between the houses kinstock and brandhammer once and for all.

Becoming a pirate shanks sailed the sandsea cutting down any resistance and protecting any port he landed in. it wasn't long before the name Captain Dirac put fear into the hearts of any warring clan on the sandsea. Other pirates that had started up knew that Shanks d. Dirac was the King and that he made the sandsea run red whenever his wrath struck down another opponent. Shanks would die an old man still sailing and commanding a powerful pirate army. The sandsea still holds his name in reverent memory of the man who brought peace to the seas.


Characteristics:


The sandsea is an ocean of sand that mysteriously holds the same consistency as water. In ancient times boats sailed its currents and a bustling trade ran through harbor cities along its coasts. But now its vast cities are buried under the harsh sands of time, ruins stick out of the great sea as a testament to ages past. Ships stopped sailing its waters when the Prince of ThulMaster was exiled for his heresy to the growing human Empires.

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Ark Skyheart
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PostSubject: Re: Birthsands Geography/Local Codex   Wed May 19, 2010 5:38 am

Birthsands Codex Entry----------------------------------------V

Name: King Goku's Fortified Bridge: The Baku Crossing



location: the southern Jungles of the Birthsands

history: erected in the time of the Clan wars the mighty Monkey King Goku Sanryo built his fortress at a strategic crossing for both naval and land forces. Situated over a massive river the Fortress stood over the only bridge between several key clan cities. With unrivaled tactical strategy Goku held off all invading forces and does so to this day. Long past were the days when Goku saw his walls under attack by the clans and now he sits on his throne awaiting any who dare challenge his mighty Castle.



now a center for trade between the River tribes. “The Baku crossing” is a pitstop and market of sorts for any who are granted the favor of Goku. Yearly tournaments are held so that the strongest of the tribes may earn their right to trade and barter within his walls.

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PostSubject: Re: Birthsands Geography/Local Codex   Wed May 19, 2010 6:24 am

Birthsands Codex Entry-------------------------------VI

Name:The Heart of Chaos outpost



Location:Above the “Former” Ursarinous village Ruins

History:Built shortly after the Purge of the Ursarinous Beast tribe. The Heart of Chaos outpost serves as Adora'Luna's first foothold and military base within the Birthsands Territories. Acting both as a research facility and military boarder outpost the heart of chaos is the first of many military outposts to be erected along the base of the birthsand spire between adora'luna and the birthsands. The information gained from the study of the Ursarinous tribe and those lost in the taking of the location have furthered the knowledge adora'luna wishes to possess to further their troops advancement into the bestial homes of the Ursarinous's neighboring beast tribes.

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PostSubject: Re: Birthsands Geography/Local Codex   Wed May 19, 2010 6:32 am

Birthsands Codex Entry-------------------------------VII

Name
: Chozo Ni' Tak Fi' (Ch-oh-Z-oh Neh-Take-feh)



Location:along the southern coast of the SandSea of Dirac

History: the last bastion for the Chozo tribes. A single beach littered with statues that are erected in honor of fallen warriors or important figures in their torn and fading history. The remainder of the Chozo peoples have gathered along this forsaken shore to wait out their kinds days before the coming war claims what is left of their failing race.

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Dal Garrithan
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PostSubject: Re: Birthsands Geography/Local Codex   Fri Jul 16, 2010 9:58 am

Birthsands Codex Entry-------------------------------VIII

The Island of Kalrak
Located dead center of the Sand Sea, the pinnacle mountain island of Kalrak is the ancestral home to the secretive Krio’phan clans, and tribes of LaKyrrrh. Up until recently, the island has lived in relative isolation, though the Krio’phan have Networks dedicated to keeping the Balance of Order (Light) and Chaos (Dark) in the world in near every government, faction, and race. The Island is surrounded by a constant sand storm which gives the Day sky the appearance of Light red, and the Evening Sky the appearance of Dark Red. Due to this anomaly, the flora has grown in a grayish green, giving the impression that the island is actually trapped in a perpetual color of grey, black, and white. On top of this, the trees have developed a defense mechanism for the sand that comes blasting up the mountain’s side when the storms are extremely severe: they excrete water from their roots, surrounding themselves in a thick misty fog that delays the course of the sand. The Krio’phan tend these trees, believing them to be sacred to the cause of Shadow, and have built the temple of their organization, called “The Hidden”, somewhere within the confines of the deepest part of the Kalrakian forest. 30 years prior to the present date, Dal Garrithan, a once great Hume war captain, jaded by the strife and toil of the world, struggles between Order and Chaos, and corruption of the Noble Classes led 5,000 men, their families, and belongings on an expedition across the sand sea to find a place where they could settle in peace, away from the petty squabbles of factions, governments, and racial tensions. Their sand-flotilla, after weeks of being lost, half-starved, and sickly, stumbled across Kalrak. They were welcomed by the Elders of the Krio’phan, who had a vision that a Champion of Balance would, in the Full of the Blood Moon, would come, and be the bastion of their cause. Since, the cities of Freeport and Galthion have been established, and the Legion of the Blood Moon, the Kalrakian army, have been established for the protection of the cause of Balance. Kalrakians have access to most forms of technology, and, though to all outward appearances appear to be a people of Medieval appearances, they are highly advanced. The island is home to two unique forms of magic that meld with technology: Technomancy, which incorporates the use of spells coupled with technology, as well as Alchamechanists which has married Alchemy with Mechanic inclinations.

Government

Each of the Major Cities (Freeport and Galthion) are run by a council consisting of members of the three races, as well as members of the various organizations on the island. The High Council consists of Dal Garrithan, Two of his most trusted commanders, three elders from the Krio’phan, and Three of the greatest LaKyrrrh Chieftains.

Races of Kalrak

Krio’phan-A race of mystics, they’re tall, humanoid, and very secretive. Each looks nearly like a hume, but, due to their exposure to the “red” skies of Kalrak (Due to the constant sand storms surrounding the island) their flesh pigmentation makes them appear almost a pale yellow color. Standing between 5’8” and 6’4” their large bat-like ears are easily their most distinguishable features , extending outward half a foot on either side of their heads. They are a strikingly beautiful race and, though they have contacted most other races before, Krio’phan have a knack (despite their ears) for blending in with a crowd. They serve Shadow and Balance between Light and Dark, and have developed powerful magics for their service to shadow.

Humes stumbled upon Kalrak by accident, but have become vital at establishing a form of government that represents each race on the island.

LaKyrrrh A race of Felinoids, they live in the forest in small villages. They have lived in “balance” with the Krio’Phanin for as long as either race can remember, and they are allies in the cause of Balance. The LaKyrrrh’s stealth makes them perfect agents for Balance and Shadow. Living in tree-houses or, Krrerrowrr’s. Most LaKyrrh stand (easily) 7 feet tall, but some have been known to surpass 9 feet, and some are as small as 5 feet, and are covered in Orange, Brown, White, or black fur, have yellow eyes (which seem luminescent when they want to be seen in the dark), and long, beautiful tails that help them balance in high places. They are fierce individualists, and, though they are loyal to Clan, family, friend and ally, will just as soon prefer to work alone in near any situation. They make excellent thieves, Shadow Agents, and, surprisingly, Pirates, and can deal with just about any race that they come in contact with that is mannerly and courteous. If an individual so happens to recognize the natural superiority of the LaKyrrrh (which all LaKyrrrh recognize) they make a friend for life.

Organizations

The High Council of the Free cities of Kalrak- The Main governmental Body of the island. The Free Cities of Kalrak are Freeport and Galthion are run by an Elected council from each of these cities and are subordinate to the Grand council which is comprised of Dal Garrithan, and other elected officials from all over the island. The cities pride themselves on having abolished Aristocracy, though their system is far from perfect. Poverty and Wealth exist. Class, unfortunately, cannot be stamped out. Thievery and chaos often reign in the very heart of the forest and cities, but it is from the chaos that order exists. Freedom from Oppression is the Motto of the Inhabitants of Kalrak, and Freedom to become something other than what one was born is the glue that holds the cities together. Imperfect, but perfect to those who live there, the society is a happy blend of Hume, Krio’phan and LaKyrrrh, as well as a small number of inhabitants of other races who happened to have found the island. There is no love between racial enemies on the island, but they depend on each other to survive.

The Pirate Fleet of Kalrak-The Islands main source of shipping and defense, the Pirate Fleet rules the sands surrounding Kalrak.

The Order of the Hidden-Begun by the Krio’Phan, embraced by the LaKyrrrh, Championed by the Garrithan family, The order of the Hidden seeks to maintain the balance between Order and Chaos. They have agents world wide, of every faction, race, and government, though they train in their temple hidden in the mists of the Kalrakian forest.

The Arcanists-Students of all things magic, the Arcanists train in their university, though their magics are experimental at best. Because of their work with the mineral Hegonomite, the ships of Kalrak are the best in the world to traverse the sands of the Sand Sea.

The Legion of the Blood Moon- Consisting of the three races of Kalrak (and whomever of the other races that swear allegiance to the High council and the Free Cities)they seek to protect andfurther the interests

The Guilds- The guilds, who are always looking for new talent, run all commerce, crafting, and trade within the free cities. Most elusive, yet fully recognized are the Guild of the Shadowed Hand, or, as they are commonly referred to as, The Thieves Guild.

Places of Interest

The Kalrakian Forest-The forest is home to many scattered villages, bandit holds and several farms. The bandits have sworn allegiance to the Free cities of Freeport and Galthion, and pay a "fee" in exchange for "protection' under Kalrakian Law. Many also fall under the Banner of the Blood Moon in times of alarm, and help to swell the Legion's ranks.


University of the Arcane
Here is where all Would-be Wizards, Sorcerers, Mages, Arcanists and practitioners of magic study to better their craft
- For those who seek truth, and know the way lies the path to the University of the Arcane. Here is where Sorcerery, magic, and the arcane arts are taught by experienced professors who have spent many years working with the arts. the university is surrounded by the very forest, and hidden to those who know not what to look for. Those who do not have a spark of the arcane talents, find themselves walking in the direction opposite of the university, though they cannot recall when they turned direction. The university appears to be a bustling village. Creatures in Black and Gold robes carry buckets of water, accomplish menial tasks, and set about the every day chores a village would need, while elders in Robes of Shadowy gray oversee the progress. The black and gold robes are significant of the initiates to the university, while those in gray are the fully trained Sorcerers, Arcanists, Wizards, and Magicians.

Tower of the Blood Moon Here is the highest place of Military Training on the Island, Officers, and Initiates to the Legions go through rigorous training to become members of the Legion.
- On the road that ties the Cities of Freeport and Garrithan together is the highest point on all the island. Overseeing the forest and, so it is rumored, all points of the island out to the great sea is a tall mass of red, black and gold, with banners flying all over a a red moon on a black field bordered in gold. The tower is actually part of a large compound (which consists of hundreds of buildings and practice fields. Creatures of all races (both living and dead) can be seen training side by side, rigorously, learning what it is to be in the Legion. The uniforms of the various units are all different, but with the same colors of gold, satin and Black. Foresters train in the arts of archery and ambush, cavalry is seen drilling in the northern plains of the compound, and footmen spar with a variety of weaponry. The well disciplined guards at the gate, as one snap to, as any approach the walls of the compound, and a recruiters desk lies just outside of the large Mahogany opening.

Alchemists Point Here dwell the Alchemists who come up with some weapons and explosive heads for the Balistae on ships and the walls of the cities, as well as develop the most precious mineral mined on Kalrak: Hegonomite.
-A village that many do not wish to enter, as experiments often go wrong with Apprentice Alchemists usually end up with a loud and destructive explosion. Carpenters and Craftsmen often make a large sum of money in this community, having always to replace lost buildings and furniture, while healers are often a precious commodity in the community. This does, however, benefit the island as a whole, because these findings are used in Healing draughts, potions, and military technologies. Upon entering any point of the village, one can see written in several languages "Sacrifce and Blood to keep the Free Cities Free." A sense of Patriotism moves within the citizens of Alchemists point and the purposefulness is such that even the local bandits and thieves dare not interrupt the proceeding of the village (that and they might get blown away in the process).

Cursed City of Althon
Some say it is the home of a long dead race who once inhabited this area, while other say it is the city of evil spirits and armies of undead. It is covered entirely in mist day and night, and not so much as the glimpse of a tower can be seen beyond it's crumbling walls. For those brave enough to enter, reward, or certain death awaits.

City of Newport- The village of Newport is Famed the world over for producing quality ships. It has 3 drydocks, and has timber imported from all over the world to build several kinds of ships. The village is small, consisting Primarily of the workers and their families, and various shop owners. The drydocks are along the coast line, approximately 2 miles apart from each other. There is also a wet dock capable of repairing hulls, and damage to ships from the sea

Temple of the Hidden
Much mystery surrounds the temple in the forest, many have looked for it,
few have seen it, and some have never returned. Fog sets in almost as soon as one wanders out of the sight of the cities, the temperature drops till one’s breath becomes visible, even on a hot day. Despite the fog, the animals of the forest seem unaffected; birds seem to be chirping in the morning sun, or the four legged animals scurrying to their homes. Few take notice of any intrusion, though the animals that do, seem to shimmer, then disappear into the fog leaving without a trace, but appear again and again, seeming to try and guide traveler(s) to follow. If the traveler is trustworthy, and seeks balance, the way is calm and serene, yet if one who has no balance follows The Guide, then they are led to the cave of a very hungry bear-boar.

The Shadow Sanctuary A tall tower looms up out of the ever enveloping fog in this secluded part of the temple. Here is the Sanctuary of The Knights of Shadow,a faction of the Hidden better known as the Shadow Gliders. If one is fortunate enough to be invited, they must reach the gates high upon a cliff top behind the Temple which are enveloped in eternal shade; doing this they have passed the first test: fear of what lies within the shadow. When fear is overcome, trust in shadow is learned, for it is the shadow that guides. The gate to the compound is guarded by a warden, who immediately escorts the new initiates to the Barracks.
Upon entering the compound, the initiate finds themselves stripped of everything, all clothes and personal effects, and is enveloped in a loose robe of grey. Thus begins the real training.


City of Galthion
Description of Galthion- Dal Garrithan came to this island a shadow of his former self. However, being a former noble and war captain, the inhabitants of the island found that his skills were invaluable. Soon he led a Migration of people from the City of Freeport to the Northern most part of the island, and fortified I On that day, Galthion was born. The city has many walls, and, if ever taken, would be a costly to the conqueror. It consists of 4 sections; the first is the Outer Layer, a walled section of the city with an Iron Gate facing south. The merchant’s guild resides here and the trading and poor sections of the city also exist here. The next section is the 2nd layer, where most of the wealthy and Diplomatic sections of the city reside. The gate is located to the North of the wall with a Bronzed-plated Iron Gate. The next is the 1st inner circle where resides the basis of most military training, and lies the heart of the Legion of the Blood moon. It also is home to a temple of Shadow. The last layer is where the city government runs, a Palace surrounded by a high wall, with a thick Gold plated Iron cast gate facing directly South. The layers are circular, and the walls wide enough for patrols to walk upon them, Turrets are placed every 75 feet along the outer layer, with oil dumps every 50 feet, every 50 feet along the second layer with oil dumps every 25 feet, and every 30 feet with an oil dump every 15 feet along the third layer with Balistae on each turret and sufficient ammunition to last a siege.. The citadel of Garrithan, as the palace is called, has two levels. The bottom-most level is hexagonal and has 6 turrets with Balistae. The walk on top of Level 1 is about 100 feet wide surrounding Level 2 (which is accessible only from a large iron door accessible by gaining entrance to the top of level 1).. The top part of the Palace (level 2) has a flat roof, and 4 turrets. Note, all Areas of the City are accessible to Citizens of Kalrak.


City of Freeport
A Port town once lived in by an Ancient Pirate king, it has since become home to those who
desire to be safely anonymous in "risky" endevours. Also a home of Adventurers, Thieves and The Blood moon Legion, it is definitely an interesting place to live. It is surrounded by a giant wall which covers 3/4 of the city (Excluding the Port itself). Lawlessness seems to keep the city
working; however the crimes of rape, murder, and useless thievery (from the poor) are highly punished by the Bloodmoon, or, worse, the brotherhood of the Shadowed Hand.
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