Post by Amaie on Aug 21, 2010 1:55:16 GMT -7
World Maps
Political Map
Topographical Map
Kingdom
- Capital City
Description
Caltus
-Zlo
Home of the necromancer academy. This country puts out more 'Professionals' than mostly any other country. This country is a country of gambling and decadence, what others may call evil, and is always trying to pull everyone else into their lifestyle. It's main income, of course, is the tax upon the profits of the multitude of casinos that are all over the place within this country. The monsters that seem to flock to this country are the most crafty, stealthy, and evil out of them all.
Harir
-Valka
This country holds the Artisan Academy. It produces more Smiths and Warriors than any other. This country is a Steam and Lost Tech driven war machine. Harir's main incomes come from the Artisans that live within the city, the troops they sell briefly to other countries, and of course the spoils they had plundered in one military campaign or another. They are always harrying one country or another until the last year where they have had the most trouble with large and destructive monsters.
Farthing
-Daleko
This country is the home of the new Summoner Sanctuary. They also give birth to the largest amount of Merchants. The people of this country love to travel, and they send Merchant ships fully laden with Goods, Summoners, and Tourists to all points of the globe. Farthing's only real income is their Trade tax and a tithe from the Merchant Guild. The monsters that have been spewing from this country are mainly human-like and don't stick around too long after appearing.
Parmus
-Simsene
This country holds the Main Priest/Priestess Temple. They also have the Adventurer's main guild hall in the capital city. This country tries it's hardest to remain neutral in all aspects, never attacking anyone outside their borders, and rarely within, except if they are being invaded from their north side by the people of Caltus. This country's main outside income is a small tithe from each of it's temples that are outside of the country. Thankfully for the people of Parmus the monsters that appear here are mostly of the ghostly or demonic types, perfect for their priest's exorcising practice.
Haven
-Serje
This country Holds the oldest school just called The Academy for the Mage class of Magus, which will be dismantled upon completion of the new Magus Academy. They produce about an equal amount of each commoner class. This chain of islands is the newest of them all, recently rediscovered and claimed originally by Harir, but the people that came here revolted and actually won because of the defensive properties of the seawall cliffs. This set of Islands may be small, but is completely self sufficient. What little land they have is extremely fertilized by the minerals that soak in through the sea water, and there are fish aplenty. Their only real outside income is the Tax upon the Tuition of the Academy. The monsters in and around this island are mostly flying and sea critters, though most are not seen upon the island it's self because they are in the ocean of course.
Skorus
-Pisek
Within this country's bounds is the Elemental Magus Academy. Many adventurers come from and to this country to explore the multitude of sandblasted archeological ruins that are found dotted throughout this country. This country is a complete wasteland, other than the single river that runs along it's northwest mountainous border, the huge lake along the south and the Oasis that was created around the Sorcerer's academy. This country's main resource is glass and ancient artifacts and sometimes Items of Lost Tech. Once it was a lush, Eden-like valley, in the ancient times, but something happened to change the environs, and now all that can be found in abundance are old time ruins, and desert monsters.
Verdan
-Zelena
The ring of Verdan is home to the Druid's Sacred glade. Every sort of commoner jobs are plentiful in this country. Verdan is the country with the most variety of ecosystems, everything from high mountains that are capped in snow at all times, to low desert, marsh and jungle. This country's main trade are in the rare materials that can be found in the deepest folds of nature that are found throughout the ring. The populous of Verdan have come to an agreement with their Druid Magus, and have forsworn to make too many cities, though small villages dot a lot of the ring. Because of the variation of terrain, there are a great many hunters that reside in and come from Verdan. The monsters of Verdan very as greatly as the terrain, and no one ever knows what might pop up next in this huge ring of land.
Rhimis
-Led
Rhimis is the home of the Sorcerer Academy. Their populous always goes to what job is needed, because in the extreme cold weather, there's no choice but to band together. The lands of Rhimis are mostly a perma-frozen or semi perma-frozen wasteland. Their main trade is mining and gems. They are mainly a mountainous region, and those mountains provide quite well for them. Their gems are revered by the other seven kingdoms. The monsters that come from this country are mainly mountainous and ice creatures.
Political Map
Topographical Map
Kingdom
- Capital City
Description
Caltus
-Zlo
Home of the necromancer academy. This country puts out more 'Professionals' than mostly any other country. This country is a country of gambling and decadence, what others may call evil, and is always trying to pull everyone else into their lifestyle. It's main income, of course, is the tax upon the profits of the multitude of casinos that are all over the place within this country. The monsters that seem to flock to this country are the most crafty, stealthy, and evil out of them all.
Harir
-Valka
This country holds the Artisan Academy. It produces more Smiths and Warriors than any other. This country is a Steam and Lost Tech driven war machine. Harir's main incomes come from the Artisans that live within the city, the troops they sell briefly to other countries, and of course the spoils they had plundered in one military campaign or another. They are always harrying one country or another until the last year where they have had the most trouble with large and destructive monsters.
Farthing
-Daleko
This country is the home of the new Summoner Sanctuary. They also give birth to the largest amount of Merchants. The people of this country love to travel, and they send Merchant ships fully laden with Goods, Summoners, and Tourists to all points of the globe. Farthing's only real income is their Trade tax and a tithe from the Merchant Guild. The monsters that have been spewing from this country are mainly human-like and don't stick around too long after appearing.
Parmus
-Simsene
This country holds the Main Priest/Priestess Temple. They also have the Adventurer's main guild hall in the capital city. This country tries it's hardest to remain neutral in all aspects, never attacking anyone outside their borders, and rarely within, except if they are being invaded from their north side by the people of Caltus. This country's main outside income is a small tithe from each of it's temples that are outside of the country. Thankfully for the people of Parmus the monsters that appear here are mostly of the ghostly or demonic types, perfect for their priest's exorcising practice.
Haven
-Serje
This country Holds the oldest school just called The Academy for the Mage class of Magus, which will be dismantled upon completion of the new Magus Academy. They produce about an equal amount of each commoner class. This chain of islands is the newest of them all, recently rediscovered and claimed originally by Harir, but the people that came here revolted and actually won because of the defensive properties of the seawall cliffs. This set of Islands may be small, but is completely self sufficient. What little land they have is extremely fertilized by the minerals that soak in through the sea water, and there are fish aplenty. Their only real outside income is the Tax upon the Tuition of the Academy. The monsters in and around this island are mostly flying and sea critters, though most are not seen upon the island it's self because they are in the ocean of course.
Skorus
-Pisek
Within this country's bounds is the Elemental Magus Academy. Many adventurers come from and to this country to explore the multitude of sandblasted archeological ruins that are found dotted throughout this country. This country is a complete wasteland, other than the single river that runs along it's northwest mountainous border, the huge lake along the south and the Oasis that was created around the Sorcerer's academy. This country's main resource is glass and ancient artifacts and sometimes Items of Lost Tech. Once it was a lush, Eden-like valley, in the ancient times, but something happened to change the environs, and now all that can be found in abundance are old time ruins, and desert monsters.
Verdan
-Zelena
The ring of Verdan is home to the Druid's Sacred glade. Every sort of commoner jobs are plentiful in this country. Verdan is the country with the most variety of ecosystems, everything from high mountains that are capped in snow at all times, to low desert, marsh and jungle. This country's main trade are in the rare materials that can be found in the deepest folds of nature that are found throughout the ring. The populous of Verdan have come to an agreement with their Druid Magus, and have forsworn to make too many cities, though small villages dot a lot of the ring. Because of the variation of terrain, there are a great many hunters that reside in and come from Verdan. The monsters of Verdan very as greatly as the terrain, and no one ever knows what might pop up next in this huge ring of land.
Rhimis
-Led
Rhimis is the home of the Sorcerer Academy. Their populous always goes to what job is needed, because in the extreme cold weather, there's no choice but to band together. The lands of Rhimis are mostly a perma-frozen or semi perma-frozen wasteland. Their main trade is mining and gems. They are mainly a mountainous region, and those mountains provide quite well for them. Their gems are revered by the other seven kingdoms. The monsters that come from this country are mainly mountainous and ice creatures.