Lay of the Land (Maps and such)

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Lay of the Land (Maps and such)

Post by Admin on Tue Jan 26, 2016 1:50 am


Here we have some very crude and basic mapwork to show you a little bit about the layout of things. I do promise you that better things are in the work, it just isn't top priority today. Submissions and suggestions are welcome! -wink wink-



The land of dreaming is not spherical. It is almost like a giant island. It does not rotate, there is no turning of anything to mark the passage of each day. The lilac sun does not move from its post at Summer's Kiss, it bathes that corner of the world in lovely lavender light relentlessly (aside from eclipse season). The rest of the world is dim, even dark though no less lively. One bright moon circles the sky and in its journey around the edges of the ether, it causes an eclipse that covers the sun to leave a cycle of complete darkness every year. Time passes a little differently in different patches and there are clocktowers throughout the regions to help keep the lost on track. The edges are each divided by their weather, the seasons steady all year long. The middle of No Man's Land is Dusk, the center hub of which is a glittering black metropolis known as Topside surrounded by the ancient ruins of the long ago city before it now called Old Town. Past that is the thick cloud of fog, the In Between. This is where most dreamers find themselves when they wake in our world, though it is not heard of for them to end up in one of the seasons.
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Beneath our feet. (WIP)

Post by Admin on Thu Jan 28, 2016 5:07 pm

Before we get into things more topographical, let's take a look at the things within. The underside of our earth is similar to a geode, hollowed and sparkling with twisting tunnels and open spaces. Energy of the essence vibrates softly from deeply inside of these crystal walls and they glow ever so softly with just enough coloured light to illuminate these passages without harming the sensitive eyes of the Thystles that thrive in many of these glittering caverns. The largest of these spaces, the very core beneath the city of Dusk, has been granted to 'trespassers' on tense treaty terms with the Thystles' Otherworld Council. This Hollow core is has been converted into a small city of its own, Darkside.

Darkside is the sister city of Topside and it lies directly underneath the glittering center of Dusk. There is not a lot known about these underground territories yet as the tentative peace with the Thystles is a very new concept, there are many that are still uneasy and not about to set one foot underground. Dusk, however, is a completely different story. The city is massive and thriving, from the crown jewel of Topside at its center to the derelict Outskirts at its edges.
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Verdant: the realm of Spring

Post by nyxiest on Wed Feb 17, 2016 3:52 pm

Verdant

Realm of: Spring


  • Land Type:

From its crystal waterfalls to the banks of the sea, this peaceful regious is lush and fragrant with fresh greens and lavish blooms. Here you will find one of the true wonders of the world; a beautiful garden bountiful with flowers the size of small trees, twisted paths lined with glowing crystals of brilliant hues. This tremendous plot is no ordinary garden, it is abuzz with many delightful creatures equipped and eager to entertain and enchant any passerby that might wander their way. Verdant is known for its prized petals as well as sourcing the dream with sweet, pristine waters. Under the dark dawning sky (oft accompanied with a light drizzle), the air rings with the sweet song of merkith maidens that flirt from their perch upon the rocks in front of the crisp cascade at Reverie. They are harmless and will often dart under the surface when approached. At the other end, Evenshore is more of a bank than a beach, the violet waters placed and peaceful. There is an old lighthouse on the coast with a small fishing village, friendly people that never cause much trouble.


  • Economy:

The economy of Verdant is humble and nearly nonexistent. The humans are in small number here, and the fae that roam the lands have all they could ever want and need from nature itself. They are successful and happy, able to trade exquisite hand crafted goods for any exotic appurtenances from other lands they might have wanting for.


  • Military:

There is no organized army.


  • Religion:

Considering the very earthy nature of Verdant, many that call this region home are the Fae that practice worship and praise directed to nature itself in homage to their sleeping mother. Merkith dedicate their faith to the moon and her tides.


  • Culture:

There is a quiet lifestyle to the lands belonging to spring, it is easy going and tranquil. Merkith and Fae alike enjoy making things with their own hands and most of the world looks forward to their annual Ostara festival.


  • Trade:

craftwork, blooms, fresh water and fish
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Kiss: the Realm of Summer

Post by nyxiest on Wed Feb 17, 2016 6:58 pm

Kiss

Realm of: Summer


  • Land Type:

Boasting the only region with any proper daylight, the Kiss can be quite lively as creatures from all over flock to both the sparkling beach and the tropical oasis to bathe themselves in lilac sun and healing waters. Siren sea is safe enough at the shore but to venture into deep water is to risk encounter with the saltwater mer, and risk becoming lunch. Shoreside is breathtaking though, centuries of consistent sunlight have baked the sand into prismatic glass, pale and opalescent with shimmering shades of pale pinks and green. Werecats especially delight in the beautiful warmth here, they have many small enclaves scattered through the area. As it stretches further inland, the glass sands darken to glistering onyx and indigo, a desert floor of jewels to lend an air of elegance to the sultry oasis known as Brightside. The cluster of golden, glowing springs are renowned for their remedial properties and thusly this has become a thriving recreational escapement until eclipse season draws close. When the moon cycles through summer and veils the steadfast sun, the Thystles swarm up Eclipse Cove for their grand Hunt - a celebration of savagery and slaughter.


  • Economy:

Although the lush oasis grows some edibles, they are not enough to feed the entire population, meaning that the realm is partially dependent on the neighboring realms for food. Most residents enjoy a basic luxury with the money running free in this land stemming from a desire for literally the ground beneath their feet. Topside in particular has a high demand for the glass sands of Kiss. The thriving tourism doesn't hurt their livelihood either.



  • Military:

Although the residential population is small, it is not without defense. The werecats may seem languid and lazy but they are fiercely skilled fighters with a common territorial nature. Those that are sailors, fisherman and pirates by profession are hailed as especially formidable for their dealings with the ferocious monsters of the sea.


  • Religion:

The most common religion to be found in these lands is the praise of light itself. They see it as they are chosen to be blessed by the goddess as she casts her divine light only to them.


  • Culture:

In a country made of primarily of a desert, the people in this realm find that they can make money and earn extra food simply by being hospitable and gregarious with the endless fount of visitors looking for a pleasant holiday.


  • Trade:

recreation and ambiance, seafood, glass sand and goods from such
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Harvest: The Realm of Autumn

Post by nyxiest on Wed Mar 16, 2016 11:25 pm

Harvest

Realm of: Autumn


  • Land Type:

Overcast and thundery, the skies of Harvest are always full of rolling grey clouds on the verge of some great storm yet their season's growth is always plentiful, exorbitant in quantity and unmatchable quality. Crops from this region are more than enough to feed the world twice over and succulent Harvest produce is in high demand at each faction. What fields aren't brimming with delectables are waist high with golden grass, farmsteads dotted amidst them, large and far between. Close to the border of summer there is an eerie place with a twisted old tree and a sacred circle where the witches congregate for ceremony. Nearer the border of winter, the trees are dense, old and stout with brilliant leaves of red and gold. The forest is large and looming, taking up a good third of Harvest, turning to evergreens and edging into the winter realm.


  • Economy:

With the lucrative business of feeding the world and the ample ability to do so, the economy is healthy and thriving. The people do what they must to take care of their own, nobody goes wanting for the necessities here.


  • Military:

Though the population is pleasant and peaceful, there are more to these people than backwoods farm life.


  • Religion:

There is much ceremonial homage to the goddess here, a more savage kind of pagan tradition that many believe is the reason for crops so abundant and prosperous. The great circle at the Hollow Ground is a frequent site for spellcraft and ritual, a favourite for many different flavours of occult practitioner.


  • Culture:

The roots of the people here are deeply steeped in witchcraft and ceremony. There is a common vibe with nature among the residents and a deep respect for the goddess is the majority mindset, especially nearest the Mother Tree. Many here are apt with hedgewitch knowledge and greenery in some form or another; farming, herbalism, healing and the like. The natives here are very tolerant and peaceful people, usually friendly or even helpful to tourists and passersby.


  • Trade:

woodwork, lumber, crops
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the Bite: Realm of Winter

Post by nyxiest on Tue Apr 26, 2016 10:41 pm

the Bite

Realm of: Winter


  • Land Type:

The coldest, darkest corner of the world; it hosts peaks of icy mountains on its border of Spring and scattered evergreens on the edge of Autumn with barren, snowy flatlands looming between them. Jutting from the frozen land at the edge of the world is a tower, tall and ominous with a base of polished skulls where the long shadows whisper softly to any close enough to hear them. In the clearing between seasons, there is a Still place with a single park bench under a single streetlight.


  • Economy:

Harsh, unforgiving lands offer nothing to prosper from. There is nothing for this province to yeild, just fields of snow and spires of ice.


  • Military:

There is no organized militia. The residential settlements found few and far between in this place can hold their own. It takes a special kind of person to survive the Bite.


  • Religion:

There are a few scattered settlements here established enough to have a spiritual idea to share among them, an appreciation for the darker side of things and a significant recognition of the moon.


  • Culture:

There is not enough civilization in the bite to have any heavy cultural influence.


  • Trade:

There will be no trade.
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No Man's Land: the City of Dusk

Post by nyxiest on Tue Apr 26, 2016 11:02 pm

Dusk

Realm of: No Man's Land


  • Land Type:

The city of Dusk has grown to encompass the majority of this central terrain, there are places left desolate and in disrepair though areas like Topside are thriving and lovely - over the top and cared for by the higher society. Around the bulk of the city is a great wall, solid and stout to protect them from many potential threats.


  • Economy:

Like any city, there is a variety of commerce. Some patches are better off than others, the economic demographic has a wide range.


  • Military:

There is a well established police force to patrol the wall.


  • Religion:

With such a melange of beliefs, there are samples of different faiths at every turn.


  • Culture:

Dusk calls dreamers from all worlds to this one point and the resulting population is an amazing melting pot of different civilizations come together.


  • Trade:

Being centrally located makes this a pivotal port for trade to pass through and Dusk profits more from management than any actual trade.
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