Post by Ribitta on May 18, 2010 16:22:53 GMT -5
Teradia[/b][/u]
At the southernmost tip of Cher Plek, where sweltering heats and broiling humidity turn to frigid winds and ice storms, Teradia stands as presumably the last bastion of the old world. Skillfully hidden by ancient magic until 104 S.R., the city has finally been unveiled to the entire world. Be it archeology, archives, religion, or strategic location, every nation has become allured by Teradia, the cold stone walls gravitating all humanity and their causes.
As the Shadowed Bogs go south, slowly the swamp turns to ice. The gap between tropical climate and freezing weather is small, quickly transferring the traveler from a viscous heat to an empty cold. The terrain quickly begins to rise, temperatures dropping even further, until a tremendous cliff face is encountered. Standing over 250 meters, the cliff would dwarf most skyscrapers in a large city. A narrow and dangerous pass leads through these mountains, a jagged and unlevel plain of stone at the top. Here is the last stretch before the city, and life begins to become more and more visible as the plains stretch toward their finally resting point. Quarries are common in this region, being the farmland of Teradia, but all commerce comes to a close within a kilometer of the city. The terrain dips down once more, and the loose jagged rocks begin to thin out into smooth lowland. Covered by snow for eleven months of the year, these plains are a killing field for intruders should it ever become necessary. Should one make it through all these obstacles, though, they will find themselves looking at Teradia, lone city and life source of the deep south of Cher Plek.
Teradia’s walls are perfectly smooth and made of solid frozen stone, and the walls appear to be comprised completely of one solid piece of rock, as if beautifully carved out of a mountain. Each one of these massive, multi-story wall is at an eighty-degree incline, not completely vertical for reasons that are still a mystery. Three of these walls layer themselves in intervals of fifty meters to the city, gates staggered between them so as not to provide a straight entryway into the city.
Within the walls of Teradia is a surprisingly quiet city. Based formally on religion throughout, the city is marked by scaled down mirrors of the seven elemental temples, although these are not approachable by any but the priests and monks who maintain them. Even the wood temple still stands here, although it is the most highly guarded of all. However, besides specific points of interest and the general safeguarding of the city, the military is more or less virtually invisible. To wear a uniform in Teradia means that the individual will bring blood, and so it becomes merely another profession much like lawyers or craftsmen, blending in with the rest of the populace.
The trade in Teradia is expectantly low in variety, relying almost entirely on fish as food, some unique fruits and vegetables that can survive are also grown out in the rock plains, but there is still little choice in diet. Despite the city being at least a hundred meters above sea level, located on the rocky peninsula of the tip of Cher Plek, the city still keeps a thriving port. With huge tunnels running beneath the city, the upper regions connect to an underbelly of trade, eventually coming out into the port on the western side of the city. The underbelly is a vast complex of tunnels, and traders stick to one or two passages through it, but sidelong possibilities provide untold secrets in magic, history, and religion. While not protected with the massive stone walls at the front of the city, the underbelly passages are known well by the military and can be defended easier than the plains to the north of the city.
Mysteries yet uncovered by the world lie in the heart of Teradia, and for the first time in thousands of years they are resurfacing. Very little is still known about this threshold to information concerning the past, but both warmongers and knowledge seekers will undoubtedly be drawn to its power.
Bestiary:
Alura Une
Biri
Bulab
Cabbit
Combat Mech, "Quadwalker"
Cliff Racer
Drake
Drakeling
Dreugh
Dwarf
EggDrake
Elf
Faerie
Giant Dragonfly
Green Dragon
Guar
Human
Komola
Kryll
Leaper
Lesser Dragon
Manhandla
Netch
Orc
Servbot
Slaughterfish
Treant
Une
Wood Golem
Wyrm
At the southernmost tip of Cher Plek, where sweltering heats and broiling humidity turn to frigid winds and ice storms, Teradia stands as presumably the last bastion of the old world. Skillfully hidden by ancient magic until 104 S.R., the city has finally been unveiled to the entire world. Be it archeology, archives, religion, or strategic location, every nation has become allured by Teradia, the cold stone walls gravitating all humanity and their causes.
As the Shadowed Bogs go south, slowly the swamp turns to ice. The gap between tropical climate and freezing weather is small, quickly transferring the traveler from a viscous heat to an empty cold. The terrain quickly begins to rise, temperatures dropping even further, until a tremendous cliff face is encountered. Standing over 250 meters, the cliff would dwarf most skyscrapers in a large city. A narrow and dangerous pass leads through these mountains, a jagged and unlevel plain of stone at the top. Here is the last stretch before the city, and life begins to become more and more visible as the plains stretch toward their finally resting point. Quarries are common in this region, being the farmland of Teradia, but all commerce comes to a close within a kilometer of the city. The terrain dips down once more, and the loose jagged rocks begin to thin out into smooth lowland. Covered by snow for eleven months of the year, these plains are a killing field for intruders should it ever become necessary. Should one make it through all these obstacles, though, they will find themselves looking at Teradia, lone city and life source of the deep south of Cher Plek.
Teradia’s walls are perfectly smooth and made of solid frozen stone, and the walls appear to be comprised completely of one solid piece of rock, as if beautifully carved out of a mountain. Each one of these massive, multi-story wall is at an eighty-degree incline, not completely vertical for reasons that are still a mystery. Three of these walls layer themselves in intervals of fifty meters to the city, gates staggered between them so as not to provide a straight entryway into the city.
Within the walls of Teradia is a surprisingly quiet city. Based formally on religion throughout, the city is marked by scaled down mirrors of the seven elemental temples, although these are not approachable by any but the priests and monks who maintain them. Even the wood temple still stands here, although it is the most highly guarded of all. However, besides specific points of interest and the general safeguarding of the city, the military is more or less virtually invisible. To wear a uniform in Teradia means that the individual will bring blood, and so it becomes merely another profession much like lawyers or craftsmen, blending in with the rest of the populace.
The trade in Teradia is expectantly low in variety, relying almost entirely on fish as food, some unique fruits and vegetables that can survive are also grown out in the rock plains, but there is still little choice in diet. Despite the city being at least a hundred meters above sea level, located on the rocky peninsula of the tip of Cher Plek, the city still keeps a thriving port. With huge tunnels running beneath the city, the upper regions connect to an underbelly of trade, eventually coming out into the port on the western side of the city. The underbelly is a vast complex of tunnels, and traders stick to one or two passages through it, but sidelong possibilities provide untold secrets in magic, history, and religion. While not protected with the massive stone walls at the front of the city, the underbelly passages are known well by the military and can be defended easier than the plains to the north of the city.
Mysteries yet uncovered by the world lie in the heart of Teradia, and for the first time in thousands of years they are resurfacing. Very little is still known about this threshold to information concerning the past, but both warmongers and knowledge seekers will undoubtedly be drawn to its power.
Bestiary:
Alura Une
Biri
Bulab
Cabbit
Combat Mech, "Quadwalker"
Cliff Racer
Drake
Drakeling
Dreugh
Dwarf
EggDrake
Elf
Faerie
Giant Dragonfly
Green Dragon
Guar
Human
Komola
Kryll
Leaper
Lesser Dragon
Manhandla
Netch
Orc
Servbot
Slaughterfish
Treant
Une
Wood Golem
Wyrm