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 The Human Realms II (Westenra/Indra)

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Arius
Dungeon Master
Arius


Posts : 313
Join date : 2009-08-21
Age : 38
Location : Between Worlds

Character sheet
Level: 30
XP to Next Level:
The Human Realms II (Westenra/Indra) Left_bar_bleue0/0The Human Realms II (Westenra/Indra) Empty_bar_bleue  (0/0)
Hit Points:
The Human Realms II (Westenra/Indra) Left_bar_bleue189/189The Human Realms II (Westenra/Indra) Empty_bar_bleue  (189/189)

The Human Realms II (Westenra/Indra) Empty
PostSubject: The Human Realms II (Westenra/Indra)   The Human Realms II (Westenra/Indra) Icon_minitimeMon Apr 26, 2010 10:00 pm

The Human Realms II (Westenra/Indra) Humanrealms2finished

The southernmost two human kingdoms, Westenra and Indra are perpetually at war with each other. They are separated by a narrow span of ocean called the Straits of Chaos.

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WESTENRA

By far, Westenra is the strongest military power on the eastern continent. They are constantly fighting a war on two fronts, against their hereditary enemies in Indra to the south, and against marauding armies of goblins from the Cadal Mountains on their northwestern border. For this reason, many would-be heroes from the other races journey to Westenra to prove their worth as warriors. Metallic dragonborn in particular make up a large portion of the Westenran army. The Westenrans’ military power is not confined only to land, though, as they have a powerful navy as well.

Due to the constant warfare, Westenra also is home to several prominent military academies, where the best of the best come to train in ancient combat techniques, or to become career officers in the Westenran army or navy.

Westenra is strictly a monarchy, allowing only men to rule the nation. A royal bloodline has claimed dominance for hundreds of years, though the crown doesn’t always pass from father to son; on those occasions when the king dies without producing an heir, and the succession is unclear, the politics of Westenra are thrown into chaos until a new king can be chosen from the royal bloodline.

NATURAL FEATURES (WESTENRA)

BLIGHT WASTES: This broad expanse of desert wasteland was once a thick, thriving forest. Centuries of deforestation and war took their toll, though, and the Blight Wastes were formed. Marauding bands of goblins from the Cadal Mountains and human bandits roam the desert, raiding parties who seek passage through the wastes.

DEKTOL RIVER: This powerful, fast-running river originates in the Cadal Mountains. Like the Twill River, goblins often use the Dektol as a means of striking south to attack the Westenrans.

ELLE RIVER: A small river that flows south from Lake Skye.

LAKE SKYE: The only major body of fresh water in all of Westenra, Lake Skye is located in the country's far north. It is fed by the Twill River which flows down from the Cadal Mountains, and is itself the source of the Elle River.

TWILL RIVER: This cold river flows down from high in the Cadal Mountains. At times, goblins will ride the river on rafts to wage war against the Westenrans.

SETTLEMENTS (WESTENRA)

CALDWELL VILLAGE: This larger-than-average sized village is one of the closest settlements to the capital city of Physelia. Many of the village’s young men and women leave Caldwell when they come of age to seek a military career in Physelia.

CALL VILLAGE: Situated on the north-eastern shore of Lake Skye, this village’s livelihood comes from the large amount of fish caught in the lake and sold throughout the country.

DYNA VILLAGE: This village is nestled in the foothills of the Cadal Mountains. It sits athwart a pass that leads up into the mountains to the ancient, long-abandoned Fort Boulder, which in the distant past defended Westenra from mountain goblin incursions before being overrun.

FINEL VILLAGE: As one of the last outposts before the desert of the Blight Wastes, Finel enjoys a great deal of trade with caravans going to and leaving the wastes.

HELIOS VILLAGE: Like Dyna, Helios Village is built over a pass in the foothills that leads to another ancient fortress, destroyed and left in ruins years ago by marauding goblins. This fortress, called Fort Granite, once defended Westenra from the very goblins who eventually overran and destroyed it.

HORNE VILLAGE: This village sits near the cliffs that overlook Cassandra’s Sea. Many years ago, the people of Horne Village discovered a warren of ancient tunnels in the cliffs and earth beneath the village, and many of its citizens make their livings by selling artifacts and gems found in the tunnels.

LEA VILLAGE: A small village situated near the capital. It enjoys relative safety from Westenra’s enemies due to its proximity to Physelia.

LUNA VILLAGE: Built astride one of the main trade routes leading into Physelia, Luna Village enjoys a good amount of trade with caravans heading into and out of the capital.

MARIN VILLAGE: Built on the southern shore of Lake Skye, Marin Village gathers rare shells and stones from the lake shore to make jewelry which is then sold all throughout the eastern continent.

MIRAGE VILLAGE: This village is built on the edge of the Blight Wastes, and it got its name from those travelers from the desert who thought it was a mirage at first glance. Built over a natural spring, Mirage Village is a godsend for those who have spent weeks or months traveling through the wastes.

PHYSELIA: The capital of Westenra, Physelia is a massive city built from stone quarried in the Cadal Mountains. An enormous, impenetrable wall surrounds the city, and though from time to time the city has been besieged by Westenra’s enemies, never has the wall been breached. At the center of the city is the king’s palace, which is a small fortress in and of itself.

SORIN VILLAGE: Though once a small, peaceful logging village deep in the heart of the small northern forests, Sorin Village has in recent decades become a warren of smugglers. A small, rickety rope bridge spans the gap of the Khalm Gorge, allowing brave individuals to get their goods across and into Frontia (or vice versa) without attracting the attention of the authorities in Fort Firion on the Westenran side and Fort Khalm on the Vilnian side.

STONA VILLAGE: This village is built in the far-flung remnants of the Cadal Mountains in the north. The village’s main claim to fame is their quarry, from which the very stones that constructed the capital were once removed in ages long past.

MILITARY OUTPOSTS (WESTENRA)

FORT FIRION: This massive stone fort is operated by the Westenran military, and it holds the southern side of the great bridge that crosses Khalm Gorge.

PORT KELL: Port Kell holds the unique honor of being one of only two ports (the second being on the island that houses the Academia Arcana) with direct access to the Sea of Tears, and the scattered collection of islands therein. This provides a special trading opportunity for Kell, but also means that the port must be that much more secure, as invasion from the Draconic Horde or the fledgling Hargorn Empire is always a possibility.

PORT MACIR: Along with Port Oasis, Macir is the most heavily-manned of Westenra’s ports. With the ever-present threat of Indra just across the Strait of Chaos, Macir must maintain a strong naval presence, as well as a fully-equipped garrison of some of Westenra’s most seasoned soldiers.

PORT OASIS: Providence provided a lush oasis over a natural fresh water spring on the south-eastern edge of the Blight Wastes. Over the years, a harbor was dug out allowing the small oasis village to be built into a sprawling, military port dedicated to protecting southern Westenra from the Indrans.

PORT PENCE: Not only a military outpost, Port Pence is also a booming metropolis where most of Westenra’s commerce is seen to. Pence does maintain a massive military force, though, both naval and ground troops. They are positioned just north enough that they aren’t often troubled by pirates or navy out of Indra.

PORT TAMIL: Situated in the north of Westenra, Port Tamil is most likely the most corrupt city in the country. Many goods, both legal and illegal, are brought through this port and taken overland to Sorin Village, where they are sold or traded at the infamous Smuggler’s Bazaar. The authorities of Port Pence often turn a blind eye on the illegal activity that goes on there, for the right price.


Last edited by Arius on Mon May 03, 2010 4:22 pm; edited 1 time in total
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Arius
Dungeon Master
Arius


Posts : 313
Join date : 2009-08-21
Age : 38
Location : Between Worlds

Character sheet
Level: 30
XP to Next Level:
The Human Realms II (Westenra/Indra) Left_bar_bleue0/0The Human Realms II (Westenra/Indra) Empty_bar_bleue  (0/0)
Hit Points:
The Human Realms II (Westenra/Indra) Left_bar_bleue189/189The Human Realms II (Westenra/Indra) Empty_bar_bleue  (189/189)

The Human Realms II (Westenra/Indra) Empty
PostSubject: Re: The Human Realms II (Westenra/Indra)   The Human Realms II (Westenra/Indra) Icon_minitimeMon May 03, 2010 4:20 pm

INDRA

Unlike the other three human nations, Indra was not originally a nation itself. The southern island that is now home to the Indrans was a barren, rocky, nearly uninhabitable place that was intended to be a place of exile for those violent religious fanatics that caused war and chaos throughout the eastern continent nearly a hundred years ago.

Yet something unexpected happened when the thousands of zealots who worshipped “The One” were captured and exiled on the island: the island apparently embraced them, and bloomed for them, providing everything that they needed to survive. The Indrans claim that it was the power of their supreme deity who made this possible, and though there is no real evidence to this effect, there is no evidence against it either.

Over the centuries, the Indrans continued to wage their religious wars against the nations of the eastern continent, and their war crimes in the past have made them blood enemies in the people of Westenra, for it was Westenra’s famous Princess Cassandra who was abducted and killed by the Indrans hundreds of years ago. Though the Westenrans have tried countless times to invade and destroy Indra, something always manages to stop their assault, be it freak storms, disease, or apparent divine intervention.

Little is known of the actual inner-workings of Indra as a nation, as few are allowed to come and go as they please, and the Indrans themselves volunteer little to no information on the subject to those nations and peoples they deem inferior.

NATURAL FEATURES (INDRA)

LAKE DEIAN (2): This lake is located in the center of the island nation, and it surrounds and protects the capital city of Beata. Legend says that in the beginning, when the Indrans were first exiled to their island, the High Priest of The One prayed to their god, begging for his divine aid. When the prayer was finished, a spring broke through the barren, rocky land and created the lake. It is considered sacred by the people of Indra.

SETTLEMENTS (INDRA)

BEATA (1): None who are not true followers of The One are allowed to set foot upon Beata, the capital of Indra, which is built in the center of the sacred Lake Deian. It is a place of stark beauty, built of white marble that glimmers with silver and gold highlights in the light of the sun. It is a thing of pillars and columns, cut through with canals traveled by the faithful in swift-moving gondolas. It is the home of the High Temple of The One, and the High Priestess who rules the nation as surely as any king or queen.

CLAIRIS VILLAGE (9): A small village to the east of Beata and the sacred lake.

ERES VILLAGE (6): A halfway point between Port Guardia and Lake Deian, Eres Village tends to serve as a waypoint for pilgrims on their way to the sacred lake and the capital.

SCOTIA VILLAGE (8): A small village notable for being the birth-place of the current High Priestess.

VALE VILLAGE (7): Located south-east of Beata, Vale Village is a decent-sized village that keeps the world-famous silkworms that create the silk used in the robes and vestments worn by the high ranking members of the church of The One.

MILITARY OUTPOSTS (INDRA)

PORT GUARDIA (5): This military port is frequented by those pirates who are unofficially on Indra’s payroll. The raid up and down the coast of Westenra, sometimes accompanied by official Indran navy and sometimes on their own. The city itself is well-maintained and highly disciplined, and not even those pirates who make frequent stops there consider breaking any of the laws or rules of Port Guardia.

PORT KARIN (4): The bulk of Indra’s naval might is stationed here in Port Karin, located as it is directly between two of Westenra’s most powerful military outposts.

PORT RELLIN (3): The third of Indra’s primary three military strongholds. Rellin boasts an impressive navy along with a large force of foot soldiers as well.
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