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Calder
Oct 4, 2011 6:18:31 GMT -8
Post by snow on Oct 4, 2011 6:18:31 GMT -8
(To be updated) Edit#3 Calder is a pretty unpredictable weather zone. It is mainly tropical, but conditions changes that. It's mainly covered in forests, jungles, and many islands, but due to said conditions, freezes every year. And due to it being in the Southern Hemisphere, the times of year are reversed.
Spring: Spring is a very busy time of year. Everyone is rushing to make up for lost time from the winter. The temperature has dropped majorly, allowing people back outdoors to harvest everything in 53 degrees to 68 degree weather. It's always pretty cloudy, and rains are plenty. The Skritek are in a frenzy stocking up for the summer, hoping to survive. The Isoke are in a flying craze, before it is too cold to fly. And the Monasky are in a trading frenzy before the water freezes.
Summer: Summer is as enjoyable as it is bad. The plants of the jungles are now dead, so people can explore. The snows are plenty, freezing the water over. The Isoke cannot fly, due to the frost, but enjoy the Snow Games. The Skritek stay indoors when not playing in the snow or trading. The Monasky are forced underwater, and are submitted to extremely cold temperatures.
Fall: In the fall, there's always a nice cool breeze. This is the most comfortable time of year for Calder. The dangerous plants of the jungle are still growing this time of year, so, it is the only other time where people are safe to explore it. But, this is also vacation time for everyone. It is a comfortable 75 degrees to 87. So, festivities are aplenty for Calder!
Winter: Winter is not a very happy time for most citizens. The water is not safe around this time, due to the wandering sea serpents that come every winter. The Skritek are thankful for this, because it keeps out the Monasky, but it also prevents them from trading over the sea. It is a very uncomfortable 94 degrees to 108. And, this is also storm season. Due to living so close to the water, it is always very humid, providing many storms. This provides dangerous conditions for any Isoke, so they are prohibited from flying in the winter.
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Calder
Jul 1, 2013 9:58:04 GMT -8
Post by Moon on Jul 1, 2013 9:58:04 GMT -8
GovernmentThe land of Calder is ruled by a unique mix of government. The high ruler of the Calder empire is known as the Drog and he functions much like a king or emperor would. However, he often seeks counsel from the Regents, or aristocratic nobles who rule over their respective region. There are five main regions that are recognized by the Drog: the Fahili (Fa-h e-l ee) region ruled by the Davena, the Nuall (New-all) District region ruled by the Naiad, the Ghenmar (Gen-mAR) region ruled by the Isoke, the Hydraic (Hi-dr ay-ick) region ruled by the Syreni, the Talc (Toll-k) District ruled by the Shala Daora. Each region is made up of various small towns, cities, or tribes depending on the ruling race. The Drogs are usually of the Nalani race, thus many of the Nalani live in the capital city which is located in the Ipex Region, but there are a few cities scattered about the land. - Fahili Region
The Fahili region is mainly a collection of tribes who are ruled by the aristocratic class, there is no one set ruler among the nobles. They have a strict policy that prevents the classes from interbreeding of the classes, and failure to comply usually results in the death of the infant and possibly the lower class parent. However there have been cases where the child has been adopted into the higher classes due to appearance, but they are denied specific privileges that apply to the nobility. One such privilege would be a voice in the functioning of government.
- Nuall District
The Naiad are not particularly keen on ruling within their own district. They prefer a democratic approach where every fully mature Naiad, over the age of 200yrs, can vote upon a course of action. This is the main reason why they have managed to thus far stay out of the war. They are at a constant stalemate and are unable to decide upon a course of action. Political issues are resolved rather slowly, but due to their large lifespan the solution to an issue do not really concern them.
- Ghenmar Region
-To Be Decided-
- Talc District
-To Be Decided-
- Hydraic Region
-To Be Decided-
- Ipex Region
-To Be Decided-
Culture(Allithar [al-leh-th are] the dragon god, more commonly known as Ren in the human tongue) Syreni: -To Be Decided-Nalani: -To Be Decided-Naiad: The Naiad strongly believe in the conservation of the land. They themselves are part of the land and can feel when the land is endangered. They believe in a system of balance. If you take something you must give something back. Strangely enough they are one of the few races to not believe in the presence of Calder, despite their murky origins. They do however, believe in the spirit of nature whom they have dubbed Deaboris. However, the spirit of nature is not a god. Instead Deaboris is the principal of many rebirths and many deaths (think the Circle of Life from Lion King). They believe that when they die they return the energy they borrowed from the plants to them and that they themselves are then absorbed into the lifecycle to help the younger generations grow. Because of their beliefs they are very big on family and value family bonds over any others. Thus Naiad tend to have large families with up to three children. Usually the limit is three due to their long lifespans and the children tend to be decades or even centuries apart. Isoke: -To Be Decided-Davena: Interestingly enough the Davena are very different from their Naiad ancestors. Unlike the Naiad, Davena are not as keen on raising families as the Naiad are and thus it is rare for a child to be born, if at all, between Davenian couples. Even in nobility it is rare to see children. The Davena prefer to bond with their significant other emotionally or mentally rather than physically. However, it is not to say that they don't bond physically, but they are much better at monitoring their reproduction. The Davena believe strongly in the presence of Calder and worship him highly. They believe that all life is sacred and must be blessed by asking Calder for fear of angering him for killing a beast or plant he created. They also adopted the Naiad belief of Deaboris, however they believe that Deaboris is specifically the goddess of nature that helped Calder mold the land. They also believe in other deities such as Neum the wyvern god of death and birth or Cyrio the lizard goddess of health. (Will be updated at a later date)
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Calder
Jul 18, 2013 22:22:32 GMT -8
Post by Moon on Jul 18, 2013 22:22:32 GMT -8
Capital Cities Nyelle – Nay-eL The Davena capital of the west, built into the heart of an Afura tree also known to the Davenian people as the Tree of Beginnings. Unlike most other capitals the Davenian capital of Nyelle is rarely inhabited and is only used to receive guests to the region. Many of the Davenian people live throughout the lush region, however most aristocratic nobles tend to live near the capital. Arus – R-us The Isoke capital, of the east, rarely has guests due to the capital’s being so isolated from the rest of Calder. However, the Isoke have worked hard to make ground transportation more available to guests, but the current war has deterred most from entering the city. Itais – I-tay-us The Syreni capital, of the south, was originally known to be a large and bustling port used by the Syreni to trade with the other races. Eventually they moved onto the land and began to build their homes on the overlooking cliffs. During festivals, the Syreni hold annual diving contests and can even be seen jumping from their own front yards. Ugona – oo-go-na The Shala Daora capital, of the southeast, is the most isolated capital of all the capital holds. The city is a hybrid of nature’s harsh winter molding and the adaptation of metal. Most visitors to the capital are lost travelers. Because of the extreme isolation the inhabitants must make monthly trips to trade with the neighboring towns. Due to the continual migration many inhabitants have built inns along popular trade routes. Elmiire – EL-my-er The Naiad capital, also of the southeast, is surrounded by the Agar swamp, making it difficult to enter without assistant. There is an abundance of food due to the close proximity to the sea and the surrounding forest. Elmiire is known for its shelter that it provides despite its dangerous jungle surroundings. Oradais – Or-ah-day-is Also known as Trinity City, due to its long history of keeping the main holds at peace. The Great Council discusses political matters here and many wars have been diverted due to the work of the diplomats that assemble here. The Drog and a few of his staff reside in the highest tower. This is thought to symbolize the Drog’s ever watchful eye on the lookout for disturbances.
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Calder
Jul 19, 2013 15:01:02 GMT -8
Post by Moon on Jul 19, 2013 15:01:02 GMT -8
(Will be updated continuously) Fahili RegionThe Fahili Region is the most forest dense region of all the holds. There are no clear paths through the forests and most outsiders easily lose their bearing in the massive forests. Many inhabitants are kind enough to either escort or provide hospitality to wandering travelers. Most of the plants, however, are poisonous and only a select few are truly edible, thus it is best not to eat any plants unless an inhabitant gives both blessing and approval. Animals are plentiful and quite easy to find if looking in the right places. - Tella Valley
- Senzavand Mountains
- Mountain View Inn
- Temple of Allithar
- Evoni Forest
- Gylreet Creek
Nuall DistrictLike its sister region, the Nuall is very vegetation dense however the vegetation of the Nuall District is far more sinister. The jungles that fill the district are heavy with miasma that can be detrimental to an outsider's health should they prolong their stay. Yet interestingly enough, many of the plant species provide for cure-alls that can heal the miasma's effect on outsiders. - Ryhart Vallet
- Agar Swamp
- Mordoa Jungle
- Nokturna Falls
- Indul River
Ghenmar RegionA harsh mountainous region located east of the capital city. The land is very hard to transverse, thus most of the inhabitants live in castles built atop hills or into the face of a mountain. Air is the most popular way to travel for locals and they are always willing to lend travelers a helping hand. - Romarias
- Grimlocke Castle
- Coronx
- Stalgrath
- Itieri Mountains
Talc DistrictEven harsher than the Ghenmar region, Talc is home to the nastiest snowstorms of Calder. There aren't too many scattered groups of inhabitants, rather they tend to group together for warmth and trade. Travelers aren't so welcomed however, unless for trade. The Talc District is home to many secrets and unsolved mysteries. - Dragon Eye Cave
- Elmar Caverns
- Cadreath
- Maneris Passages
- Ordole Mountains
Hydraic RegionA warm and humid region full of water. The inhabitants of the Hydraic Region are often scattered about due to the massive size of the region and the access of the sea and other bodies of water through the region. Hydraic is the friendliest region to visit and travelers are eagerly welcomed. The inhabitants are sure to provide for beautiful scenic routes through the region and hospitality for the weary. - Majist Ports
- Iborous
- Backwater Bayou
- Sunken Ship
- Sunset Beach
- Aquiis River
Ipex RegionThere isn't much to see in this region due to it being so small. However, the Calder capital is tourist central and it makes sure to keep it that way. The Ipex Region is a party region complete with casinos and even fine wineries. Despite its very informal exterior, all the business and workings of the Calder Region take place in the towers the rise over the city. - Alivine Winery
- Golden Casino
- Corroson Lake
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Calder
Aug 2, 2013 20:18:16 GMT -8
Post by Moon on Aug 2, 2013 20:18:16 GMT -8
StandardRegional BoundariesElevation Map
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