Equinox
Equinox is divided by two super continents and several, very tiny sub-continents. The larger of the two super continents is known as Penumbral and expands across both hemispheres. Across a vast ocean, lays the second smaller continent known as Eclipse. The smaller continents do not have names except for the locals who live upon them.
Penumbral, due to its vast size, has multiple types of landscapes. To the north lie the harsh lands of snow and mountains. The climate is always cold, however life has found a way to go one around the absence of warmth. The ground is typically too hard to dig too far in, as the land here has been frozen since time forgot. This means what grows is typically shallow rooted, including the trees that have survived here in the harsh environment. Despite the tough exterior, once one breaks through the barriers, precious gem stones and metals of odd and extraordinary colors can be found. Old forests do linger here, their roots woven in and out of the earth and within each other, trees as tall as the giants of lore of the people who thrive upon these lands. To the far north, the old creags give way to the waters sharply, and is often referred to as, 'the end of the world' due to the shear drop off the edge into the icy waters hundreds of feet below.
To the south, the rolling hills and fertile valleys of Lyris tend to be warm and humid, giving the area the informal nickname of 'The Summerlands'. Sheltered by the mountains that form its northern border, the weather tends to be moderate, except when the sea spawned storms drench the otherwise sunny land with weeks of rough winds and violent downpours. The hills seem to extend even into the sea in the form of island chains to the south. The sea there is often very dangerous when the tide is low and submerged shoulders of rock sometimes peek between the waves. Betwixt these extremes, mostly one finds meadows and fields, frequent thickets of bamboo, and small, well tended forests, shading into swampy areas and stony slopes nearer the mountains. The area has been hospitable to humans for centuries, and the ruins of fallen civilizations dot the landscape frequently with marble statues and square cut stones.
Sitting between the frigid north and the sunny south are the drab lands of the west, a harsh place framed often with overcast skies and darksome waters. Dominated by the mountains that Lyris relies on so heavily for protection, Zeelow is split almost evenly between cold, scrubby highlands in the east and grey, muddy lowlands in the west. The former is country more suited as a defensive barrier than a homeland, with craggy peaks jutting out above barren valleys, but the Zeelanders have eeked a living out of the highlands as they boast some of the richest and most consistent veins of iron ore in the known world. Their countrymen along the coast have a slightly easier life, between trawling the cold seas for whatever they might dredge up from their depths and tending to the tuber crops the Westrons manage in the fields, feeding Zeelow with their bounty. Despite the grey skies and muddy moors, in the waning hours of the day one discovers just where the west got its moniker - the overcast clouds become a canvas for the sun, weaving a tapestry of reds and oranges into the sky as it sinks into the sea.
To the east, the land is full of open, rolling fields that turn into mountains around the coast. Its rich with rivers, life, and precious metals, most notably silver and copper. Its full of streams, bubbling brooks, and rapids, on top of the occasional bog. Real dry land is scarce when one travels further away from the mountainous coast, which is where most of its cities, keeps, and castles reside, the heart of the Araucollem's civilization. The outer lands near the borders are much more wild. Much less attention has been given to trees and forests, for, like solid land, they are scarce, unless cultivated.
The second continent will be developed if and when it becomes relevant to expansion.
Rules:
1. There are no fast communications between realms. It takes time for information to be passed from area to area. Messengers will need to be sent for important information and can take days, depending on the area in question, for that messenger to deliver the information(if he/she isn't intercepted along the way.)
2. True "Magic" will exist but will be very minimal and low key. Other magic in the world is something that could be explained in a more advanced period of time as scientific.
3: Reference time period: High, changing to late middle age era.
4: "Advanced" technology is something in the works. In the previous wars, they were won or lost on the battle field with weapons such as swords and shields, or primitive siege weaponry.
Equinox is divided by two super continents and several, very tiny sub-continents. The larger of the two super continents is known as Penumbral and expands across both hemispheres. Across a vast ocean, lays the second smaller continent known as Eclipse. The smaller continents do not have names except for the locals who live upon them.
Penumbral, due to its vast size, has multiple types of landscapes. To the north lie the harsh lands of snow and mountains. The climate is always cold, however life has found a way to go one around the absence of warmth. The ground is typically too hard to dig too far in, as the land here has been frozen since time forgot. This means what grows is typically shallow rooted, including the trees that have survived here in the harsh environment. Despite the tough exterior, once one breaks through the barriers, precious gem stones and metals of odd and extraordinary colors can be found. Old forests do linger here, their roots woven in and out of the earth and within each other, trees as tall as the giants of lore of the people who thrive upon these lands. To the far north, the old creags give way to the waters sharply, and is often referred to as, 'the end of the world' due to the shear drop off the edge into the icy waters hundreds of feet below.
To the south, the rolling hills and fertile valleys of Lyris tend to be warm and humid, giving the area the informal nickname of 'The Summerlands'. Sheltered by the mountains that form its northern border, the weather tends to be moderate, except when the sea spawned storms drench the otherwise sunny land with weeks of rough winds and violent downpours. The hills seem to extend even into the sea in the form of island chains to the south. The sea there is often very dangerous when the tide is low and submerged shoulders of rock sometimes peek between the waves. Betwixt these extremes, mostly one finds meadows and fields, frequent thickets of bamboo, and small, well tended forests, shading into swampy areas and stony slopes nearer the mountains. The area has been hospitable to humans for centuries, and the ruins of fallen civilizations dot the landscape frequently with marble statues and square cut stones.
Sitting between the frigid north and the sunny south are the drab lands of the west, a harsh place framed often with overcast skies and darksome waters. Dominated by the mountains that Lyris relies on so heavily for protection, Zeelow is split almost evenly between cold, scrubby highlands in the east and grey, muddy lowlands in the west. The former is country more suited as a defensive barrier than a homeland, with craggy peaks jutting out above barren valleys, but the Zeelanders have eeked a living out of the highlands as they boast some of the richest and most consistent veins of iron ore in the known world. Their countrymen along the coast have a slightly easier life, between trawling the cold seas for whatever they might dredge up from their depths and tending to the tuber crops the Westrons manage in the fields, feeding Zeelow with their bounty. Despite the grey skies and muddy moors, in the waning hours of the day one discovers just where the west got its moniker - the overcast clouds become a canvas for the sun, weaving a tapestry of reds and oranges into the sky as it sinks into the sea.
To the east, the land is full of open, rolling fields that turn into mountains around the coast. Its rich with rivers, life, and precious metals, most notably silver and copper. Its full of streams, bubbling brooks, and rapids, on top of the occasional bog. Real dry land is scarce when one travels further away from the mountainous coast, which is where most of its cities, keeps, and castles reside, the heart of the Araucollem's civilization. The outer lands near the borders are much more wild. Much less attention has been given to trees and forests, for, like solid land, they are scarce, unless cultivated.
The second continent will be developed if and when it becomes relevant to expansion.
Rules:
1. There are no fast communications between realms. It takes time for information to be passed from area to area. Messengers will need to be sent for important information and can take days, depending on the area in question, for that messenger to deliver the information(if he/she isn't intercepted along the way.)
2. True "Magic" will exist but will be very minimal and low key. Other magic in the world is something that could be explained in a more advanced period of time as scientific.
3: Reference time period: High, changing to late middle age era.
4: "Advanced" technology is something in the works. In the previous wars, they were won or lost on the battle field with weapons such as swords and shields, or primitive siege weaponry.