Nomadic
Aithne, Ashetta, Caden, Jude, Kalt, Liam, Maea, Nikandr, Pann, Soren, Zenith

Halo
Regional Score: 185
Population: 11
Leader(s) Deimos Council: Evie
Citizens: AmhranDamienDeimosElizabethEvieIskraLukaMarcusNoahSahSoleil

Upgrades:

Accessibility: Has a Skyport (Palace)
Halovian Skyships: The ships that frequent Halo's skies are reinforced to withstand the harsh climates. The sails are lined with the skin of frost giants, and the frames are blessed by Frey for both strength and flexibility against the wind and snow. This ensures that sailing is possible in any season for Halovians, even at the height of Deepfrost.


Vi's Barrier: A faintly visible golden barrier covers all of The Citadel and its boards. Void flora and fauna cannot enter the area.
Solar Beam: If activated by a member of Halo's council (including appointed positions), the solar cannon can target 1 30ft sphere anywhere within the Citadel. Does 100pts of light/fire damage to anyone within the sphere. Requires a 5 post cooldown between uses, and a 1-post 'charge up' prior to use.
Rainbow Gate: If activated by a character with Halovian citizenship, the rainbow gate can target 1 60ft sphere anywhere within Halo. Protects those within for 4 posts. Requires a 5 post cooldown between uses. Must be deactivated by a character with Halovian citizenship.
Stronghold: If activated by a member of Halo's council (including appointed positions), the Citadel walls will rebound 100pts of damage upon anyone/thing that strikes them. Requires a 5 post cooldown between uses. Must be deactivated by a member of Halo's council (including appointed positions).
Starlit Barrier: A faint starlit barrier that surrounds the Citadel. The Family cannot physically bypass the barrier.
Citadel Greenhouse: A large, domed greenhouse now exists within the Citadel walls, allowing citizens to grow crops that would otherwise never survive in these icy climes.
Warmth Barrier: The Citadel is now protected against the worst of the Deepfrost cold, and those who live there will be able to venture outside all season! (Note: This does not make the Citadel "warm", it merely makes it as cold as the rest of the time).

Citizenship Abilities:


Halo has hardened you against her weather and her terrain. Once per PQ/PQ+/KQ/Drop, you can ignore an environmental effect that would otherwise hinder you (rough terrain, cold, wind, etc). (In order to use this ability, you must put a clear note in the bottom of your post immediately following the effect you want to ignore).
Regional Score bonus: +13 in all shrine visits, drops, PQ+s, KQs, etc. (You must post this at the bottom of any post where a +13 should be included). Residents cannot be cursed at shrines in this region.

Fast Facts:


  • Compared to other regions, Halo is a largely uninhabited land because of its dangerous wildlife and treacherous climate.
  • Halo is a 'medium' sized area; walking from one end to the other would take just over a month on foot. It’s basically like walking from the top of Scotland down to the bottom of Wales.
  • Halo is always cold. Expect temperatures of around -30 C in enclosed spaces, and upwards of -50 C in the tundra
  • The Deepfrost seasonal deity, Eirachi, can be found here.
  • Halo is best thought of as an arctic-type biome that is extremely dangerous both due to the climate as well as its fauna.
  • Flora & Fauna:


    Battered by magical disaster and shattered from the mainland during the Second War, this former glacial desert has finally begun to thaw. Around 800km across and 1000km tall, Halo is no longer caged by mountains and instead boasts sprawling beaches of black sand which fade into greenery and woodlands. However, not all forests are created equal. A dense spray of strange, dead trees leads to Halo's heart of ice; a frozen gem settled against the shores of an inland sea, the Citadel stands as a proud bastion of civilisation amid a sudden spray of northern greenery. Travelling from one end of Halo to the other on foot takes just over one month.

    A variety of animals that thrive well in cold climates can be found here (arctic types, such as reindeer, moose, polar bears, wolves, salmon, whales like orcas and humpbacks, seagulls, ravens, eagles, seals, arctic shrews, arctic hares, and arctic foxes.) Flora and Fauna found in regions like Norway or Iceland/Greenland would be common here.


    Hollowed Grounds
    Regional Score: 109
    Population: 7
    Leader(s) Dantalion Council: Kiada
    Citizens: AstarothCharlieDantalionFoxKiadaThalassaZairah

    Upgrades:

    Accessibility: Has a Skyport (Jack Tar Landing)
    Portal to The Climb | Within the Everlasting Bonfire, a translucent doorway can be seen, flanked by two iron posts encrusted with gemstones. Stepping through will bring any traveller to The Burrows in The Climb.
    Dygra's Barrier | A faintly visible crimson barrier covers all of the Inner Quarter and its boards. Void flora and fauna cannot enter the area.
    Everlasting Bonfire | A large (10 square feet), open air bonfire stands in the centre of the Inner Quarter. Glittering with a rainbow of assorted gemstones, it requires no fuel to keep burning, and will not go out regardless of wind, rain, snow or any other adverse weather.
    Rage Room | Nestled within the Temple, this otherwise innocuous room is furnished with a variety of weapons, liquor, and other unsavoury items. Once the door to the room is closed and subsequently opened again, the room - and anything/anyone within it - reverts to the state they were in when they first entered the space. In other words, what happens in the Rage Room, stays in the Rage Room.

    Citizenship Abilities:


    The world is new to you, and you to it. During PQ/PQ+/KQs/Drops, you roll with advantage on luck-based rolls and receive an extra name during drops. (In order to use this, make sure to note the ability at the bottom of each post)
    Regional Score bonus: +5 in all shrine visits, drops, PQ+s, KQs, etc. (You must post this at the bottom of any post where a +5 should be included). Residents cannot be cursed at shrines in this region.

    Fast Facts:


  • The Hollowed Grounds are where characters were trapped for 300+ years in a barrier. This barrier fell in Flowerbirth 309 PC.
  • The Hollowed Grounds is a 'large' sized area; it’s about 1000km2 but since it’s broken apart it feels much larger. It’s just under the size of Texas and would take you 40ish days to walk the entire length.
  • The Hollowed Grounds is typified by its rolling hills and farmland and experiences average weather.
  • Flora & Fauna:


    Whilst not suffering the flooding devastation of the nearby Greatwood, the Hollowed Grounds - a previously large expanse of territory - has now fractured into a series of islands. Connected by bridges of bleached bone, the islands feel larger than they are, taking up to 60 days to traverse their full circuit by foot. Previously home to the Voice and her Ascended, the Grounds have had little need for lighting or food production, so much of the area is still wild.

    That being said, you can expect fairly rural animal species such as mice, squirrels, various species of birds (magpies, robins, crows, etc), small game such as foxes, gophers, porcupines and badgers, to larger game such as deer, elk, and the odd moose. Large predators such as cougars, wolves and bears can occasionally be found.

    You will find both deciduous and coniferous species of tree and a few fruit-bearing ones as well.


    King's End
    Regional Score: 100
    Population: 7
    Leader(s) Sunjata Council: Alys
    Citizens: AlysColtHawthornHotaruJackSunjataTalyson

    Upgrades:

    Accessibility: Has a Skyport (New Haven)
    Rae's Barrier | A faintly visible pearlescent barrier covers all the Barrows and its boards. Void flora and fauna cannot enter the area.
    Wrenzoak’s Refuge | A completely self-contained paradise within the Barrows of King's End. Created by Sunjata Wrenzoak prior to the second war, the Refuge has been blessed with its own microclimate and sustained ecosystems. Food is plentiful and safety is guaranteed; attuned shifts, demigod abilities, abandoned magics, ascended upgrades and abilities, merfolk powers, and magical weaponry all cease to function while inside this board. Though animals are free to come and go, all those who enter this area at the start of the war will be kept inside until the fighting ceases.
    House of Midnight | The second floor of this brothel/bar is where the rooms sit, each one magically enchanted by Frey to be everyone’s ideal place to be intimate in.
    Frey's Barrier | A faint green barrier that surrounds the Barrows. The Family cannot physically bypass the barrier.

    Citizenship Abilities:


    With so many spirits around you, you attract the attention of the gods when visiting a shrine. Roll with advantage when praying at a shrine. (In order to use this, make sure to note the ability at the bottom of your shrine post).
    Regional Score bonus: +3 in all shrine visits, drops, PQ+s, KQs, etc. (You must post this at the bottom of any post where a +3 should be included). Residents cannot be cursed at shrines in this region.

    Fast Facts:


  • King's End is a 'medium' sized area; it is basically the size of Wales and would take you 12 days to walk across.
  • King's End is typified by lush, rolling hills and a fertile climate.
  • Flora & Fauna:


    A peninsula of fertile, rolling hills. Spanning some 300km, the uneven terrain makes travel across this relatively short distance a lengthy affair, taking up to two weeks on foot. Nestled among the slopes, strange monoliths mark the existence of crypts buried deep beneath the soil. It is rumoured that this is the burial place of former gods, though this has never been proven.

    Similar to flatlands and meadows that edge toward mountainous regions, the types of animals that can often be found here are creatures like deer, leopards, cloud leopards, sloth bears, pandas, cranes, golden pheasants, Pallas' cats, pangolins, goats, boars, yaks, cows, Asian elephants, ants, giant hornets, caterpillars, snails, praying mantis, catfish, pondskaters, river turtles, long-eared owls, magpies, monitor lizards, water dragons, etc.


    Torchline
    Regional Score: 238
    Population: 18
    Leader(s) FloraHadama Council: None
    Citizens: AceCallumCalypsoEverestFloraHadamaIslaKaidenKaiselMateoMelitaNoeNovaPanaceaRemiRoninTheeaVesper

    Upgrades:

    Accessibility: Has a Skyport (Kaiholo Port)
    Starlit Channels | Mermaids may now travel to (almost) every board. The canals are formed of magical stone and at night the water glows with starlight.
    Bubblestream | A high-speed current of warm water now connects the Mercity and Torchline via an entrance/exit at the Kaiholo Port/Edge of the - Spiral Marketplace. Transportation is completely safe and takes only a matter of moments. The bubblestream itself is roughly 10ftx10ft.
    Healing Fountain | The Fountain outside the Court of the Stars possesses Mastered-Level healing waters (these waters do not work on ascended). If bottled, this water can be used to heal while in Torchline. Once removed from Torchline's borders, it becomes regular water.
    Monsoon Protection | A magical barrier along the coast that protects Torchline from Flowerbirth's monsoon season.
    Starlit Barrier | A faint starlit barrier that surrounds all of Torchline. The Family cannot physically bypass the barrier.
    Stargate Ring | A ring that when activated can trigger the stargate from anywhere within Torchline.
    Vi's Barrier | A faintly visible golden barrier covers all of the Arclight and its boards (excluding Starfall). Void flora and fauna cannot enter the area.
    Lucky Rum Fountain | Blessed by Safrin, this fountain in Kaiholo Port overflows with white rum instead of water. During PQs/PQ+/KQs/Drops/Shrine Visits receive +2 luck in the Kaiholo Port board . (In order to use this, make sure to note the ability at the bottom of each post).
    Fortis Patera Constellation | If activated by a member of the TL council, the star gate can target 1 60ft sphere anywhere within TL. Protects those within for 2 posts. Requires a 5 post cooldown between uses. Must be deactivated by two members of the council.

    Citizenship Abilities:


    Torchline: Torchline has taught you to survive her weather and her terrain. Once per PQ/PQ+/KQ/Drop, you can 'shrug off' half the damage from ONE non-lethal attack. (In order to use this ability, you must put a clear note in the bottom of your post immediately following the attack you want to 'shrug off').
    Regional Score bonus: +17 in all shrine visits, drops, PQ+s, KQs, etc. (You must post this at the bottom of any post where a +17 should be included). Residents cannot be cursed at shrines in this region.

    Fast Facts:


  • Torchline is a 'large' sized area; including the water, Torchline is about the size of Texas, though in terms of actual land it’s about ⅓ of the size.
  • Torchline is the primary home of most Merfolk, who live in the Underwater City.
  • Torchline is a tropical and lush coastal paradise.
  • Flora & Fauna:


    A vast archipelago, so named for the lights that burn along its shores, this cluster of islands is deceivingly large (including the water, almost 1200km wide, in fact!) Crossing the entire area would take just over 60 days in total. The region is home to Caido's busiest port, Kaiholo, famed for its shipmakers, fishermen and smugglers, as well as the remarkable, semi-floating city of Haulani. Beyond the coast, ships dropping anchor can make trade with the merfolk, or merely admire their shimmering city deep below.

    With a climate and flora/fauna similar to a tropical island, Torchline boasts some of Caido's most diverse flora/fauna. The beaches are littered with arecaceae (palm) plants of all varieties. Tropical fish can be found in the waters, as can dolphins, turtles, sharks, barracudas, and whales. Massive dragon-like lizards prowl the shores, sharing the sands with crabs, gulls, sealions, snakes, and monkeys. Bioluminescent algae make the beaches sparkle as if starlit at night. Closer to the ocean, you'll find sea turtles, seagulls, dolphins, iguanas, and seals. Whales like orcas, sperm whales, and humpback whales. Tropical fish found in coral reefs, and sharks. More inland you'll find mongoose, fire ants, tailless whip scorpions, macaws of all varieties, tree frogs, toucans, flying foxes, fruit bats, the odd sprinkling of cattle, geese, chicken.


    Stormbreak
    Regional Score: 91
    Population: 4
    Leader(s) Zavien Council: LenaSohalia
    Citizens: KoaLenaSohaliaZavien

    Upgrades:

    Accessibility: Has a Skyport (The Falling)

    Starshield | Ascended/Ascended-hybrids/Ascended-Demigods may not post within Stormbreak. If they try to enter, they will feel pain, followed by death. (Those with immortality will be knocked unconscious for 1 month of real-time).

    Citizenship Abilities:


    With so many favoured in one place, fickle spirits tend to leave you alone. You cannot be cursed when visiting a shrine by a spirit. (In order to use this, make sure to note the ability at the bottom of each shrine post).
    Regional Score bonus: +3 in all shrine visits, drops, PQ+s, KQs, etc. (You must post this at the bottom of any post where a +1 should be included)

    Fast Facts:


  • Stormbreak is a 'medium' sized area; it is about 800km across, or the size of Iceland. It would take just over a month to walk the entire length.
  • Stormbreak is a city with gothic-architecture that floats 5km above the ocean. It can only be reached by flying, skyships, or teleportation.
  • Flora & Fauna:


    Nestled in the clouds some 5km above sea level, the capital city of Caido is just as lofty and grand as one might imagine. Everything within has been created by hand or with godly-assistance, and magical individuals are forbidden to set foot in the city. Indeed, statues line nearly every archway and road, crafted from sentient marble that can detect magic and will immediately turn all Abandoned to stone. Skyships dot the heavens all around the region, which spans nearly 800km across. It would take an individual just over one month to cross Stormbreak on foot.

    Greatwood
    Regional Score: 25
    Population: 0
    Leader(s) None Council: None
    Citizens: None

    Upgrades:

    Accessibility: Has a Skyport (Sidhe Village)
    Mimsey Borogroves | Any Ascended (including demigods and hybrids) who enter the Greatwood will be grabbed and held fast by tree branches. These do no harm to those captured, but they will be unable to escape and may only be freed by a leader of the region.

    Citizenship Abilities:


    None, how sad!

    Fast Facts:


  • Once the Greatwood was a single piece of land, but after the events of the Second War, split into a series of islands held together by the Mathair's roots.
  • The Greatwood was once inhabited primarily by the Fae who did not welcome anyone into their home. Gradually, the Greatwood has opened up.
  • The Greatwood is a 'medium' sized area; it spans about 500km from end to end, taking up to 20 days to traverse on foot. It’s like walking from the top of Ireland to the bottom.
  • Movement is tricky within the Greatwood: the forest tends to repeatedly spit out newcomers (the trees will move and you will find yourself outside of the forest).
  • Ascended/Ascended-Demigods cannot enter the Greatwood.
  • The Leafchange seasonal deity, Mathair, can be found here.
  • The Greatwood can best be thought of as your typical magical forest.
  • Flora & Fauna:


    The Second War has fractured this dense woodland into a conglomeration of islands, threaded together by the roots of the great mother tree, the Mathair. The magical devastation of the war has gifted the Greatwood some strange new properties, allowing it to defy physics and creating true wonders to behold. Better suited to those who can swim or fly from island to island, this drowned forest now spans about 500km from end to end, taking up to 20 days to traverse on foot. (Not that you would want to, any more!)

    Regular forest animals can be found in abundance here (animals normally found in temperate deciduous/coniferous forests, such as deer, moose, porcupines, eagles, crows, foxes, woodpeckers, wolves, cougars, etc). Given that very few travelers other than the Fae find themselves in these woods, most of the animals are quite friendly and have lost many of their flight instincts when it comes to strangers.


    Oerwoud
    Regional Score: 20
    Population: 0
    Leader(s) None Council: None
    Citizens: None

    Upgrades:

    None!

    Citizenship Abilities:


    None, how sad!

    Fast Facts:


  • The Oerwoud is a 'small' sized area, and would take just under two weeks to walk across.
  • The Oerwoud is a lush magical jungle.
  • The Flowerbith seasonal deity, Ghilio, can be found here.
  • Flora & Fauna:


    Soft sands and bright skies bleed into lush greenery brimming with life. Humid and hazy, the Oerwoud jungle is never quiet, never dull. Bursting with life and colour, all manner of creatures and plantlife may be found here. Ever evolving, it is rumoured that Oerwoud is one of Rae's favourite playgrounds.

    The jungle inhabits quite the diverse and colorful arrangement of creatures, not limited to jaguars, tigers, clouded leopards, ocelots, crocodiles, caimans, tapirs, lemurs, monkeys, sloths, coatis, quetzals, macaws, toucans, hummingbirds, chameleons, basilisk lizards, tree frogs, vipers, rhinoceros beetles, tailless whip scorpions, leafcutter ants, etc.


    Hak Etme
    Regional Score: 29
    Population: 0
    Leader(s) None Council: None
    Citizens: None

    Upgrades:

    None!

    Citizenship Abilities:


    None, how sad!

    Fast Facts:


  • Hak Etme is a 'small' sized area;
  • Hak Etme is a vast desert that was rumoured once to be a lush paradise.
  • Flora & Fauna:


    Flat and arid as far as the eye can see, the desert is interrupted only by the presence of hulking skeletons from creatures long extinct, along with rolling expanses of sand dunes. Devoid of life and colour, the world is bleached white and beige... that is, until it rains. During these rare times, Hak Etme comes alive in a shocking display of vibrancy. Flowers bloom across every available surface, and the sands ripple with rainbow hues. It takes about a week to cross Hak Etme on foot.

    All kinds of desert animals can be found here, such as tortoises, horned lizards, bearded dragons, rattlesnakes, vipers, pythons, scorpions, dung beetles, spiders, tarantulas, camels, fennec foxes, kangaroo rats, roadrunners, coyotes, foxes, wrens, sandgrouses, kestrels.


    The Feverlands
    Regional Score: 18
    Population: 0
    Leader(s) None Council: None
    Citizens: None

    Upgrades:

    None!

    Citizenship Abilities:


    None, how sad!

    Fast Facts:


  • The Feverlands are a 'small' sized area; roughly the size of Connecticut. It would take you a week to walk across.
  • A swamp/bog where the majority of the flora and fauna is out to kill you in some way, shape, or form.
  • Flora & Fauna:


    A ghoulish swamp, thick with the smell of death and decay. From the ground up to the knees, a putrid yellow fog clings to every available surface. Rife with bogs, mud-like quicksand and fearsome creatures that linger in the dark, this place is also home to some very interesting flora. It takes about a week to cross the Feverlands on foot.

    The swamp inhabits many amphibious creatures and long-legged birds and insects, not limited to: alligators, snapping turtles, cottonmouth snakes, anacondas, otters, ibis, sparrows, ducks, herons, kingfishers, lunes, cranes, toads, bullfrogs, treefrogs, mosquitoes, marsh flies, water striders, dragonflies and damselflies, ladybugs, beetles, and butterflies.


    The Climb
    Regional Score: 19
    Population: 0
    Leader(s) None Council: None
    Citizens: None

    Upgrades:

    Portal to The Hollowed Grounds | Within The Burrows, a translucent doorway can be seen set within an archway of obsidian, iron and various trinkets. Stepping through will bring any traveller to the Inner Quarter in The Hollowed Grounds. (Please note: the portal opens directly into the Everlasting Bonfire, so please bear that in mind!)

    Citizenship Abilities:


    None, how sad!

    Fast Facts:


  • The Climb is a 'medium' sized area, roughly the size of Nova Scotia, and would take you about 24 days to walk across.
  • The Longheat seasonal deity, Tanau, can be found here, as can the goddess Dygra.
  • The Climb has a rocky and volcanic crust, with rivers of lava. Below it are a series of intricate caves with rare gems, healing waters, and all sorts of weird flora/fauna.
  • Flora & Fauna:


    Spilling across the land and water south of Halo, the Climb's name is ironic given the volcanic collapse of its loftier areas. Navigating the region takes some 24 days on foot, and is made all the more challenging by the sweltering pools of lava that bubble across the region's surface. The intricate cave systems beneath the Climb are home to many natural wonders, but the true marvel at its core is that of the bejeweled goddess, Dygra. The Climb is the birthplace of the Ancients, and Dygra is an attentive mother to her children.

    Temperatures are almost constantly over 40C save for the few places beneath the surface where rooms of respite can be found.

    Not much can survive the warmth and harsh climate of the Climb, but those that do are vicious and often small. Insects of a sort, like scorpions, spiders, fire ants, and centipedes can all be found, as well as smaller reptiles like poisonous snakes and lizards.


    The Draig Cordillera
    Regional Score: 0
    Population: 0
    Leader(s) None Council: None
    Citizens: None

    Upgrades:

    None!

    Citizenship Abilities:


    None, how sad!

    Fast Facts:


  • A deadly mountain range, home of Caido, the god of gods.
  • The Draig Cordillera is a 'large' sized area; the length of the Draig Cordillera is the same as the Rocky Mountains (3000km). You cannot walk this because it’s too rough, but if you could, it would take you 4 months.
  • Movement is not restricted, but due to the dangers of the dragons living here, death is extremely likely to any who venture in.
  • Flora & Fauna:


    A mountain range as vast and deadly as it is beautiful. Alpine meadows, natural amphitheatres, and glacial waterfalls that have never been seen by human eyes are interspersed among deadly cliffs and insurmountable peaks. Guarded by dragons of every shade, these mountains serve as a boundary to the home of the god of gods: Caido. No one who has ever tried to find Caido's home has ever returned.

    The higher in elevation you get, you'll find creatures built to withstand it. Those such as mountain goats, alpine goats, ibexes, lynxes, brown bears, wolves, wild boar, bearded vultures, eagles, partridges, red deer, roe deer, mountain hares, shrews, chinchillas, snowshoe rabbits, marmots, grasshoppers, beetles, and butterflies.



    RPG-D