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Darken Vei

Started by Lion, September 16, 2009, 07:50:09 PM

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Lion

DARKEN VEI
   
In the northwest, in the constant shadow of the mountains to its north and west. Like Featherfall and Northwatch, the lords of Darken Vei are charged to be ever vigilant in their guardianship of the border. The land of Darken Vei is strong with magic and the province produces many mages.

  • STATUS: Claimed
    House Name: Acualian
    Profile Link: Doryx Acualian
  • LOCATION: northwesternmost
  • BORDERS: Fallial, Jadenshine, Northwatch
  • LAND: mountains and hills




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"Go into battle determined to die and you will survive.  Go into battle hoping to live and surely you shall not." -Bushido proverb
"Life is a series of dogs." -George Carlin
"We must view with profound respect the infinite capacity of the human mind to resist the introduction of useful knowledge." -Thomas R. Lounsbury
"If a cosmic tree falls in the universal forest and nobody is evolved enough to hear it, does it make a sound?" -Unknown

Lion

Darken Vei
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Geography:
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Overview

Darken Vei is nested in a valley between two mountain ranges. Though there are some small copses, the largest forest of the province resides near the southern city of Aram known as Dirgewood, or the "Cursed Forest," though any truth behind those rumors are open for speculation.  Because it is nestled between two primary mountain ranges, Darken Vei takes a great deal of the brunt of cold weather that comes down from them.  From afar, the land seems almost desolate, almost untended to, though the rich soil allows for the abundant growth of wild plants to persist through much of the province.  Deep underneath the soil are the deposits of varying metallic ores and precious stones and falling into an abandoned mine while wandering through the valleys is not an uncommon thing.  Such materials are generally implements to be utilized in magical experimentation.  Rain is also a common aspect of province, tending to the south.

To the North
Because it is so close to the mountains, the northern sections of the province are prone to receive snowfall at least two quarters of the year.  Here, farms are much less prevalent the closer one gets to the mountains.  Upon their foothills, rocky, cave strongholds are visible from miles away, many of which are abandoned and lacking in upkeep.  These strongholds were often used as outposts in the past to watch the mountain passes and used in conjunction with its neighboring provinces along the northern mountains.

Common resources to be found here include jasparweed, cragstone, redbirch, starkstone, and trimar ore.

To the West
Like the north, the western land is vulnerable to snowfall though considerably less so than its northern counterpart.  This section of the province is home to many mountain passes and trade routes for those venturing north or south.  The main one of these is the Merchants Road and the longest road that connects through the rest of the province's main cities, such as Caliburn, Reichsgard, Aram, and Tarantax, before separating on two separate paths through Northwatch and Fallial.

Common resources to be found here include: jasparweed, starkstone, silver ore, copper ore, trimar ore, omarys ore, thorngrass, hallon roses, and nightmarch.

To the South
Here snowfall is almost nonexistent.  Rain is far more prevalent and the soil is much more suited for agriculture than the rest of the province.  It is also here that more than enough wild plants grow and where more, alchemical experimentation takes place.  There are fewer mining settlements and the copses are a more common sight and it is here that one third of Dirgewood resides.

Common resources to be found here include: nightmarch, thorngrass, jasparweed, alvo leaves, hallon roses, duron greens, omarys flowers, aloe vera, ginnis, briary thorns, as well as a multitude of newly discovered wild plants that have yet to be named.

To the East
Dirgewood covers the vast majority of the eastern section of the province and where the Merchant's Road passes through into Northwatch.  Populations are generally sparse here and random caves abound through the underground.  It is said nasty creatures reside in the forest as well as the caves underground.

Common resources to be found here include: ginnis, briary thorns, duron greens, jasparweed, nightmarch, aloe vera, alvo leaves, and several unknown species of wild plants that have yet to be recorded.[/center:1gooifgl]

House of Acaulian

"...We Who Walk These Halls..."

House Motto:
"The Pillars of Fortitude Stand Upon the Foundation of Wisdom."
House Crest:
Two silver crescent moons facing back to back with a dark, indigo crystal set at the center of them, set upon a velvet red background.
House Colors: Silver, Dark Red, and Indigo
House Lord: Doryx Acualian
House Lady: Lady DevaniƩe Marie Acaulian *As played by VisualSpice
House Heirs in order of the First Born: They are currently trying to produce an heir.

[right:1gooifgl]"...We Who Carry Our Name..."[/right:1gooifgl]
House History

The name Acaulian is a fairly ancient name in Serendipity, often dating back to the original Fae of the land.  They are primarily comprised of humans descendants though are known to produce those with traces of fae blood.  Defining traits are oddly colored eyes and stark black hair, often with a slight slender build to them and skin ranging from pale to a light tan.  The Acaulians have always been a clan of powerful mages, some for better and others for worse.  Though often regarded as a reclusive, quiet bunch, Acaulians should not be considered novices when it comes to understanding the workings of court or political moves and methods.  Acaulians have always attempted to maintain an intelligent family that has always been loyal to the sacred soil that is their native country.[/center:1gooifgl]

Open Spaces:
*Almost any member of the family is open for play, from nieces, nephews, cousins, uncles, aunts; you name it, and it's yours.


People of the Province:
Darken Vei is renowned for its mage population, which easily dwarfs the province's standard number of knights and physical fighters, though that's not to state that such forces are necessary or useful in their own right.  Some of the nation's most prominent schools for magic reside here, each school usually specializing in a college of magic, from divination to pyromancy to alchemy and so forth, with exceptions being all types of 'dark magic' as they are outlawed.  One of the most well-reputed schools is that of Airelos University, which resides to the south of Reichsgard and teaches a balanced curriculum of some of the most advanced magics.    The High Lord has specially chosen advisers that visit schools regularly to ensure they exceed standards.
   
*If you wish to open a school of magic, simply make a post with the name of the school dean, the type of magic you want the school to specialize in, and a summary of the school (location, description of the grounds and an overview of the curriculum).

Darken Veians take a lot of pride at the fact that the province produces scholars and intellectuals that they may seem somewhat arrogant upon first acquaintance.  Many are, usually those of the lower nobility, though there are exceptions to this staple.  Because of their relationship with knowledge, Darken Veians are generally accepting of those willing to learn and freshen their minds; and try to maintain open minds in acceptance to outsiders.  The Northern and Western, usually more socially developed sections of the province provide stricter, idealistic rules as to what is or isn't acceptable.  The South and East are more culturally blending with those of their neighboring provinces. 

Many Darken Veians are prone to some superstition, especially those of the Southern noble houses near Dirgewood.  Of them include staring at a rising moon as a herald of good luck (a full moon especially means good look for the next month over), and walking backwards thirteen steps to reverse the bad luck caused by a yellow butterfly landing your nose.  The more rural areas are especially prone to that sort of behavior, particularly farming villages and towns.

The province's high society is often close-knit and sometimes difficult to get well acquainted into unless you know the right people.  Though a sort of unwritten rule, it is often a tradition of lower noble houses to donate regularly to charity funds for the poor and homeless as well as to local universities, especially those of less renown as they can be prone to being underfunded.  While artisans might not be considered a part of the nobility, they are often regarded with a great deal of reserved respect for their talent in a craft.  Gossip and babble is a common thing in the upper class, but it is not encouraged and can be deeply frowned upon if one chooses to become too immersed in it.

The middle class is a more all-encompassing social level that can range from a working-miner family to that of a small-business oriented family.  Darken Veian merchants play a pivotal role in keeping the gears of the province's economy in check and make use of the land's natural resources to keep their business running.  This isn't to say, they let the local flora and fauna go out of balance; they maintain a deep regard for what they take away from nature enough to put it back.  They are shrewd dealers and can be sometimes a bit cutthroat when it comes to business and their competition, trying to get the best deals for them and their employees.  Most shopkeepers attempt to maintain ethical standards in business, though cheating the system is not an uncommon thing.

Noble Houses

TBA.

Major Locations

Cities
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Caliburn
One of the oldest and socially cultivating cities of the northern section of the province.  It is a center of economy and learning for the north, summoning people of all sorts to study at the city's college or make it rich in trade.  Once a part of Fort Caliburn that resided farther up into the mountains, soldiers whose families ended up living in the fort soon overcrowded the small mountain defense and settled into a town a few miles off the foothills of the northern mountains, and as a result, receives snow regularly every year.  The town grew into a larger city as people migrated farther north in search of mining ore.  Though Caliburn was and always has been a center for learning, it's militant history is something that the people are very proud of.

Reichsgard
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This Northwestern city is the capitol of Darken Vei.  It is very metropolitan and perhaps the cleanest city in all the province, well, the cleaner parts that is.  It is here that most of the higher nobility reside as well as the province's famous Selenius Arboretum, the largest 'city garden' to be found in all of Darken Vei and where a great deal of the province's abundant wild flora has been documented and cultivated for display.  Among this is the Orminoan Orrery, a working planetarium that is the center of astrology and astronomy for the province.  It is also the declared home of Airelos University, though the school grounds are a few miles away.  Like in Caliburn, snow is common here as well, making frost-bound plants more plentiful than others.

Aram[/centerl][/b][/i]
An agricultural center for the southern portion of Darken Vei, it is here that major cultivation thrives from the production of the outlying farms.  Because of the plentiful rains in the southern parts, every year the reaped harvests are sold for great profit here in Aram, or sometimes in the cities farther north as they are in higher demand.

Tavantax
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A relatively younger city in comparison to the capitol and Caliburn, this southwestern city is known as the starting point of the Merchant's Road when it passes through Darken Vei.  As such, it is a hub of trade and the people here are far less conservative than those residing in cities to the north.  Because of its location near the border of Fallial along the mountain range, it is more receptive to the goings on of the southern provinces.  As a result, Tavantax is more culturally diverse all around.  The city resides primarily in the mountains, with bridges linking one area to the next, between draws and slopes.  Its location give it plenty of rains, though not many outlying farms reside in the area. 

Natural Areas

Dirgewood
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The eastern forest reputed to be cursed and to curse anyone who passes through it.  The exact nature of that curse is not easy to define.  It is not a well traversed area and very few people are brave enough to venture through it.  Some say one has visions of the future and the past if they stay for a while in it.  Others see it riddled with wandering spirits who are trapped here and cannot escape.

Curok Mines
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Old silver ore mines that are several miles north of Dirgewood, large and treacherous and no longer in service.  Trolls over took the mines once they were abandoned, but were soon driven out by a band of goblins that turned the mines into their home.  An abandoned village was once built in its vicinity, but was vacated as the silver ore in the upper portions of the mines had run out.  Minor noble houses recently have been discussing the idea of repopulating the village and reopening the mines, going further into the tunnels to excavate the thousands of suns worth of ore that remains.  Though no one has been in the mine for more than fifty years, people still claim that the mines are overrun with monsters.  Some nobles are putting out commissions for would-be adventurers and explorers to investigate the mines, bring back their findings, and to clear them out of whatever lurks within.

Mt. Daias
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The tallest mountain that resides at the corner where the northern mountains meet the western mountains.  In the past, this mountain was home to Fort Daias, a stronghold built into the mountain and rockface in ancient times.  Though now primarily abandoned, it was extremely well fortified in not only location but within.  It is said that many traps and enchantments remain active within the fortress, keeping out any trespassers foolish enough to get caught in them.  Over the years rumors arose of great treasure awaiting those brave enough to seek it out at the center of the fortress, far below the multitude of cavernous corridors.  The exact nature of that treasure though remains a mystery even today.

Anzir Gorge
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A canyon fissure that is located in southern Darken Vei in the western mountains.  According to legend, the gorge was created by the Axe of Anzir, a great axe wielded by the a giant so strong, he boasted he could cut into the earth.  The myth records that Anzir the Giant was challenged to a battle of strength with a man (whose name history has forgotten), and before the man could act at all, Anzir slammed the axe down into the ground, creating a shockwave that cut through the mountains, creating the gorge and killing the man beneath the rubble.  The legend holds that somewhere in the gorge lies the buried Axe of Anzir, waiting for one worthy enough to wield it.


[center:1gooifgl]Natural Resources

Plants
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Aloe Vera: A stemless plant with serrated leaves, which are thick and fleshy, and known for its medicinal/herbal properties.

Alvo: A waxy, bush-like plant, that grows in blue-hues.  It's stalks are stiff and difficult to remove from the ground.  When cultivated, the alvo leaves, though small, are cultivated to create herbal teas and other medicines.

Briar Thorns:  These vine-growing thorns are notorious for their poison which can be released from a single prick or scratch, though it must actually break the skin in order to effect a person.  Common symptoms are itchiness of the affected area, queasiness, lightheadedness, vertigo, vomiting, and in some cases if large amounts of poison is induced, even death, though it takes much of it to do so.

Duron: A yellow flower that consistently grows only three petals per bloom.  Though it is thought that if you find one with four petals, it will bring you good luck.

Ginnis:  A small tree that never grows larger than approximately two and a half feet tall.  Its yellow-fringed green leaves always stand vertically.

Hallon: A purplish flower that grows best in deep water.  The stems grow in a wrapped formation as they entwine around each other instead of growing individually.

Jasparweed: Common grass that can grow in almost any climate and in any location, though prefers regions of deep cold.  It appears as green blades with flecks of white coming down from the tip into the green.

Nightmarch: A carnivorous insect-eating flower that has dark red bristles that release a pulp and pheromones that attracts flying insects.  A crown of harden, barbed leaves surround these bristles and when prey is in reach, the leaves close in around it, trapping it.  Cultivating the plant is a difficult thing, though the pulp is sweet and often used for perfumes and colognes.

Omarys: This golden flower, that can often be confused with that of a rose.  It is known best for it's ability to change colors in certain lightings and reactions to different temperature water.

Redbirch: A red hardened bark-like algae that grows on stone and moist areas.

Thorngrass:  A moist, water-retaining grass that bears a purplish flame when dry enough to burn.  Squeezing enough into a bottle or container will produce a sweet-tasting water.


Ores
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Copper ore: A very malleable metal that is soft when pure.  It has a reddish-orange tarnish and best used for conducting electricity and heat.

Omarys ore: A hard, sturdy metal that has an incredible sheen when polished, though appear ruddy from afar.  It is harder and more flexible than iron, and makes a worthy substitute when it comes to creating weapons and armor.

Silver ore: A precious metal, with high electricity and heat conductivity, the highest of any metal, often used to make coins, jewelry, dinnerware, etc. though it has also used within magical experimentation and enchantments.

Trimar ore: A reddish, rusty looking metal that has mysterious enchanting properties.  The exact nature of this metal is unknown as it is both hard and malleable under the right conditions, and may offer magical enhancements as well as repelling things with anti-magical properties.


Stones/Minerals
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Cragstone: A cutting stone that is sharp when shattered into pieces.  Can be used to make makeshift weapons, as it is always sharp.

Malachite: A green-layered colored mineral that is very smooth when polished.  Often used to make jewelry and in magical experimentation, as well as crushed to make green tints in paint.

Onyx: A banded mineral that is most commonly found in black, with bands of other colors strewn within it, though it can be found in reds, greens, whites, and blues.  Used for magical experimentation, jewelry, carvings, and other decorations.

Quartz: Coming in many varieties, quartz is a crystalline mineral that has a number of uses including those of the magical variety, jewelry, and ornamentations.

Starkstone: A darkly colored mineral ore similar to onyx that is more receptive to magical enchanting.  It is rounded naturally, though can be very rough to the touch.




Like to kill mages?  Join the Order!
The Order of St. Agratha

Help Rebuild Connlaoth from the ashes of war!
The Red Legion

Jump in the water's fine!
Desert Valley Nights
Wrong Turn

"Go into battle determined to die and you will survive.  Go into battle hoping to live and surely you shall not." -Bushido proverb
"Life is a series of dogs." -George Carlin
"We must view with profound respect the infinite capacity of the human mind to resist the introduction of useful knowledge." -Thomas R. Lounsbury
"If a cosmic tree falls in the universal forest and nobody is evolved enough to hear it, does it make a sound?" -Unknown

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