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| Sadhadur - The Lands Within | |
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Michael Mayhem | 420
Posts : 42 Join date : 2008-12-30 Age : 37 Location : Purgatory
| Subject: Sadhadur - The Lands Within Thu Jan 01, 2009 11:18 am | |
| Within the Realm of Illusions, lies numerous different landscapes, each with their own different takes on life in the Realm, and each with their own way of getting by. With these lands, territories, and what have you, there is a sort of....hierarchy. Not to say that one territory governs all the rest...no, that is not the case. These territories could be broken down into four basic regions within the Realm. In this thread, I will provide a detailed explanation of each region, as well as the territories within. Before I get started on these descriptions, however, I'm going to go ahead and provide a map (No, not an actual map) of the regions, and their territories. This post will end with the map, and the following will be starting the detailed descriptions. The map is as follows:
The Shadow Nexus -- The Unreachable -- The Karthro Dynasty -- Karthrion -- The Kagrie Marsh
The Szadin Empire -- The Fortress -- New Szadin -- The Keillar Stronghold -- The Rotwoods -- Mount Kaigain -- The Krishal Divide
The Borderlands -- The Western Region -- The Eastern Region
Terindas -- The Garden of the Gods -- Urthras | |
| | | Michael Mayhem | 420
Posts : 42 Join date : 2008-12-30 Age : 37 Location : Purgatory
| Subject: Re: Sadhadur - The Lands Within Thu Jan 01, 2009 1:11 pm | |
| The Shadow Nexus -
Once a great dynasty, ruled by a fabled Royal Family, the Karthro, The Shadow Nexus is now nothing more than merely a desolate dimension of death, rot, and chaos. This is all thanks to the newest of rulers in the Dimension, Szadek Karthro. Szadek brought war to the once peaceful plane, sending the entirety of the inhabitants into warfare...not just against him and his 'demons', but against each other, as well, in a war to survive. As the war went on, the plane was turned to ruin, and the people finally started getting the upper hand on Szadek, after having teamed up against the smaller bulks of his forces. When this happened, Szadek called for help from the Heavens, to his god, Kagore, the god of deception. Kagore wiped out the entire plain, leaving the land in ruin, and leaving none but those that followed Szadek to remain.
Along with coming of Kagore, came the Shadow Nexus, a new dimension that took over the plain over which Szadek ruled. The plain was thrown into oblivion, existing only as a fairy tale to those that came to found a new land atop the barren wastes. Little did these new inhabitants know, that the Shadow Nexus did truly exist...ruled, still, by Szadek Karthro, with the aid of his newly formed army of undead and full dead. Little do they know, that the Karthro Dynasty, long thought just a story tale or myth, is now once again planning on reclaiming the overworld.
-- The Unreachable - A structure in it's own, this is Szadek's own personal quarters. It is located within it's own 'realm' of Illusionary magic. It is not just Szadek's own magic that keeps this structure so secret, however...Kagore himself has concealed this inner-realm, as protection from any magical beings that may attempt to solve a rumor of it. In the case that such an event would occur...there is a single Necrosage that stands sentry, guarding the semi-existent entry gates to the Unreachable.
-- The Karthro Dynasty - The Karthro Dynasty is a vast fortress of magic. It is located in the center of the Shadow Nexus, and is the center of a large collection of smaller nobility establishments. From above, the Karthro Dynasty as a whole, looks like a honey comb, with the Nobles' homes surrounding the larger castle in which Szadek Karthro resides, connected by a series of hovering catwalks and platforms of magical cytoplast, a genetic creation of pure magic, which acts as it's own living organism. Within the Dynasty are various halls and catacombs, each leading to different rooms and barracks. Inside, in the center of it all, at the very top of the Dynasty, is Szadek's personal quarters, known only as the "Unreachable", a structure in it's very own realm, accessible only to those to whom Szadek has granted access. Very few beings have ever even heard of this level of the Dynasty, let alone seen the entry gates to it.
-- Karthrion - Karthrion is the settlement within the Dynasty. It is, in it's own rights, the Dynasty itself. It is everything that is not the Unreachable, but that is inside the gates of the fortress. Here, there are various workshops and markets...mostly for weaponry and poisons and hexes, as well as training grounds for Szadek's armies, slave markets, bars, and the like. There are a few homes, though living beings do not like to be so close to all the dead and undead inhabitants of the Karthro Dynasty.
-- The Kagrie Marsh - Named after the God of Deception, Kagore, the Kagrie Marsh is a wetland, located to due West of Karthrion, consisting majorly of shallow waters, and muddy, wet ground with a rather impressive amount of living greenery. This is the chosen homestead for most living being around the Dynasty's vicinity...where they can be apart from the dead and undead inhabitants, but still be close enough to the Dynasty to come to Szadek's call when summoned.
Last edited by Michael Mayhem | 420 on Thu Jan 01, 2009 1:21 pm; edited 1 time in total | |
| | | Michael Mayhem | 420
Posts : 42 Join date : 2008-12-30 Age : 37 Location : Purgatory
| Subject: Re: Sadhadur - The Lands Within Thu Jan 01, 2009 1:21 pm | |
| The Empire of Szadin -
The Szadin Empire was the most recent of established lands in the world of Sadhadur. This is what is known in the Shadow Nexus as the "Overworld". The ruler of the Szadin Empire is a Devkarin Elf, known as Breai. Breai is a survivor of Kagore's War, and one of the many that had decided to establish a new civilization in Sadhadur. Breai was a Devkarin Hunt Master when the war came. He had taken solace in knowing that he remained protected under Szadek's Reign. Even now, as his Empire grows great, Breai awaits the return of Szadek. After the countless years of Necromancy and Necro Hunting, Breai acquired a great knowledge of the ways of Necromana. Along with this knowledge, he attained the knowledge of how to create a blessing that would allow him semi-immortality, through turning himself into the living dead. He is no undead, zombie, or ghost, but purely alive and dead.
His reign is over a plain of undead farmland and processing plants. The entire plain looks of a dead rain forest...There are thick trees, all with rot and fungus growing from their thick trunks. Small ponds, and creeks, teeming with schools of undead predator fish.Large hunting grounds are marked off for the Emperor and his Royal Hunters. Large patches of poisonous mushrooms, and Zombie farms, where Teterogen priests spent days on end preparing a large harvest of undead soldiers. In the middle of it all, stood an enormous fortress, with dark, obsidian walls, and four large towers in each corner. Large steel doors stand sentry at the end of a long, obsidian bridge.
Within the center of the fortress was a large hall, which split into three separate halls. The hall to the left would take someone to the Living quarters of all whole resided within the Empire itself. The hall to the right would take someone to the Armory, where soldiers and mages can arm themselves pick up their mounts, from the Stables. Down the center hall, one would find the mages' research labs/libraries, the soldiers' briefing rooms, and other such facility-esque areas. At the end of the hall, is Breai's throne room. Large, fungus-covered pods stood in a semi-circle infront of the throne, where Szadek's Necrosages - Personal favorite creations of Emperor Breai, himself - could materialize, hand off instructions, and vanish again in a manner that proved both efficient, and sometimes entertaining, for Breai.
-- The Fortress - Sitting atop the Kaigain Mountains, the Empire Stronghold is a fortress in itself, and well as it's small city. It consists of a large keep, which sets at the edge of the clearing, facing down on all of New Szadin, and a city that lies behind, surrounded by the Cytoplast walls that have arisen around the Keep as a defensive barrier. Within the Keep are two halls. One, which leads to personal chambers of the Necro Hunters and Devkarin Priestesses in Breai's command. The other hall leads directly to the Throne Room, where the Emperor sits on his throne of bone, surrounded by three pods, in which Szadek's Necrosages materialize when Szadek sends his word to Breai. Above the throne room, and only accessible by the Emperor himself, is his personal chambers, where he goes to spend time alone with one of his Priestesses, or just to think by himself.
-- New Szadin - New Szadin is the large village within the fortress below the mountain's ledge. It is inhabited mostly by Necromancers, and Teterogen that run their Rot Farms. Here, Rot Farming is a main event. Necromancers grow their undead laborers, and sell them to the Noble houses, which take up the outer circle of the town. These nobles use their new undead laborers in hunts, and for house servants. Rot Farms also grow plants and greenery, though it is very difficult to grow fresh anything. The Land is dull...wet, and sticky, and dead...Very much like a swampland mixed with a delta. Just past the outer Reaches of the Szadin, lays the Rot Woods, which lie just West of the Fortress.
-- The Keillar Stronghold - This land, a breeding ground for warriors and warlords, was once but a mere mining village in the Empire of Szadin, but as metalcrafting improved, so did swordsmanship, and a barracks was created to refine trainee warriors whom had taken up swords, axes and maces to defend their town against the many threats that lucked in and around the Empire. Its wooden fences were taken down in the stead of massive stone walls, and its open gates replaced by a massive portcullis. This former town, now military stronghold, had learned to defend itself as well as breed the meanest attacking forces seen this side of Sadhadur.
-- The Rotwoods - The largest area of green land on the Szadin plain, the Rot Woods stretch some twenty-five miles South of the Fortress. This is where most Hunter parties go for their hunts. It is also where most of the live races reside, in small homes made of lumber, constructed in the branches of the trees therein. The Rot Woods get it's name, of course, from the large, rotten trees that make it up.
-- Mount Kaigain - The Kaigain is a mountain range known for it's fortress-like appearance. The mountains stretch around the city of New Szadin in a large semi-circle. Halfway up the the backside of the mountains is a large plateau, on which stands the Empire Stronghold. The mountains provide excellent protection from harsh weather, and flanking attacks. These mountains also house a variety of mountain beasts, not often associated with the Szadin Empire.
-- The Krishal Divide - The Krishal Divide is the large body of water to the East of New Szadin, opposite the Kaigain Mountains. Szadin itself could possibly be made into a port, if only the hosts were less into the art of Necromancy. The necromancy magics of the Szadin Empire have long since scared off most sailing vessels and merchant ships. Aside from this, the Krishal Divide harbors pirates, which prey on any sailing vessel attempting to reach the Empire or the Capital city below. | |
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