JavaScript is required to use Bungie.net

#Community

originally posted in:The New Dojo
Edited by Inflatablepants: 11/5/2016 9:58:32 PM
4

Landscapes of Tatakai 2

Graveyard Island: A desolate island with a cold climate, Graveyard Island is a place where the dead are buried. None live here, and victims of death are brought to this large island by boat. It's said to be haunted, but nobody has yet to summon up the bravery to test that theory. Celtic Isles: Named after the ancient race of humans in the days of old, on earth. Its suitable since three cultures which refuse to advance in technology, only bloodshed are warring against eachother across the islands. These three kingdoms are only known as the north, east and south. Their isles are named that as well. If one were looking for some more weight to their wallet, the kingdoms have been known to purchase mercenaries from any corner of the world. Gem Islands: A small chain of islands in the eastern part of the Dekishi Ocean, the Gem Islands get their name from the massive cave mining system located on it. There is a bounty of precious gems and jewels here, however the caves can be quite deadly; many collapse on the miners there. Coming here for the plentiful riches may sound good on paper, but it's quite the risk. Winra Islands: South of the Byoki Desert are the Winra Islands, large enough to be a country of its own. Not much wildlife is here, it's mainly long, expansive grasslands with few trees, and some small deserts. Some extremely technologically behind tribes live here and hunt buffalo, and are constantly at war with each other. Ollimand: A large continent, teeming with wildlife, with all kinds of animals. From forests to grasslands, Ollimand is a lush, great place to live. Chances are if one lives in Ollimand, they will never starve, for there is a massive amount of resources here. From the resources as well as the weather, many cities have called this continent their home. Such city's include the advanced yet now abandoned city of Khalosh, Teluria and its now sister city Di-Jin. Since the twilight and the help of the dojo, these cities now enjoy a time of peace. Ollimand Mountains: A small mountain range in Ollimand, the Ollimand Mountains are home to their own diverse community of wildlife. The animals here are vastly different from the ones in the forests and plains of Ollimand, and are generally larger, tougher, and more deadly. If you can survive long enough to establish a settlement on one of these peaks, the view of Ollimand is a sight to behold. Byoki Mountains: Mountains scattered east of the Byoki Desert, they are hot, dry, and life is scarce. The view from the top isn't much, just ocean to the east and desert to the west. Not the best place to live or take a vacation. Refuge Islands: Small, rocky mountains to the west of Kakusa Grove, multiple hundreds of miles away from the shore, the Refuge Islands are home to hundreds of refugee camps, people who had run away from their homes for one reason or the other. Food is hard to come by, yet the refugees there had established a somewhat permanent settlement. Either way, not many visit here for luxury. Nozama Rainforest: The Nozama Rainforest is a large rainforest north of the Dojo Mountains, teeming with rainforest wildlife, accompanied by a hot, humid and wet climate. Most plants and animals are poisonous, and while the scenery here is beautiful, it'd be best to watch your back here. -Nozama Mountains: Mountains located in the southeast of the Nozama Rainforest, they provide a stunning view of both the rainforest, the island to its west, and the Tatakoi Plains. If you strain your eyes, you may catch a glimpse of the distant mountains of the Kakusa Grove. Gelidus Desert: A freezing cold desert, completely uninhabited. Temperatures generally never rise above 40 degrees Fahrenheit, and water is nonexistent. -Gelidus Mountains: An enormous mountain range bordering the Gelidus Desert to the north, they are just as cold as the desert they border, if not colder. However, they could never be as cold is the Ko Rudo Mountains located north of a massive, unnamed tundra. Also, here's the map. http://i.imgur.com/6xm09eO.jpg
English
#Community #DOJO

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Edited by Royal Blade: 1/5/2018 6:14:09 AM
    [i]The Six Kingdoms of Dalkey[/i] https://imgur.com/KCYz712 Sitting just west, across a narrow sea, from the Nozama rain forest is the Island of Dalkey. Split into six Kingdoms for a thousand years, the island is home to some strange creatures and even stranger humans. In the Kingdom of Skarria, the "King" wages a war against Keshkevarian neighbors, working in alliance with Myrcia and Gebroan. Keshkevar sits in the middle of large open plateaus, where Clans Ulfrig, Starrison and Osvaldo call this their home. Caught in the middle of the wrath of three Kingdoms, Keshkevar is starting to crumble under the pressure of fighting a war on two fronts. The King of Skarria, Vadil Ketill, works alongside the King of Myrcia, Amun Thorvis, and the King of Gebroan, Thorald Hakiss. Skarria follows a motto of "Without Fear," and follow a viking culture mixed with that of knights. Living in castles, staying away from the ocean due to the mountains surrounding it, Skarria has waged war against Keshkevar for centuries. Now, they finally seem to be winning. Keshkevar- broken into three separate clans after their own king died- follows no true culture. Their people have no gods they pray to, no true leaders they can depend on. The Clans of Ulfrig, Starrison and Osvaldo fight against one the invading forces, but they do not fight together as they should. They fight as separate entities rather then a single nation, and this is their downfall. They lost much of their land to Myrcia, that was born from the fallen ashes of a once great Keshkevar. Myrcia was taken by Amun Thorvis, and has since followed a rather strange culture. Their garbs are heavy and decorated, constantly dressed in some sort of uniform. They follow a single God- The Phoenix God. As they were born from the ashes of a fallen kingdom, a phoenix rises from the ashes of its old self. They grow stronger through death, and dying is the highest honour that could befall a warrior. This causes little progress to be made in regard to their war with Keshkevar, and they heavily depend on the more disciplined Gebroan to win battles. Gebroan is a country bound in desert, the people following what was a once great Egyptian God by the name of Ray- God of the Sun. They believe in the light, and nothing but the light. The light is their savior, it keeps them warm and insures they never freeze in the cold winters. Their warriors are rugged and discipline, built for conquest and domination over anything. King Thorald Hakiss has become the prophet of God, and told his people to, "Rise above all." Finally, in the north, protected by several mountain ranges lay the Kingdoms of Lucidor and Helveylyn. Or rather, countries. The Kingdoms fell to a foreign invader long ago, and now an old man sits on the throne as King in the North. Aron Fletcher has given the two Kingdoms a new name: Aedwyn. And so, Aedwyn (Taking Lucidor and Helveylyn into itself) sits comfortably past rivers and mountains, making it a difficult kingdom to attack. King Aron rules Aedwyn with an open mind, and the people follow the ways of knights. Noble warriors that fight for goodness and not honour. Well, perhaps some honour. House Fletcher is the most immediate threat to the other Kingdoms, and keeps Myrcia ever vigilant for a possible invasion. The Untamed lands sit in between Aedwyn and the other kingdoms, controlled by bandits and thieves. The Untamed lands are a place without banners, the small country of Riaan being the most notable of this control. Constant small invasions take place within Skarria, and without its full troops, Riaan is managing to quickly gain land in the powerful kingdom. Will the clans Unite for the greater good? Or will chaos grip the land as Skarria falls to a group of bandits? House Fletcher sits in prized position, capable of ending the war in a single motion by invading Myrcia. Will they finally they action in the war, or will they wait to pick at what remains of the Kingdoms? There is only one way to find out the truth, to fight alongside one of these Kingdoms. Or to simply watch the fray from a far. [b][i][u]Gebroan Kingdom[/u][/i][/b] [spoiler]https://www.bungie.net/en/Clan/Post/1677784/238574074/0/0/1[/spoiler] [b][i][u]Myrcia Kingdom [/u][/i][/b] [spoiler]https://www.bungie.net/en/Clan/Post/1677784/238575560/0/0/1[/spoiler] [i][u][b]Aedwyn Kingdom[/b][/u][/i] [spoiler]https://www.bungie.net/en/Clan/Post/1677784/238520779/0/0/1[/spoiler] [b][i][u]Clan Ulfrig[/u][/i][/b] [spoiler]https://www.bungie.net/en/Clan/Post/1677784/238573384/0/0/1[/spoiler]

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    4 Replies
    You are not allowed to view this content.
    ;
    preload icon
    preload icon
    preload icon