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|Harper Region RPG > Region/Setting Specific Information > Map & City/Route Descriptions|
|Posted by: Rosalieart Jul 15 2010, 01:10 AM|
| Please note; due to the size of the region, all cities marked on the map are very large and are the major hubs of the region. Some are smaller or larger than others, and some are more compact or more spread out, but they are in essence all quite large, but small enough to get around by walking if you have some patience. Small settlements (up to two hundred people) are not marked and may or may not be along a route; in addition, the region has its share of nomadic peoples who wander where they will.
Assumed distance walked per day, given that the entire day was spent traveling: 35 mi / 56 km
(accounts for meals, but not pokemon battles/other situations)
If you have a steed, halve the traveling time if you are consistently traveling faster than you could conceivably move constantly by yourself. Flying pokémon are assumed to be the fastest transport and are assumed to take very little comparative time.
( Please note that Rosalieart is another alias of mine. x] )
|Posted by: Rosalieart Apr 19 2011, 08:55 PM|
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|Posted by: Rosalieart Apr 19 2011, 08:57 PM|
| Route One:
Only two structures remain from the Harper's time, however. One is the ruins of a tower, built into the foothill of the nearest mountain. It has a large cavern behind it, which was built into a castle- like structure. The abandoned fortress is used mostly as a pokemon graveyard. The other structure is a large temple at the city's heart. Rumors fly constantly about the stone giant, which spans over an acre and is thought to continue underground, but nothing can be proven, since there is no visible entrance to the structure.
Harper's pass has a flourishing black market despite the authorities' best efforts. The extensive catacombs that spiderweb the earth beneath the city make it nearly impossible to track criminals through it; some areas cave in and open up others, some tunnels have hidden passages built in them, and it is a popular haunt for a number of dark, poison, and ghost pokemon.
|Posted by: Rosalieart Apr 19 2011, 08:58 PM|
| Route Two:
The Cape is known for its marketplace and the lighthouse, which is lit by a large number of electivire who rotate nightly so that there are always four pokémon lighting the lighthouse by passing a discharge around , each pokémon feeding off of the others' energy to produce the next burst. The marketplace is one of the most impressive in the region, with fresh fruits and exotic wares from every other region in addition to a wide variety of the products and plant species only found in Harper Region, most of which have richer or more powerful flavor than their equivalent plants elsewhere. The Guardian Headquarters is also located here.
|Posted by: Rosalieart Apr 19 2011, 08:58 PM|
| Route Three:
About halfway through route three there is an offshoot of Marchton City, known only as Little Marchton. It is a port village, inhabited almost exclusively by sailors and their immediate families and is officially part of Marchton, despite being a good five south and right on the harbor.
The only other notable attractions are the bird-man and day care in the main part of the city, run by a large family who takes care of pokemon for all of the region's sailors who have to leave them behind on long journeys. They will raise a trainer's pokemon for a daily charge as well, but will only take two pokemon at a time from a trainer. Sometimes, an egg may be found on their property and given away to any who want it, or else the trainer of the two pokemon. The daycare is used widely by trainers with no experience as breeders. The bird-man is a world famous breeder of flying types, mostly known for his doduo, which he sells as transportation pokemon and which can jump to amazing heights, using their wings to cushion their descent. They cost a lot of money, but they're trained to have excellent endurance and can jump well enough that they know the move fly, despite being unable to do the actual thing. He is the breeder who sells the people of Navdia Crater their doduo and dodrio for traversing the desert and cliffsides that surround it.
|Posted by: Rosalieart Apr 19 2011, 08:59 PM|
| Route Four:
Supposedly it was once the undisputed capital of Harper long before the bard himself ever crossed over; now it's very existence is cast into doubt daily. Among traveling trainers and travelers, it is known as Miramossa. To the textbooks and those who either don't travel or who don't own pokémon, it's just a story. The story holds that an extremely powerful legendary psychic pokémon native to the region was entombed there upon its death. The pokémon supposedly held the memory of the entire region, past and present. Though the pokémon was forgotten and its alleged tomb never found, Miramossa is said to be the product of the pokémon's dreams, even in death. Some believers still visit the place regularly, and claim that it is through the ancient pokémon's powers that the Harper's ghost can still be seen soaring through the skies of the region by night.
|Posted by: Rosalieart Apr 19 2011, 09:02 PM|
| Route Five:
The mountains around the cave's entrance are heavily mined, as they are rich in both gold and various metal ores. Evolution items are also fairly common to mine, and most of the miners are native to Dedrius, but live in numerous small encampments that serve as their home for months at a time as they work. Occasionally their families will accompany the workers.
Istin City has never seen a single summer; it's locked in ice all year round. Despite this, it is known for its flying pokémon. The city itself is confined to a small area by the sheer cliffs of the Shattersky Mountains, and is built vertically in a way that seems to defy gravity as it reaches nearly 1.5 miles (2.4km) into the air/above sea level, and expands perhaps two square miles wide, filling all of the valley that isn't occupied by mines or lowland farms that need the richer oxygen and warmer temperatures. The people of the city are well used to the thinner air and although 75% of citizens live in the mid to lower areas, the wealthier families and others who have lived at the top for generations have even adapted to carry more oxygen in their blood to compensate.
Nearly everyone in Istin owns a bird pokémon capable of carrying a human's weight, or else owns a number of smaller ones and a sort of harness for transport to the upper or lower levels. There are ways for someone without a flying pokémon to get to the higher levels of the city, of course. They're just not particularly safe, because that's where crime flourishes. Like any big city, Istin has slums and abandoned, run down areas. Unlike most cities, these areas are compacted into the core of the city structure, primarily disused or used only for criminals' and the homeless's homes or hideaways.
( rough reference, if this were bigger and taller, the top vanishing into the clouds. basically a small mountain: http://digital-art-gallery.com/oid/4/r169_457x256_2000_On_The_Ledge_2d_fantasy_castle_wizard_mist_picture_image_digital_art.jpg. Think http://www.arthedain.net/wp-content/uploads/2009/11/minas-tirith-image-001.jpg, but much taller/larger and entirely honeycombed with rooms/homes/buildings inside too. )
|Posted by: Rosalieart Apr 19 2011, 09:03 PM|
| Route Six:
In the winter, the town is largely covered in snow, and most grass pokémon will be either kept carefully inside, or will enter a hibernative state. This is a time of waiting for the inhabitants, and those residents with flying pokémon will send messages to each other, while anyone with a fire or ice pokémon is expected to help deliver supplies from the food stores to the residents in exchange for a tip.
The humid jungle is in part responsible for the drastic weather changes in Fough Place. All manner of grass and bug pokémon can be found somewhere in this expanse of forest, and no trails pass through more than the edges, so it's both a hiding place and a danger. Many pokémon in the deeper areas are both strong and unused to humans in their territory, so handlers rarely venture in without a senior guardian or a very strong team.
|Posted by: Rosalieart Jun 28 2011, 11:39 PM|
| Route Seven:
The city got its name from the huge crater which is overlooks, at the bottom of which is the very originally named Crater Lake, home to some of the strangest kinds of water pokémon, although very few in comparison to its visible size and depth, which is (to date) deeper than can be measured. The main attraction of the lake as far as pokémon go is the mythical Gyarados and Milotic duo, rumored to be more than two hundred years old and immensely powerful, but exceedingly peaceful. Many don't believe in the pair, especially since Milotic is more often affiliated with cooler waters, but sightings of the same pokémon appear in the records throughout the city's history, recognizable by the Gyarados's most defining feature: it is albino. The Milotic is always distinguishable by a similarly unusual colouration, because not only is it shiny, but its antennae are also the colour of its 'eyebrows.'
|Posted by: Rosalieart Jun 29 2011, 02:39 PM|
| Route Eight:
Cypwater experiences neither winter nor fall, and its seasons are divided up into Dry and Monsoon, according to the general amount of rainfall in each part of the year. The months that the northern or middling towns would consider to be winter comprise the Point's monsoon season, where the port gets drenched almost every day and the swamps and bayous become very dangerous places with flooding. In the 'summer' months, however, the city and surrounding areas are usually plagued by a drought that drains the wetlands to sludge-bottomed pools and mudflats that reek of decay, while the bayous drop a good foot of water from monsoon season. The residents love both seasons, but to outsiders, the best time of all to visit is just when the seasons are changing, when the Point and its area are truly beautiful.
|Posted by: Rosalieart Jun 30 2011, 04:28 PM|
| Route Nine:
That all aside, the Village is still quite small and close-knit, boasting a wide variety of odd superstitions and local customs, such as building windows as high up as possible to keep the ground-demons from entering through the glass at night and tapping elbows together to seal a deal, to name just a few. The balance of power between Guardian and Trick is about equal here, even though the current Lady is too young to be considered as such and who has a governess running the area in her place until she is old enough to take the proper title.
|Posted by: Rosalieart Jul 4 2011, 07:50 PM|
| Route Ten:
|Posted by: Rosalieart Jul 4 2011, 11:04 PM|
| Route Eleven:
Once on land, here isn't too much that can be said about the route. It's an easily traversed, short route that cuts through the coastal plain on the island, bending to avoid the patch of woods that has grown up on the Southeastern side of the island. Pokémon are generally small here and are well-used to people.
|Posted by: Rosalie Nov 27 2013, 01:48 PM|
| Routes Twelve & Thirteen:
Both pass a large island known well as a pirate's nest, a hiding place for goods and around which the sea is notable shallow, making the sunken hulks of previous ships as dangerous to sailors as rocky spires. Thirteen, however much longer it may be, is the safer of the two and therefore the most used. Due to the nature of the area, it is not unheard of to see especially strong or dangerous water pokemon, and surfing across the sea here is virtually impossible on all but the strongest and largest of water types. The routes meet at the same "port," a makeshift outpost of a few buildings and hastily-constructed docks at the mouth of a sheltered inlet in the Pennants where a channel of the sea that may once have been a river leads to the heart of the isles.
Despite being utterly uninhabited by people, either living or skeletal, the islands are overrun with pokemon, and fairy types in particular. Upon landing in the new land, Captain Pennant and his crew set to explore. None of the Sea Krow's crew will say what happened, but along with the storm that drove their ship into the coasts of Fough came a strange energy. Nightly across the region, the aurora visible normally only in Istin played in the sky, and stars fell for weeks. Strange pokemon never before seen in living memory as native to the region began to appear, hatching from others' eggs or even transforming from other species, and certain pokemon began to do what can only be described as changing types. When the phenomena stopped, so too did the changes, having established fairy pokemon on the Harper mainland where previously even smuggled-in fairy types sickened and died in days.
It is clear to all that the Pennants are steeped in magic, but also that they need to be settled, and both the Order and the Guardians of the noble houses have their sights set on the isles and offer to sponsor their people to go and establish themselves or explore the new lands, even as the pirates start to make their nests around its shifting sandbars.