Welcome to Harper Region

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Character Count: 90
Ml: 45 - Fml: 44 - Oth: 1
OR - 13 | R - 16 | H - 40 | G - 21

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Season: Summer

The onset of the Summer season has led to a swarming of Fire-, Electric-, and Bug-types, overtaking most populations in the Region. In their place, Water- and Grass-types have retreated to the shade and to cooler areas, while Ice-types have all but vanished. The rising temperatures has also led to the annual thaw of the infamously cold Istin City, though it remains the coldest.

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 Map & City/Route Descriptions
Rosalie
 Posted: Jul 15 2010, 01:10 AM
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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.

Click for photographic terrain references on the routes. http://i832.photobucket.com/albums/zz241/HarperRegion/Sprites/Emoticons/8.png

Click for full size version, with a scale for distance.

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MEGA rough world map sketch

old map
( Please note that Rosalieart is another alias of mine. x] )

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Rosalie
 Posted: Apr 19 2011, 08:55 PM
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Rosalie
 Posted: Apr 19 2011, 08:57 PM
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Route One:
    Route one is located in the northern reaches of the region, and is the area by which the region was initially discovered. All trade by land must pass through this small opening in the mountains, but because of the hazards of the cold and the rocky terrain, the majority of Harper's trade is done by ship. This route is known for being heavily forested with thick evergreens, many of which have grown to extraordinary heights from being left virtually untouched from the region's discovery and before. This route is crossed multiple times by a large stream coming down from the mountains, often carrying large chunks of ice.

    Harper's Pass:
      Harper's pass is the region's capital city, and one of the largest. In recent years, however, slums have become more developed than ever due to the rapidly evaporating trade by land. Despite this, it remains a political powerhouse and an important tourism location due to the varied architectural styles.

      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.

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Rosalie
 Posted: Apr 19 2011, 08:58 PM
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Route Two:
    Route two descends south towards the ocean along the peninsula, and is a major trade route, linking route one and route three and leading to the region's largest port city, Cape Augustine. The route crosses a river only once, and a large covered bridge spans the length. The original structure is stone, but it is now reinforced with steel. The climate warms as you move south, and the evergreen trees are quickly replaced by deciduous ones. The road is well traveled and is entirely made up of cobblestones, as the wagons would carve ruts into the dirt roads and get stuck. The forest is clear cut for about twenty meters on both sides of the road to prevent groups of bandits from hiding along it and ambushing merchants or travelers. Large work-pokémon also use this open space to graze, which maintains the height of the grasses.

    Cape Augustine:
      Cape Augustine is a bustling seaside city, as one might expect of a major port, and it is one of the most carefully set up cities after a long history of pirate raids. The houses are set up so that it is nearly impossible to climb from roof to roof, and a large stone wall encloses the city to protect the town proper from invaders. It has long since expanded beyond the wall, however, and the city sprawls outwards, almost into the forest. It is an affluent city with an exceedingly high cost of living, where those who aren't quite so well-to-do are thrust into the outskirts of town or shipped off to other cities, mostly Cypwater Point due to the comparative ease of the sea-route. Because of this, the poorer sections of the Cape are virtually nonexistent.

      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.

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Rosalie
 Posted: Apr 19 2011, 08:58 PM
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Route Three:
    Route three crosses through mostly open fields and farmlands, and the only notable features of this route are the valley it passes through at one point and the proximity of the seaside. As you approach Marchton City, the soil becomes more sandy and less suitable for plant life. Agricultural farms are replaced by dune grass and even a few palms, although livestock farms are more common because there is room for the animals to roam around to eat. The climate is warmer than one might expect from a place so far north due to a current that brings warm or hot air from the southern regions, which is trapped against the mountains, leaving the route pleasantly temperate, with the obvious exception of wintertime. After passing by Marchton, the route enters the Midland Plains and the land flattens and becomes drier thanks to the proximity of the desert.

    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.

    Marchton City:
      Marchton City is less of a city and more of a town that sprang up simply to take advantage of the location between two bodies of water; the freshwater Rocky Inland Sea, and the Rose Gulf. Along the gulf there is an offshoot of this city, inhabited almost exclusively by sailors and boatbuilders. Despite not being a major port, it is a very defensible location and docks the majority of the region's ships when they aren't sailing.

      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.

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Rosalie
 Posted: Apr 19 2011, 08:59 PM
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Route Four:
    Route Four runs through the Midland Plains, which have few trees but many varieties of tall grasses. The route rounds the Nav Desert and the land becomes even flatter as it does so, the air more arid as the desert is only a day's walk away. Occasionally a large sandstorm from the desert will sweep over the route where it is closest to the desert sands and bury the entire thing for days until either another storm whisks it away or the usual crew of ground and flying pokémon with their Guardians arrives to clean it all up. Arguably, it is the longest straight land route in the region because it extends all the way down to Fough Place. The route also passes the freshwater Logger Sea. Within this Route there is a rather large ranch, known as Shooting Star Acres. It's history goes as far back as the Harper Region's beginnings providing mounts to the families of guardians and such.

    Miramossa:
      Where the route splits off to Routes Five, Six, and Seven, there is a somewhat unofficial town/rest stop. It's a very strange 'town' however, because it is largely uninhabited outside of the main 'keep'/inn and buildings re-arrange or appear and vanish overnight or when you look away. In addition, the buildings always seem to be from a wide variety of time periods, from aboriginal structures to fairy-tale castles with moats and banners flying, to bright glass skyscrapers seen nowhere else in the region. Pokémon, psychic pokémon in particular, act extremely oddly in this place. Each pokémon is affected in a different way, once outside of the only permanent structure of the rest stop- a shabby hotel with a resident pokémon healer and a few old people who will buy and sell things. Of course there are a few smaller run-down houses (glorified huts, really), but generally speaking there is only the one large building, appearing very like a fortress or castle without an outer wall and reaching at its highest point four livable stories high.

      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.
    Fough Place:
      Very near the rocky cliffs of the region's colder western shore, they tend to experience more dramatic weather conditions thanks to the mixture of cooler air from the north, alternating with steamier warm air from the more tropical parts of Edgewood, the hot, dry air from the Nav Desert, and the damp air from the south and the ocean. Weather can range from the occasional tornado to blizzards to floods and droughts. Despite this, it is the only true city between Cypwater Point and Marchton and thrives on travelers and those who travel along the waterways- Logger Sea to the north and the ocean to the south. It is a very rich trade city, more or less controlling Harper's only western port and holding a monopoly on weary travelers. Despite this reputation, however, Fough is known primarily as the city of blacksmiths due to both the sheer number of smithies as well as the unmatched quality of their work. The majority of the region's best metalwork comes from here, although most of the ore is shipped south from Dedrius. It is also a popular vacation spot due to the network of underwater caverns and tidal pool along the shore in addition to the rich forests, which are widely known for hunting and for the sheer variety of pokémon that live in them.

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Rosalie
 Posted: Apr 19 2011, 09:02 PM
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Route Five:
    This route is one of the most heavily altered routes in the region, crossing the region's widest river with a great covered bridge and then proceeding to plow straight through a natural cave system in the mountains, through which a straight passage was drilled for travelers. The climate of this route is also heavily diverse, from the arid heat coming off the Nav Desert to the sheer chill of the mountainous wall that surrounds Istin City. It is, however, a very stark, barren route to the naked eye, and the pokémon who live along it must be carefully sought; excepting, of course, the cave pokémon.

    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:
      Sometimes called the City in the Sky or the Ice Fortress, this city has only ever been challenged once, in the Endless Wars early in the history of the region and shortly after the Harper's death. It has never fallen, even when siege was laid on it for fourteen years. The mountains that surround it are too high for any pokémon to fly over unless they know the hidden passages, and the only entry point is through the drilled tunnel- the bedrock around it is too hard for even steelix to plow through, and the narrow natural cave systems are both treacherous and labyrinthine.

      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: here. Think Minas Tirith of Gondor, but much taller/larger and entirely honeycombed with rooms/homes/buildings inside too. )

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Rosalie
 Posted: Apr 19 2011, 09:03 PM
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Route Six:
    Route Six is by one of the more diverse routes, although not especially long. It crosses a portion of the plains, skirts the wetland that edges freshwater Logger Sea, crosses several rivers, and passes through the outermost forests of Edgewood before ending up in the city of Dedrius in the foothills of the mountains. The wetland, which developed from ancient tar pits, is known for its fossils and for the high proliferation of rare water pokémon which would normally be found only in the ocean or an inland sea. Glass-bottomed tour boats propelled by fans can be taken down the river into the bayou for sightseeing or for trainers, though it does cost some gold. The area is also rather small, and therefore under constant threat from being too-frequented and damaging the environment, particularly since it follows the river very closely to the Sea.

    Dedrius:
      Dedrius is a famous logging city, situated carefully in the foothills of the Shattersky range and a short walk from the rocky cliffs of the western shores. The city is known mostly for its grass pokémon, which is no surprise given the proximity of Edgewood. The grass pokémon that are widely owned in the city are used to rebuild the forests each time an area is cut and shipped down the river systems and carried by tauros throughout the region.

      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.
    Edgewood:
      Edgewood is an extremely diverse forest, ranging from pine barrens along the northern cliffs, to deciduous around the bayou and Dedrius, and which becomes more tropical the farther south you go thanks to growing above what many researchers believe is a lava field relatively close beneath the surface, eventually ending up as jungle around the south-western edges of the Logger Sea. Rivers run through the wood all the way to the cliffs, where they tumble into the ocean. The collection of waterfalls is known as the San Falls.

      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.

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Rosalie
 Posted: Jun 28 2011, 11:39 PM
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Route Seven:
    As hot and dry as it gets, this route cuts straightaway across the upper belly of the desert along an old rhyhorn migration route, so once each year in late spring to early summer the road is filled with small groups of rhyhorn who are making the trek to the oasis and the foothills beyond Navdia Crater that serve as their breeding grounds. Because the route is often swept by sandstorms that can bury the road itself and plagued by the blazing sun, most people opt to travel via a rented desert-schooner, a type of covered wagon that can either be pulled by pokémon/people or operated by large sails if the wind is right. Rentals range from a few gold pieces for a tow wagon that provides protection from sandstorms only if necessary to grand, roving houses on four wheels which are frequently rented for vacations by the very wealthy for excursions throughout the heart and belly of the desert. Desert pokémon more or less ignore the road, so handlers and travelers alike are more than likely to see some of the indigenous species, especially sandile that enjoy sunbathing on the road.

    Navdia Crater:
      Somewhat exotic due to its relative isolation, the Crater is nonetheless a fairly large city built almost entirely of mudbrick or sandstone, set at the base of a (mostly) inactive volcano. Ruled by Lord Grapar, the city does good business in spices, gemstones and artifacts, and most of all its famous rugs and tapestries. Although the Order has a difficult time keeping a foothold here and carrying out its activities, the city has its own brand of thieves. More bandits or mercenaries than proper thieves, they are frequently used under Grapar's employ as palace guards for his home on the water and keep to their own honor codes. They could be considered 'chaotic neutral,' if they were to be given any kind of a classing, and citizens are very careful around them. Generally speaking, the population of the crater is very dark skinned.

      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.'

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Rosalie
 Posted: Jun 29 2011, 02:39 PM
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It's a box of spiders.
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Route Eight:
    Route Eight sort of emerges from Route Four as you leave Fough Place heading south, breaking up what would otherwise be a route too long to easily police. Eight follows along the Gale river extending south from Logger Sea, occasionally crossing and recrossing it in an effort to maintain a relatively straight path. The plains soon give way to wetter lands about halfway along its length before transforming entirely into the mixture of swamps, marshes, and bayous that surrounds Cypwater Point. Here, the road is built up on boards to avoid seasonal flooding and to keep travelers dry all the way to the city, and is colloquially known simply as "the boards" or "the walk". Cypress trees become more common the closer you get to the city, and the largest of them are often referenced as landmarks along the way.

    Cypwater Point:
      Most of the region has a very specific set of images that are brought to mind by the mention of the Point: wild parties and festivals, bright colours, spicy local foods, a rogue's domain, and the region's smuggling capital. Under Lyra Nox and those before her, the port has become a hotbed for petty crimes of all sorts and totally out of her control. Though in title and general acknowledgement she rules, her Guardians report almost solely to their seniors and work the streets while Trick Lord Murray keeps order to his own liking. Despite this, the culture of Cypwater is some of the strongest in the region, with accents that never quite leave the voice of those who were born and raised in the poor port city and an uncommonly welcoming people.

      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.

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Rosalie
 Posted: Jun 30 2011, 04:28 PM
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Route Nine:
    Route Nine starts off as part of the Walk as you exit Cypwater point, becoming more of a proper road built up on banked dirt as the land becomes drier, although still technically saltmarshes. On one side of the route, towards the mountains, are meadows that are often muddy, drying as you approach the foothills. The soil here is very thin and suitable primarily for grasses and region-specific flowers, although pokémon don't seem to mind. Here, the fauna is primarily smaller pokémon who don't need as much sustenance to survive. After passing through the meadows, the route winds into the valleys of the Cresent Range (with terrains most similar to the Atlus Mountain in Morocco real-time), where the soil becomes noticeably rockier and the route returns to the beaten-down dirt and gravel style that is most common throughout the region. As one approaches the town, the montainsides become cultivated, and tiered farms run all the way around the valleys.

    Doran Village:
      Doran Village is a small, isolated town nestled in the southern valleys of the Crescent Range, just where the land becomes dry. A small river runs through the valley, though it isn't large enough to be printed on maps of the whole region. Although the town is rumored to have been founded, not by the Harper's people, but by the native people, a rumor fueled by the Indian-and-Native-American-esque appearance of many who were born and raised there (a/n: the Incan people in particular). It would be the only permanent settlement to have done so and it was a very poor, dying town until Natalia Baxter's ancestors moved in and 'founded' the city, bolstering its economy and feeding its people with an ingenious idea that has become what the area is known best for: tiered farming, up and down the sides of the mountain. Some tiers even have just grasses for grazing livestock to eat.

      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.

      Some traditions

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Rosalie
 Posted: Jul 4 2011, 07:50 PM
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Route Ten:
    A rough and ragged route that follows along through the rocky foothills of the outer edge of the Crescents, this road is rarely traveled even though it is the shortest route between Navdia Crater and Doran Village. While the route is not prone to flooding despite the salt marshes that edge the region there to the sea, it is poorly maintained and something of a favourite haunt for the more reclusive types of pokémon, particularly those who do not like people interfering with them. There are a few abandoned warehouses and ghost-towns along its route, most of which are actually infested with ghost-type pokémon who turn away intruders, and all of which were abandoned for reasons unknown, potentially even before Doran Village even existed. Because of the abandoned places, the route can seem almost apocalyptic, and attracts the Order of the Masque to it as a good spot to hide out when on the run. In addition, the area is known for landslides, and travelers always have to watch out for falling rocks or geodude-family pokémon. Overall, the route isn't the nicest to travel, but people still use it when they're in a hurry or have business along its length.

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Rosalie
 Posted: Jul 4 2011, 11:04 PM
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Route Eleven:
    Eleven is the only route in all of Harper that crosses over deep water and without a bridge. While many people traverse sea-routes in order to get where they're going or for pleasure, it is the only officially designated route going across the sea. It is here that one can charter a trip on a boat to any port in the region, including the islands that may not officially be inhabited. As one might expect, there are predominantly water pokémon on this route up until you reach Seaway.

    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.

    Seaway City:
      Home to some of the region's most luxurious resorts, Seaway is known for its wealth, high fashion, summer parades, and almost exotic atmosphere. All of the buildings are made of white stone, and most are painted in a varying array of bright colours or seascapes, especially on the storehouses and boat docks to seal the wood on the things that aren't stone. This is a city of the richer artisans, and is extremely laid-back. People here tend to be very proud, but also tolerant and frequently lazy when they aren't particularly needed. It's a city with fantastic beaches and the kind of atmosphere that lets time have no meaning, especially with all of the musicians and performers and artists who can be seen wherever there's a good view, or an open stage time-slot, or even a passing group of tourists. Although it has a festive atmosphere all year long, it isn't tainted by the suggestion of the less moral activities of Cypwater; here, the only thing in true excess is colour. The island is kept almost tropical by a powerful current and weather patterns from the far south, making the island a far cry from the deciduous and pine barrens of the Cape and Pass areas.
    Maritime Industrial Park:
      The industrial park is effectively a town in and of itself, producing cloth in one area, processing or refining grains in another, et cetera. The machines are big and smelly, and the whole place has a generally run-down atmosphere, but it all functions well enough to handle what people send to them for handling. Lord Cramer lives there, but as he gets on in years the Barries' daughter has taken up residence in his home and handles the running of things for him. Wild pokémon are common around the park, especially electric and fire types.

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 Posted: Nov 27 2013, 01:48 PM
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Routes Twelve & Thirteen:
    These are most recently mapped routes in the region, both leading to the same place from two separate locations. Twelve leads from the treacherous cliffs of Fough to the newly discovered isles and follows the route of the ill fated Sea Krow before it wrecked on the rocks, while Thirteen is the slightly safer, but longer route from Cypwater Point navigated by the Audacity from Captain Pennant's log books and some less than reputable seamen. Both routes are exceedingly treacherous, navigable only due to a recent shifting in the currents of the area after a large earthquake several decades ago. They are storm-plagued, rough seas that none but the pirates and occasional smugglers dared to brave, and then only close to shore until the Sea Krow was blown off course to the isles.

    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.

    Pennant Isles:
      The Pennants are the remains of what was once a much larger landmass, fractured and blown apart long ago by a volcanic eruption that left a huge crater at their heart, in which a deadly whirlpool is forever spinning rumored to be due to an ancient and very powerful kingdra that lives in its heart. The islands are covered in elaborate ruins both above and below ground, most of which are collapsed or so overgrown by the jungle trees that love the hot and humid climate brought by the same current that allows Edgewood its own jungle-like tendencies. The ruins are elaborately carved and constructed, all out of solid stone that likely once came from the mountain that was a volcano. The water channels that run between chunks of higher ground are shallow enough to rise no higher than the waist of a child and are easily waded through, while the lakes on those "islands" may be many fathoms deep and connected by underwater tunnels that honeycomb the Pennants and connect to the center of the island. Some academic mages believe that these were once a type of magma chamber whose structure was altered in the eruption, but no one has studied it long enough to know.

      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.

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