Difference between revisions of "Regions"

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The '''South-West''' of Dargarth is the most populated area on the continent, boasting several coastal cities within close proximity.  One end of the [[great trade road]] grounds out in the region; combined with easy sea access to the cities, this makes the region popular with traders.
 
The '''South-West''' of Dargarth is the most populated area on the continent, boasting several coastal cities within close proximity.  One end of the [[great trade road]] grounds out in the region; combined with easy sea access to the cities, this makes the region popular with traders.
  
On the mainland stands the capital of the [[Order of Mardur]]; seasons past it outgrew its original city walls and merged with a nearby township which had grown up in its shadow.  While technically two distinct cities, the sister city is notable as one of the few urban centers in Dargarth to not be protected by fortress walls.  The nearby [[Isle of Narscin]] itself boasts two sizable cities upon its shores: the former capital of the region, long under [[Explorers Guild|Explorer]] protection, as well as a younger city grown up around a profitable mining operation.
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On the mainland stands the capital of the [[Order of Mardur]]; seasons past it outgrew its original city walls and merged with a nearby township which had grown up in its shadow.  While technically two distinct cities, the sister city is notable as one of the few major urban centers in Dargarth to not be protected by fortress walls.  The nearby [[Isle of Narscin]] itself is home to two sizable cities upon its shores: the former capital of the island, long since under [[Explorers Guild]] protection, as well as a younger city grown up around a profitable gold mining operation.
  
Outside of the cities the south-west is a windswept coastal region devoid of the extensive forests which can be found further north.  Its extensive coastline includes many inlets and bays, as well as two islands with notable mineral resources.
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Outside of the cities the south-west is a windswept coastal region devoid of the extensive forests which can be found further north.  Its extensive coastline includes many inlets and bays, as well as two islands with notable mineral deposits.
  
 
'''Nations:''' [[Explorers Guild]], [[Order of Mardur]], [[Mercenaries of Bitter Peak]]
 
'''Nations:''' [[Explorers Guild]], [[Order of Mardur]], [[Mercenaries of Bitter Peak]]
  
  
Just north along the great trade road can be found the '''Central''' region of Dargarth.  Starting from the narrowest point of the continent the region extends south-eastward in a great arc between the mountains to the north and the desert to the south.  While the south-west might boast the largest trade centers, the coin they trade in probably originated in this region, as the region holds massive mineral reserves.  Somewhat ironically there are almost no permanent settlements in the region, but it is home to the greatest density of fortresses upon the face of Dargarth, many of which are holdovers from the [[Old Kingdom]].
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Just north along the great trade road can be found the '''Central''' region of Dargarth.  Starting from the narrowest point of the continent the region extends south-eastward in a great arc between the mountains to the north and the desert to the south.  While the south-west might boast the largest trade centers, the coin they trade in probably originated from this region, as the area contains massive mineral reserves.  Somewhat ironically there are almost no permanent settlements in the region, but it is home to the greatest density of fortresses upon the face of Dargarth, presumably holdovers from the [[Old Kingdom]].
  
The region was originally mostly unsettled, with [[Mardur|Mardurian]] assets to the west and the [[Order of the Abbot]] in the mountains to the north-east, before [[Legion]] settled an outpost along the trade road.  This coincided with the public announcement of the merger between Mardur and the Order, after which the combined nation expanded their borders out of the mountains, as Legion explored in the south.
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The region was originally mostly unexplored, with [[Mardur|Mardurian]] assets to the south-west and the [[Order of the Abbot]] in the mountains to the north-east.  As time passed on Mardur expanded northward while the Abbot secured the rest of the mountain, and the great trade road was built, and the lands between the two nations were explored.  After a time a [[Legion]] exploration party explored the last uncharted wilderness along the trade route, settling an outpost between the two nations.  This by accident or divine fate coincided with the public declaration of the merger between Mardur and the Order of the Abbot, placing the outpost squarely in the middle of the now largest nation on the face of Dargarth.  Afterwards the combined nation expanded its borders out of the mountains, while Legion explored in the south.
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Despite its lack of [[settlement]]s, the merging of countries has acted as a catalyst, making this one of the most thoroughly explored regions of the continent.
  
 
'''Nations:''' [[Order of Mardur]], [[Legion]]
 
'''Nations:''' [[Order of Mardur]], [[Legion]]

Revision as of 05:04, 28 February 2013


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Hex
Terrain
Country

Bit of a placeholder entry; to give a place to brainstorm, and until (if) better names are thought of.


The South-West of Dargarth is the most populated area on the continent, boasting several coastal cities within close proximity. One end of the great trade road grounds out in the region; combined with easy sea access to the cities, this makes the region popular with traders.

On the mainland stands the capital of the Order of Mardur; seasons past it outgrew its original city walls and merged with a nearby township which had grown up in its shadow. While technically two distinct cities, the sister city is notable as one of the few major urban centers in Dargarth to not be protected by fortress walls. The nearby Isle of Narscin itself is home to two sizable cities upon its shores: the former capital of the island, long since under Explorers Guild protection, as well as a younger city grown up around a profitable gold mining operation.

Outside of the cities the south-west is a windswept coastal region devoid of the extensive forests which can be found further north. Its extensive coastline includes many inlets and bays, as well as two islands with notable mineral deposits.

Nations: Explorers Guild, Order of Mardur, Mercenaries of Bitter Peak


Just north along the great trade road can be found the Central region of Dargarth. Starting from the narrowest point of the continent the region extends south-eastward in a great arc between the mountains to the north and the desert to the south. While the south-west might boast the largest trade centers, the coin they trade in probably originated from this region, as the area contains massive mineral reserves. Somewhat ironically there are almost no permanent settlements in the region, but it is home to the greatest density of fortresses upon the face of Dargarth, presumably holdovers from the Old Kingdom.

The region was originally mostly unexplored, with Mardurian assets to the south-west and the Order of the Abbot in the mountains to the north-east. As time passed on Mardur expanded northward while the Abbot secured the rest of the mountain, and the great trade road was built, and the lands between the two nations were explored. After a time a Legion exploration party explored the last uncharted wilderness along the trade route, settling an outpost between the two nations. This by accident or divine fate coincided with the public declaration of the merger between Mardur and the Order of the Abbot, placing the outpost squarely in the middle of the now largest nation on the face of Dargarth. Afterwards the combined nation expanded its borders out of the mountains, while Legion explored in the south.

Despite its lack of settlements, the merging of countries has acted as a catalyst, making this one of the most thoroughly explored regions of the continent.

Nations: Order of Mardur, Legion


Continuing along the trade road, one comes to the Eastern Mountains of Dargarth. Once home to the elusive and monastic Order of the Abbot, who lived in reclusivety, they spent much of their time fortifying the mountain passes. Their isolation changed somewhat when they agreed to connect their capital with the cities of the south. Legion has holdings in the foothills to the east.

Nations: Order of Mardur (formerly Order of the Abbot), Legion


Eventually the trade road was expanded to the East and was intended to connect to the eastern capitals. However construction stalled when the road hit the Great Southern Desert. The most notable feature of the district, the desert winds through much of region, leaving a band of fertile plains and forests to its south and east, but effectively splitting the area in two.

The region can easily be split into north and south, as each is the holdings of a different nation.

The south-east has long been settled, first as the holdings of the Imperial Guard following the collapse of the Old Kingdom, and later by Alliance as they formed, following the collapse of the Guard.

The north-east, however, has long been thought of as a unexplored wilderness. That has changed in recent times as, since its inception, Legion has made strides in the exploration of the area. In hindsight it is unknown whether the region has long been settled by reclusive folk, or whether Legion purposely chose the area as a base for their new nation.

Nations: Alliance, Legion


Leaving the trade road behind one cannot overlook the North-West of the continent. It is a land of dense forests and the western mountain range. The region contains the eldest of the modern nations, the Explorer's Guild. Their capital, Newholme, stands at the northernmost point of the continent, where their original exploration ship wrecked long ago. It stands surrounded by the largest conifer forest on the continent, and has a long history of settlement.

South of the forest stands a large swath of unexplored land which extends south-west to the sea, and is home to a variety of monsters. Explorer territory extends in a narrow band south along the edge of the bay and swamps, thereafter turning to the west, bracketing in the monstrous hordes. This narrow band of civilization is guarded by a string of fortifications.

To the west of Explorer lands, and standing to the other side of the monster territory, is the holdings of the Briarwood Clan. Their native home is the jungles on the western peninsula, but they also hold some territories on the far side of the bay, in the western reaches of the conifer forest. These holdings include an ancient lighthouse while allows them to navigate the maelstrom which guards the entrance to their bay. While unable to rival the cities of the south, Briarwood territory houses what is probably the densest concentration of hamlets and townships on the continent.

Of note in this region is the former capital of Albion high in the western mountains; while now crumbled into presumed ruin, it still stands guarded by former knights of that realm. Occasionally other former retainers can be found across the mountains.


Still to do:

The Northern Islands
The Eastern Islands


This article is incomplete. It needs to be expanded or improved. Please help out by adding an image, writing a section, or just generally improving this article.