New Lands Geographic Location in Arcathia: The new Order | World Anvil
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New Lands

"The new lands... Or Arthuza as the lowly beasts that falsely claim it as their home call it... It's a new frontier and a new chanse for the Consortium, to bring humanity to the next level, and for us, to finally show the Empire and Diestria, who are the -true- kings and queens. We shall claim it all, plunder, conquer, reclaim what is rightfully ours. And white mysticism, we need more of it... We need it all..."
  Lady Anabella III Le'Blaeux-  

[This article will develope as I add races and locations from the New lands onto Arcathia]

Geography

Whymnír's Forge:   Anvilreach mountans. -Massive mountains with flat peaks, towering in the most northern part of Arthuza.   Canyon pools. -Just south to the moutains, green lush pools within the mountain canyon that spans one third of Arthuza's length.   Acidmarch bellows. -Northwest of the canyon, deadly bubbling pools of foul acidic vapour that makes it uninhabitable by most.   Godstool forest. -An enchantingly beautiful old forest with massive mushrooms, the size of oaks growing. The home of the Forgeoak. Resides northeast of the canyon.   World's oven. -The peak of the north. A massive volcano, that pose no threat to the rest of the continent, due the mountains in it's path.   Arthuza Mainland:   Northern Velkoria. -A wet jungle with a lovely pure waterside. Home to massive mythical beasts, and the spawning pool of the Velkorian race. Resides under the bellows and to the west from the canyon.   Southern Velkoria. -A dry jungle, mostly dominated by civillisation, and a massive wall that blocks it out from the rest of Arthuza.   Matrach Spire. -A short water surrounded mountain between the Velkorian shores. Holds the Velkorian capital.   Uurgnaangr Badlands. -A broken landscape, destroyed by wild usage of mysticism, but also a border to keep the Godstool to grow wild and rampid.   Dark Crag. -The end of the canyon, and hard spires formed from old lava rock to stand the test of time.   The Junkyard. -Combines the crag, Velkoira and Badlands with it's massive plane in the south. The home of the Graguuran race, and entierly ruined nature from littering and deadly fluids running rampid.   Springs of life. -A natural wonder that fights back the Junkyard's foul existance north to it, using naturaly created holy water. The grounds around the rivers are also filled with strange flowers, bushes and trees, along with pink and blue grass.   Cursed desert. -Southeast from the Junkyard. An unpleasant hot dune with a seafront dominated by Nûr'phrälach.   Dreadwoods. -Southwest from the Junkyard. A dark, unforgiving graveyard with nightmarish creatures and growth.   Asphyxiated mountain. -A cracked and chipped mountain, with what looks like petrified tentacles strangling it from underneath the waters. The mountain also marks the southern end of the continent.   Arthuza Islands:   Cranelands. -An industrial human island, with plains that the Inquisiton has conquered. Lies on the edge south between the New lands and Common lands.   Kiraanai isles. -Tropical isles, dominated by Southportian Techarch's. It's an almost perfectly preserved wilderness with echo-shields protecting the lands. Lies just outside Godstool's and Uurgnaangr's coasts, and is one of the most popular vacation resorts among human nobility.   Willow Isle. -A dark and shady isle, similar to the cursed Forest, except the Vanhal family has occupied it, and they don't seem willing to give it up anyday soon.   Caedis Revelry. -A corrupted island on the southern coast, besides the Dreadwoods and Springs of life. The pavement there is bone, and the rivers run in blood, among the blackwood and obsidian towers. The disturbing home of Crimson Velvet.   Arcath's eye. -Resides in the shadow of the Asphyxiated mountain. The trees here are tendrils, the water black and parts of land float in the sky. The creatures are perverted beyond return and are crazed. This oval isle that looks like an eye serves as evidence of the catastrophy that happen when the mystical realm meld with the physical, and laws of nature are warped.   The Arbalest. -A completely mechanized isle that look like a massive ziggurat, but with a top tier that is twice as tall as the other three layers. The top also carries a massive arbalest ontop that could potentialy destroy a small fleet. The isle moves like a boat.

Fauna & Flora

A wild, yet much inhabitated place, were most trees to the difference of the Common Lands, are curved or spiraling, rather than stand tall. The grass is pink, blue or purple, while the sands and mountains are ashen, bonewhite or orange, rather than golden yellow.   The jungles stand much hotter with insects the size of wolves and tall as anacondas, with creatures that are so big, their footsteps shake the very earth.

Natural Resources

Carries most of the ordinary resources that one can find in the Common Lands, but with a lot of new exotic animal, with plenty of Whymnírium that is common find among the mountains, tons of jewels and the Forgeoak, that is as hard as tempered steel, but quite elastic and doesn't ever burn down.   It is also filled with wild mystical energy storms, that makes mysticism far more powerfull and easy within the New Lands, and carries the knowledge of Crimson and White mysticism, ripe for taking.
Races of the New Lands:   Humans:   Factions:   Vanhal Family.   Consortium of Westport.   Dwarves:   Clans:   The Blackpowders.   Clan Skypeak.   Clan Paragon.   Clan Runic Sun.   Velkorian :   Empires:   Rhakk'ihr.   Ssech'khan.
Alternative Name(s)
Arthuza
Type
Continent
Related Professions
Graguura: Tribes:   Tribe Scrapper-yank.   Tribe Lens-eye.   Tribe Myst-maker.   The Acidbloods.   The Palevapours.   Dark-crag tribe.   Vhaaki/Vampire :   Bloodlines:   Crimson Velvet.   Steel Arbalest.   Nûr'phrälach.   Vatherdun.   Ktch'viti.   Saraksborne:   Cult of death.

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