Paah Osa


Artists often use the northern half of Moradinrun as their source of inspiration. Often attempting to capture the beautiful dynamic nature of the rolling plains, the wild hungry fervor of the thick, dense forests that decorates the land, and the tropical, broken lands of (name pending for islands to the north). Seemingly blessed by the Wildmother herself, the northern side of Moradinrun is described by many as the "playground of greens and blues" . With a temperate climate and plenty of water, Paah's this is the northern side, name pending. This area includes the magical forest with the roaming tribe north of that. There also is half of the large peaks that spread into the south. The mountains are a place of worship and is believed to be a place of power.


Geography

colder climate, this place has beautiful natural features and pockets of lush greenery and rocky plains. Think iceland, where as you go north it becomes sort of a greenland location. The north is roughly split into 3 parts, one belonging and being ruled by man, other is ruled by the beasts and nature, and a middle ground where the lines are blurred.   In the center, there is a large forest that is deemed ripe with power and houses a mariade of fantastical beasts. This place is mainly left up to nature, but there is talk of moving the beasts out to make way for human civilization. The removal of the beasts would greatly help speed along the dozens of expeditions being sent out by a nearby city to clear out and catalogue the hidden ruins of (name pending), an ancient civilization that pre-dates the Convergence.   Furthur north, there's a bunch of islands with many land bridges that go under the water, walkways being more shallow than others. There's a rotating seasonal system, where the majority of people continue to move as it gets too cold and the water begins to freeze over. This means that the major cities rotate around as well, having the main officials and the capital move from settlement to settlement.

Northern Region

Ruled by Man


 

Shallow Sea

Far north, the ocean is dotted with several islands that serve as the home of haflings. Drifting beneath the waves, there are strips of land that serve as bridges connecting the islands together, giving the region it's namesake.   This ease of travel and the unique climate has given rise to a nomadic lifestyle in which they constantly travel from settlement to settlement.

 

The Sights

Tropical and beautiful, there are many sights that tourists are encouraged to visit during their time in the Shallow Sea. (design this later)  

Water Garden
There is a portion of one of the land bridges that is covered in colorful coral and extravagent flora. Because of the abundance of flowers, tourists swear that they can breath easier and that the air makes them feel more energized. Old people complaining about the "head buzz" feeling they get.   There is a nearby settlement that have their revenue based in tours and overnight trips on these small rafts over the water garden, claiming that it allows you to have vivid dreams and know more about yourslef. Mostly bullshit.
Traveling Market
Bobbing with the waves and traveling around the archipeligo, there is a series of markets floating atop the water. They hold a multitude of rarities and have them ebcause of the fact they follow the current around the islands and have trade with everyone else. The organization behind the merchant boats is the the Commerce guild and they have their hands in more than just
Muckback Riding
Creatures exist out here called "Muckbacks". They are these giant seal-like creatures with a large mouth. They like to spend their time upside down on the sea floor, eating any small fishes that swim too close. As a result of being upside down, their backs are scratched up and collects mud, sand, and other "muck", causing it to harden and allow for riders to mount the beasts.

 

Tolerance

The north is known for accepting the myriad of races that travel northwards. Some southerners actually go through a lot to travel through the border , known as the "Bloody Pass", in order to be in a place where their ideals and sense of self can be more accepted. The north is for the believers, because of this, a lot of hte cities and bodies of goverment accept more forms of religion than the south. There are less banned dieties.


Ruled by Beasts


 

Drustar Wilds

Why did I leave? Oh gods, a better question is why did I stay for so long. Ha!
— J'ilran'duel, being asked a question at a fan meet.

Not much is known of the Drustar Wilds; but from what is passed around from word of mouth by the drunk passerbys. What is known is mostly information given by the great Grung explorer: J'ilran'duel, a small red frog that has made his fortune with his famous stories: Tales from the Wilds.

 

Ruled by None


Banned Practices

Generally, besides a few cases, every diety that sided with the prime dimension during the events of the convergence is tolerated. The gods that were seduced by the powers that came from the Twisted Nether are banned and outlawed, with proof of worship, people can be sentenced to jail or, depending on the diety, executed. These laws get more strict as you go into the land ran by the beasts, with only the popular deities being given permission for worship.

  there lies a collection of islands that are deeply rooted in a nomad culture. They move and relocate constantly and never let themselves be attatched to a location at a certain time.
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Alternative Name(s)
Bastion of Nature, Last Front, Greenruns
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Included Locations
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