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Arbhor

Home to forests of all types, Arbhor is one four global superpowers during the Third Millenia of Man. With lumber as its primary export, Arbhor managed to barely scrape through the financial turmoil of the first and second Resource Wars, though it emerged victorious through the might of its army and it's difficult terrain. The thick pines of its forests give way to redwoods, oaks, and willows the further one ventures inland.     Numerous ports and docks line its coastline, with the largest of which being Port Ginkgo, home to the kingdom’s navy and the main bottleneck of Arbhor’s trade. Twenty miles north of Ginkgo is the capital city of Aurora, also known as the City of Trees. The capital was built upon a series of gigantic stone rings grafted upon gargantuan Greattrees, lofted many stories above the forest floor. The rings themselves have existed long before written recorded history, but the nomadic tribes of the Kushai tell tales of an ancient civilization who were unparalleled magicians.     The kingdom’s most notable landmark is the Spirit Oak, the center of Arbhorian culture and symbol of faith for the Church of the Mother. The Church believes in a goddess of divine life who planted the spirit oak to ward away “agents of misfortune”. As such, the Arbhorians believe the spirit oak to be holy ground, and thus the boots of men are unfit to tread upon its lands. The identities of these “agents” are up to interpretation, however many Arbhorians believe it to be in reference to the Elves.   Most arbhorian citizens are woodsmen, dwelling deep within the forests and only visiting civilized society to make trade. In such isolation, it is not uncommon to stumble upon an elf. These elves have been known to have a deep understanding and affinity for all forests and have been seen treading near and around the Spirit Oak. For this reason, most Arbhorians treat Elves with hostility, and their pointed ears are often taken as trophies and given as gifts to the Mother.   Despite their intolerance towards elves and other magical creatures, the people of Arbhor are characterized by their generosity. They view each other as equals and typically jump at the chance to support one another in times of struggle. In the same spirit, the financial struggles of the Resource Wars had forced many arbhorian families to form into mafias to survive.

Geography

Arbhor is a region of mostly flat land, with several rivers and swamps carving up its landmass. The snowcapped Edlunde mountain range spans the  country's northern edge and keeps seaward breezes from traveling further inland, resulting in a humid climate for the region. The land's southern edge forms an arc of beaches known as the Mesquite Coast, a mostly flat stretch of sand dunes. The land comes to a point at the southern Banyan Peninsula, which borders both the Gulf of Kings and the Tarstanic Ocean.

Ecosystem Cycles

During the spring and summer months, Arbhor sees humid air and frequent rainfall. These conditions contribute greatly to the nation's forest ecosystem. The region also faces harsh winters, which kill of much of Arbhor's native plantlife. When spring reutrns, plants quickly appear once more.

Natural Resources

  • Lumber (Primary Export)
  • Woodwork
  • Coal
  • Precious Gems
  • Animal Products
  • Stone and Ore

History

Arbhor was once the home of the Elves, a race of demi-mortals who
Alternative Name(s)
The Forest Kingdom
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