ORCOSI

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rissa

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Westernmost of the Three Known Lands, Orcosi is a myriad of culture, cuisine, and theology.
 
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QUEENSBURG
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TOWRY
The capital city of Queensburg, Towry, lies on the southern coast of the Lover's Mouth and sprawls across many leagues. They employ a vast naval army and the majority of their power comes from their control of the waterways leading into Litos Bay. Towry is a colossal city with districts galore. The High Queen sits in her throne which towers above most of Towry's districts. The upper districts are only accessible to noble citizens, regardless of race, while lower districts harbors all kinds of folks. A few of their major imports and exports are: spices, foodstuff, a variety of ingot metals, dyes, oil and textiles, tobacco, fireseed, summerwine, and machinery.


OAKNOR
A small, yet extremely busy town, Oaknor is commonly referred to as the backbone of Queensburg. It is home to farmers, foresters, hunters, and miners. Though the town uses both magic and machinery, the people of Oaknor have a healthy dislike of magic-users who flaunt their powers. If magic isn't helping you work, then in their mind, it's not worth it. The plains surrounding Lake Tilly (which borders Oaknor from Desmouthe) are known to be the home of a tribe of centaurs. Though neither are openly hostile, attacks and miscommunication is not uncommon.


DESMOUTHE
Desmouthe is a small city and the ancestral home to many of Towry's noble folk. Family estates, castles, and centuries old farmland dot the Desmouthe landscape. Though not openly prejudice, the people of Desmouthe -mainly humans- are wary of outsiders. Magic is tolerable though not openly flaunted within the streets. High Lady Amabelle governs the city of Desmouthe and has implemented a small council to help aid in her rule.


SAINTSTON
Saintston is most famously known for being the home to one of the seven branches of the Multinational Coalition of Magical Arts. The Enchantment Conservatoire is a large estate, covering most of the city's upper districts. Despite being a rather small city, it's population boasts over a million people. Originally a fishing village, Saintston still has a large seafood export and relies heavily on Towry's economy. Many noble families have come to Saintston over the past few centuries and noble keeps and estates have sprung up and down the rocky coastline.
 
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KINGSPORT
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DARLINGTON
This capital city lies on the north coast of the Lover's Mouth, though farther inland than their southern allies. Darlington is a metropolis where magic and technology coincide unlike any other place in the realm. By way of runed skyrails, gondola-like contraptions carry people all throughout the city. Kingsport is also one of the few places around the world to have finished construction on their skyports, allowing the new skybarges to dock and unload goods and tourists. Though not home to a branch of MCOMA, Kingsport boasts an entire district full of scientific, mathematic, and astronomy colleges. Their main imports and exports are: machinery, oil, magical paraphernalia, and spices.


AUTUMNVALE
A city filled with nobles, Autumnvale is a picturesque city, framed by famous vineyards and the seemingly permanent autumn trees. High Lord Gilead governs Autumnvale with a firm fist. Races other than Roanite elves are not common in the area, and are regarded with a bit of prejudices. Winemakers and mastersmiths are the epitome of the middle class in this city. They're famous for their wines, jelly, and dyes.


WESTERLEA
Westerlea is a trio of towns along the west central coast of Orcosea. Though seemingly unimportant to the masses, Westerlea is noted for being the alleged birthplace of RoNaan. Weaterlean's are hardworking people: fisherfolk, which are those who live nearest the sea, miners, who live closest to the Freewater Mountains and mine metal ores and minerals for Kingsport, and farmers who live near Greensborough.
 
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ARORA
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GOLDWINE GROVE
Goldwine Grove is the capital of Arora and is home to most of the Arorian nobles. The High Court of Goldwine Grove governs Arora with a firm fist. Goldwine, whose populace is mainly humans and Roanite elves, has grown steadily over the past few generations. Trade is flourishing, especially between their once bitter rivals, Caerdean. Political intrigue is rife in this city as balls and festivities are thrown year round. For the Arorian nobility, a dagger to the throat would be more refreshing than the constant backdrop of Great and Small House wars. Main imports: foodstuffs, machinery, oil and magical paraphernalia. Main exports: animal hides/leather, seafood, and enchanted ice from the solitary peaks of Mount Goldwine.


NORTHLET
Less than three generations old, Northlet is Arora's northernmost settlement. Once, nothing but a small fishing village, Northlet is now one of the few locations across the realm to have finished building their skyports. It's become a very profitable extension to Arora's overall economy, as well as to the size and population of Northlet. The High Court of Goldwine Grove struck a deal with their northern allies, Caerdean, who recently finished their own skyports, that was too good to turn down. With shared resources and combined manpower, the two allies have usurped the air power over Orcosea. Like Morlock, Northlet still relies heavily on tourism and external resources.


MORLOCK
Morlock is an unusual place filled with unusual people. All manner of races can be found within this historic land. The knolls and plains that surround Morlock are home to a variety of non-human creatures. As one of the places RoNaan stopped to rest during his March to Arannova, Morlock has stood the test of time by becoming a settlement founded by RoNaan fanatics. The large town is a melting pot of culture, cuisine, and ethnic races. People say that even the "noble folk" of Morlock are unusual; four hundred years ago the governors of Morlock (Then Locktown) ensured justifiable work pay for all their citizens. (Which is rather unheard of even today.) Though considers unusual, Morlock is a busy town held together by its backbone: the farmers, smiths, miners, and hunters that call Morlock home. They have good relations with the local centaur tribe.
 
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CAERDEAN
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CAERSHIRE
The capital of Caerdean and th emost powerful kingdom in the north, Caershire is home to a new skyport and the descendants of RoNaan himself. Caershire itself is a large, sprawling city along the Orcosean inlet. Opposite the jagged peaks of the Freewater Mountains and parallel to RoNaan's Path, Caershire is a costal kingdom that relies heavily on trade for foodstuffs, oil, machinery and exports such as textiles, dyes, and enchanted hides. Like their ally, Arora, Caerdean has a brand new skyport. In the past three years alone, Northlet has brought in a vast amount of wealth and Caerdean intends to follow suit.


NORTHWOOD
A large, underdeveloped place, Northwood is the ancestral home of all the native halflings in Orcosea. Northwood is a rather mysterious place, due in part to the local legends regarding the halflings. Home to a variety of folks, the majority of the populace being foresters, fishermen, and hunters. The hardy trees of Northwood are highly sought after, but the halflings refuse to let them destroy the forest.


RONAAN'S PASS
RoNaan's path was once nothing more than a trail through the highlands, now, the entirety of RoNaan's March through what is now known as RoNaan's Pass has been paved with flagstones. The road is leagues long and stretches from Deerend to Morlock. Fanatical worshippers were the first to start laying the gravel and flagstones -over a millennia ago- and what was once a harsh landscape difficult to travail is now an easy journey. Inns are scattered throughout it's length, as are thieves, and one must be ready for both.
 
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Marsea is an ancient Land where eras long gone clash with the powers of today.
 
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ARANNOVA
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ESJENNE
The motherland of the Esjensari elves, Esjenne, is forbidden to humans. Though all elvenfolk are welcome, Ronaite elves are unwanted. Though, to be fair, most Roanites do not wish to visit Esjenne to begin with. Esjenne, located in the highlands of the Nevrine Mountains, is actually four settlements across the valleys. One of the towns, (Esjei) forbids anyone but an Esjensari -born in the motherland- to enter. Though they're famous for their monumental temples throughout Arannova, it's said Esjei is home to a wonder of the realm unlike any other. Their main exports are silk, dyes, spices, and magical paraphernalia. Main imports include: foodstuff, minerals and metals, oil, and machinery.


ASAYAMA
A large metropolis spanning across leagues of highlands, lowlands, and plains, Asayama is the leading innovator of skybarges and ports. Though invented in the Qova Nations twenty seven years ago, skybarges were improved upon by the Asayami's. The people of Asayama are multinational, multiracial, and innovators of the highest degree. Though not outlawed, as many of their infastructure and technology is magic reliant, Asayama's have a tendency to look down upon those who rely too much on their magical abilities. Though half a world away, Asayama and Kingsport are staunch allies.


MATAN
Matan is a small town located on the northeastern end of the Nevrine Mountains. Small and relatively undeveloped, if one considered their neighbors, Matan is surprisingly almost technology-free. The elves of Matan (mainly Esjensari and Ka'lene) rely heavily on magic and though humans are not forbidden, it would be uncommon to see more than a handful throughout their populace. They have a small, but stable economy that is almost solely reliant on their main trade of minerals and precious metals.


SOLENNE
Solenne was founded by a half-elf almost four hundred years ago through wars, of both blood and ink. Solenne is home, ironically, to many prestigious philosophical institutions and is well known for their Garden Temples where they have been able to grow spices, fruits, and crystals thought to be extinct. Solenne is open to all manners of people, regardless of race, as long as they cause no trouble. Though a vassal of Arannova, the Solennian's believe themselves free people.
 
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ATHANEOS
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EMERALDY
A unique city, filled with races of all kinds, boasting a populace of over two million, Emeraldy is one of the few locations to have finished construction on their skyports. Unlike Kingsport who utilizes skyrails to move people to and fro, Emeraldy uses ground-rails. Half-magic, half technologic wonder, these ground rails move thousands of people daily. Emeraldy is also home to the Animancy branch of the Multinational Coalition of Magical Arts. Not to mention the abundance of speclized colleges and institutions regarding all kinds of educational advancement. Emeraldy's main imports are: salt, spices, foodstuff, oil, and machinery. Main exports are magical paraphernalia, grain/wheat, precious gems, livestock, and spirits.


NORTH EMERALDY
Despite being younger and smaller than it's sister-city, North Emeraldy is the capital of Athaneos. The council that governs Athaneos resides here, among many of the older noble families. Though smaller in almost every possible way, North Emeraldy utilizes the very same ground-rails that it's sister-city does. Along with that, North Emeraldy is home to many foreign embassies and consulates, the most prominent being that of MCOMA.


BORILIA
Borilia and it's own sister-city, Bariana, though on the opposite side of the Nevrine Mountains, are Athaneosi through and through. The people who founded Emeraldy were natives of Borilian lands. Over a thousand years ago, Borilian natives, tired of being raided by Syri-folk across the Serpent's Pass, moved south, traversing the then treacherous Naverine Mountains to find safety in greener pastures. Nowadays, Borilia relies heavily on trade and through the generations have formed a magnificent naval force that protects them against foes from Lorasea.
 
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MESOVIA
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MARBALEA
The wealthiest kingdom in Marsea, Mesovia calls Marbalea it's capital despite the fact that it's King and Queen call Gabranth their home. Marbalea is another one of the few locations in the realm to have finished their construction of the skyports. It's also home to the Illusionism branch of the Multinational Coalition of Magical Arts. To it's north, the Hills of Marbalea are home to numerous centaur tribes. Their relations are somewhat rocky. Their main trade includes livestock, enchanted armor and weapons, animal hides, and oil.


LYNLIN
This port town is infamously known for it's humble pirating beginnings. Though not equipped with skyports, there are many a windsail stations where nobles can travel up and down the Mesovian coast. Lynlin has an impressive naval fleet and despite belonging to the dominant monotheistic kingdom of Mesovia, the Lynlin people have kept their gods through the millennia and continue to travail the eastern seas.


GABRANTH
Gabranth is the seat to the King and Queen of Mesovia and also home to one of the Multinational Coalition of Magical Arts. Mesovia is actually the only kingdom to have two branches of MCOMA. Gabranth is a large city that is allied with the Qova Nations, giving the two control over most of the Autumn sea. Main trade goods are spices, dyes, textiles, grain and spirits.
 
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THE NEVRINE MOUNTAINS
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Location: Northcentral Marsea
Description: The Nevrine Mountains are esoteric and sacred. The Esjensari elves have always lived within their protective embrace and the Ka'Lene found shelter within when RoNaan Marched to Arannova. Don't be fooled by it's serenity however, there a dangers unlike anything seen residing within the Nevrine Mountains. If one wishes to travail it's peaks and trails, they must find a guide or fall prey to the dangers that linger at night.
 
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THE FREEWATER MOUNTAINS
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Location: Western Orcosi
Description: Dense forest protects legions of mountain ranges that stretch between both north and south coasts. The few pure Roanite settlements are located within this stretch of untamed wilderness. The Roanites outside of the "motherland" refer to those within as The Old Bloods. The Freewater Mountains are home to pixy's and Halflings, shadowcats and spotted mountain goats, Roanites and tribes of wild humans.

 
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THE FLOATING ISLES
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Location: Off the coast of Orcosi, spanning miles high in the sky.
Description: The Floating Isles are home to the Sylphaerian's of the Three Known Lands.
 
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RUGHENA
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Location: Off the coast of Marsea
Description: Rughena is an island entirely comprised of Lecyrian elves and the few settlements that have cropped up along the coasts designated for trade. Southmar, while allies, tends to keep their nose out of Rughena unless the Lecyrian elves send envoys to their lands. It isn't animosity that keeps them apart, however, it's just the cultural differences and the ferocity of the Lecyrian's. Rughena is a subtropical jungle and one of the most unique places in the Three Known Lands. Thirteen tribes of Lecyrian's call this island home and once every four months, they migrate to the Halls of Eaeao (pictured above) which was the first settlement built when they finally settled on Rughena.
 
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LYF
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Location: Southeast Orcosi
Description: The largest city and capital of the Lecara Territory, Lyf is a bustling city of with citizens of mixed race and species.
 
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Lorasea has known war since the beginning of time and blood has sustained its denizens.
 
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VALTERION
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SLOVARIA
Once a small temple complex, Slovaria has evolved into a city of wonder. Temples line the cobbled streets and dance high in the clouds (and are said to travel deep beneath the ground) all throughout Slovaria. It's land reaches from Lover's Lake to the edge of the Maiden Blockade. Unlike both of their brethren in Syra, Solvarian's are a peaceful people, preferring to keep balance in their lives. Despite this, they still command a force of thirty thousand men, given to Slovaria by the King of Valterion two hundred years ago when the Kuvagi natives revolted and tried to overthrow everything north of Lover's Lake. Slovaria is home to the Necromancy branch of the Multinational Coalition of Magical Arts.


VOCARRO
In the capital city of Valterion, the King and Queen reside within Vocarro's protective walls. Valterion and its sister-kingdom Visulla are the only known kingdoms to force people into slavery. Vocarro is full of people who slave under the nobility and are branded (foreheads, chin, throat, and wrists) as such whenever captured. Slaves are rarely given their freedom and though said to be treated fairly, die of hard work and hopeless hearts. The Kuvags and the Valterions have been at war for thousands of years and Valterion, often the victor, has taken many as their slaves. Vocarro has almost completed construction on their skyports and expect an influx of imported goods once it's finished.


SYRA
The Syri people are raiders and pillagers, native to the area whereas their leaders are not. Through the centuries their raiding ways have been dampened, but by no means erased. They are more than common fisherman, and believe life should be focused on the sea. The noble folk of Syra are known for their wealthy coast side estates where they're said to help pirates smuggle in illegal goods.
 
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VISULLA
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DEVALES
The capital city of Visulla, as well as where the High Queen of Visulla resides, is an ancient city carved out of the Mountain Rasek. The brunt of the city's construction was completed by slaves attuned to the earth. During it's seven hundred ninety seven year reign, Visulla has lived through countless uprisings and due in part to their sister-kingdom Valterion, has destabilized each and every one. Devales is a city of slaves, shipped from Valterion to be trained for their new way of life.


VOETIS
Voetis is a large port city, straddling miles of coastline and is home to the largest fleet between the two sister-kingdoms. Many Valterion soldiers are stationed here and oversee the shipment of their greatest cargo: slaves. Over the years, Voetis has swindled away more and more power for themselves and have gained a certain degree of freedom from their captors. The slaves here are treated well enough and are given actually currency, unlike the food tokens Valterion and Devales give their slaves.


HARTHO
Hartho is a city of mixed race and nationality, being so close to the Kuvagi Territory and is currently suffering from a food shortage due to a failed rebellion incited by the Kuvags. Once a powerful city, built by the Lecyrian's almost a millenia ago, the stone and marble city is falling to ruins without any true leadership. It's been said Valterion is sending soldiers to retake and restabilize the city, but nothing has been done as of yet. Though falling to ruins and below the poverty line, the slaves are given a certain amount of freedom that none in the north are used to. Allowed to live and breed on their own, though still marked as slaves and treated as such, these men and women live as close to normal lives as possible.
 
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THE KUVAGI TERRITORY
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THE CITADEL
The Citadel is the capital city of the Kuvagi Territory and is a unique place where races other than humans are not permitted. Though aware of the technological advances, the Kuvags are suspicious people who do not trust the amalgamation of technology and magic. Their stone carved city took several generations wherein the natives struggled against Valterion's rule.


STEELWOOD MOTTE
A large forest, home to Halflings and native Kuvags, is where the Valterion's were finally brought to their knees three hundred years ago. After fighting countless battles to regain their homeland from Valterion's clutch, the Kuvag Rebellion hid within Steelwood Motte and cleverly tricked the bulk of Valterion's army to follow them. Within the large forest Kuvag's and Halflings fought side by side and broke the chains of oppression. Though it was over three hundred years ago, the Kuvags have kept their word and left Steelwood Motte untouched. The Halfling population is Steelwood Motte is one of the largest in the realm.
 
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THE QOVA NATIONS
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TROVKE
One of the three capitals of the Qova Nations, Trovke is the wealthiest and most populated of the three. Most of QN's resources come through Trovke and are then spread throughout the QN. A skyport has just finished construction and leaders are anxiously waiting to see hard earned results. Farther south than Valebea but north of Rana Cano, Trovke lies dead center between the two and controls much of the land between the two. Citizens of Trovke are farmers, fishermen, and foresters. Trovke provides most of the manpower behind the QN Army.


VALEBEA
The second of the QN's capital city, Valebea is only slightly larger than Rana Canoa, though nowhere near as prosperous. The citizens of Valebea are constantly waging war against their northern allies and are locked into a bloody feud that has lasted countless generations. Though many peace treaties have been enacted, blood is always shed and wars continue to prosper. Though the QN Army is effective against the Kuvags no lasting peace has been found since Valebea's inception.


RANA CANOA
On the southern tip of Lorasea, Rana Canoa is one of the main exporters of spices. Grown and harvested on the Iagi Islands, governed by Rana Canoa, they are slowly becoming one of the wealthiest Nations in the realm. Rana Canoa is home to the Alchemy branch of the Multinational Coalition of Magical Arts. Though not equipped with skyports, Rana Canoa is home to thousands of windsail stations where one can travel to the Iagi Islands and back in one day.

 
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