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Published: 2019-12-01 05:59:44 +0000 UTC; Views: 2927; Favourites: 16; Downloads: 0
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Description
Welcome to the Isles of FortemLegends tell of how Fortem is the body of the greatest of dragon spirits, Seareuc. Worshiped by all the world, he grew to massive size and power, but after a while, his heart became captured by the small and delicate, but still just as powerful Xaeluna. He showered her in gifts and praise, but she would not share his affections. In fact, the only one who took notice of this display was the Shadow king, Primus, who became jealous of any glance the owl spirit cast the dragon’s way. So, he made a scheme that ended in Seareuc’s demise.
The great spirit fell into the seas, his powers torn from him as he died. Primus was elated by his success, he did not notice the unbridled divine power brewing into three forms. Two new twin spirits, Asurec and Searcu, and a massive storm. Primus busied himself transforming the dragon’s body into a fertile land to weave more life to impress his beloved Xaeluna. The storm grew until it encompassed the oceans around the fallen god, and to this day continues to pluck unwary dogs and felines from other continents to place on the land of Fortem, the dragon’s innate greed forever hungering for more followers even as the outside world forgot him.
Dimensions of Fortem
Height || 2480km
Width || 1560km
*Additional landmarks may be added at a later date.
Frozen North Wing Once home to the dreaded Farsi Tribe, these northern mountains are near completely inhospitable, only out classed in danger by the dragon island to the west. High peaks swirl with constant blizzards and sounds carry for miles, magnified by polished ice and closely formed mountains. These echoes combined make avalanches a constant threat, even in the moments a storm is not present. What prey is found here is tough and hardy, often rather small and capable of burrowing deep into the snow to avoid the weather. Inhabitants have also taken to living in the plentiful cave systems, though these are only marginally more secure, for they are infested with wendigo swarms and giant frost spiders. There is also whispers of a greater threat lurking past these predators, something that preys upon them and those foolish enough to wander to deep. The bones and bodies of unfortunate victims can be seen hanging from the stalactites. A warning to surface dwellers to keep away.Shrine of Alkahath || Destroyed
Farsi Tribe || Extinct
Silent Cold Desert A land in the shadow of the high mountains to the northeast, the desert is swept near bare by the icy storms that blow down from the mountains and travel for miles without interference. Thorny shrubs and stunted trees have managed to root in the west and southern reaches of the desert, while land close to the mountains contain only cold pressure ridges. This is the home of the Myrsky Tribe, a fledgling tribe made up primarily of rogues from all across Fortem. Due to the difficult natural hunting conditions, this tribe has grown to raise its own cattle of oxen and caribou; herds of which are violently defended from harm or poaching. Despite being new to the land of Fortem, this tribe had made its mark in its founding leader restoring the decrepit shrine to Kalaraja. Some think the deity herself gave blessing for the tribe to remain, in allowing their herds to prosper, as a token of gratitude.Shrine of Kalaraja || Active
Myrsky Tribe || Active
Average travel time from border to camp || 2 weeks
Myrsky Settlement || A walled off settlement located near the Pike River, this fledgeling tribe builds its homes from hide and furs to protect against the high winds and storms. Though the tribe is new, the walls are well guarded with vigilant guards who take advantage of the vaste open lands to see potential threats from miles away.
Southern Hunting Bay || A valuable place for hunting, primarily by fishers, for its population of fat walruses and halefish. Hunters of the Myrsky tribe must remain aware of the ice thickness at all times, for threat of it breaking beneath them, but also of the potential threat of prey poaching from rogues and rival tribes to the south. This area is the closest border to the Astari tribe, and while there is a truce, it remains uneasy on both sides.
Pike River || Named for the merging point of two rivers as it flows through the desert, this is one of the more reliable sources of fresh water. The prominent grazing lands here allow for the Myrsky herds to graze under the protection of the tribe. While bulls are allowed more free range grazing, this is where most of the cows and calves are kept. The river waters is also a fair source of fish.
Plains of Fate || The vast untamed wilderness of the desert, this is where new recruits are left to prove their survival skills. Constantly observed by a high ranking member of the tribe, the recruit must survive the elements and harsh conditions of the territory without aid; and only then are they allowed to join the tribe. Concealed among the pressure ridges and foothills lies the Hidden Valley, a small valley containing the Cave of Mourning, where the Myrsky tribe bid farewell to their dead. Due to the vast expanse of land around it with little variation, this area is nearly impossible to find for those who do not already know where it is.
Frosted Lake || One of the two largest lakes in Fortem, it is nearly large enough to call an inland sea. The water freezes over quickly during the winter, though the ice is notoriously unreliable, become thin and fragile rapidly when moving across it. Still, it hosts many types of both small and large aquatic and semi-aquatic species and the potential prey can lead many to take the risks. During the summer, the waters are not frozen, but remain crisp with only a slight salty taste.
Dragon's Core Plains Vast open plains make up the majority of the territory, but as its borders touch many varying types of biomes there is a wide variety of prey and vegetation in the edges of the territory. The many miles of open plains offers an eerie quiet, as even the herds that live in this rich land are silent. The sound of the breeze through the grass is like a low white noise, and at the edge of hearing is the whistling of the Needles. This makes many visitors uneasy after prolonged periods, though those who live here say the whistling, like everything else becomes muted with exposure. High winds and storms are a threat here, but they do not tend to last long before blowing through.No Resident Shrine
No Resident Tribe
Tail Gulf || A large bay that makes up a large portion of the plains' eastern border, this is a popular place for fishing or simply enjoying the large expanse of shallow waters, perfect for merrymaking and fun. Beware, though, as sharks frequent these shallows for an easy feast.
The Needles || Tall spires of stone that have been weathered smooth over centuries, they stand in rough circles scattered on the large islands in Tail Gulf. Wind blowing over these stones and waters carries an ominous whistling tune that carries in the otherwise silent plains, with little to block or dull the constant tune.
Dragon's Head Peninsula The dense pine forests of this territory allow for little sunlight to reach the ground, creating a dark atmosphere that the Astari Tribe delights in. Cold temperatures are a constant, varying from a gentle chill to the summer to freezing in the winter. With this lack of variation in the seasons, the residents get through the year tracking seasons by stars and their deeply ingrained traditions and ceremonies. Highlights in the dark come in the form of the legendary glowing rivers in the eye of the dragon god, and the shallow waters bridge to the neighboring dragon territory, where the tribe sends its new recruits. There is also darkness here, in more then the literal sense, as the god Primus also rules over this land.Shrine of Primus || Active
Astari Tribe || Active
Average travel time from border to camp || 3 weeks
Astari Settlement || The settlement is located on the Seareuc River, primarily built over its glowing waters for protection and as a way to control the potential hazards of a forge. While most living structures are over the water, connected with rope bridges, the nursery tents and the sacred catacombs are located on dry land, walled off and protected from threats that are not already delayed by the river. Apart from the nursery, this is the only tribe to not have walled off the main camp.
The Eye of Seareuc || Also called the "Seareuc River". The location of the tribe camp, these spiraling rivers are full of fish that makes up the primary source of the tribe's diet. The forests around the rivers are dense but not so much as to not allow any natural sunlight. However, most of the lighting does come from the brightly glowing algae and fish in the waters.
The Spine Peaks || The tallest mountains in Astari can easily be seen no matter where in the territory you stand. The peaks are eternally capped in ice, though it rapidly changes into the dense pine forests that cover the province. Not much lives there, and it makes for a formidable barrier against the colder winds of the northern desert. On the smallest mountain, nestled among larger spires, is the Shrine of Primus.
Horn Ridge || A narrow peninsula of land that stretches out into the lake that separates the cold deserts from the pine forests, this land mass serves as the quickest method of travel between Astari and Myrsky, as the river is only a few feet deep at the tip and easily passable, unlike the Spine Peaks.
Throat Forests || In all Fortem, the Throat Forest is the one that least allows for sunlight to reach the ground, even in comparison to the jungles to the south. The ground has few plants outside of the blanket of pine needles. This is a popular place for hunting and meetings, as it makes the tribe paint shine bright.
Mirror Lake || A lake of still, crystal clear waters that can reflect like a mirror if undisturbed. A few species of large aquatic creatures call this lake home, though none that become larger then a seal.
Petrified Jungle A deathly territory, this land is on par with the dangers of the northern icy mountains. The foliage is so dense and closely tangled that one can never know they are being hunted until it is to late. Even if the inhabitants are not being targeted as a meal, the toxic fumes from many flowers can cause confusion and dangerous side effects. The Valuri tribe that calls this place home has made their home in the trees, above these dangers where they can be relatively safe. Many visitors report seeing dead hanging from the trees and eerie music playing across bone wind chimes between the branches.No Resident Shrine
Valuri Tribe || Active
Average travel time from border to camp || 2 weeks
Valuri Settlement || A settlement built within the tallest trees of the jungle territory, the Valuri spend much of their time in the branches. The grounds contain smaller storage and work huts, but the settlement as a whole is kept within its defensive walls.
Immortal Wilds || The overgrown expanse of the Petrified Jungle, so named for their long-living trees, many of the trees are so old that they have become fossilized, their bark replaced with stone. Prey is plentiful, if one knows how to hunt it in the dense, chaotic foliage.
Toxic Zone || An incredibly dangerous area of the Petrified Jungle. The most poisonous plants on Fortem grow here, and only the highest ranked banes can explore with any degree of safety. Those that spend long periods of time in there will experience weak muscles, constant switching from pain to numbness, and terrifying visual and auditory hallucinations. Eventually, it proves lethal, either the miasma from the plants killing those who enter, starvation, or by taking one's own life.
Treaty Bay || The treeline breaks to white sand beaches, and at low tide, the path that connects the Candana tribe to the mainland reveals itself. It is outlawed to attack anyone on this beach, and anyone crossing over from the desert island has free passage through the bay and around the center of the territory.
Tranquil South Wing The most well mixed region of Fortem, there is a little of everything in this forested land. Tall mountains, sheer cliffs, and forests of oak, evergreen and jungle. There are even pockets of a rare tree known as Crystalbark. This territory also contains the highest mountain in Fortem, at the peak of which is a spirit shrine and at the waterfall base, the resident nomad Order makes it's home. Without the rigid structure of the tribes, nomads frequent these forests and it has become a pseudo territory for the many branches of the Kavalan Order.Shrine of Asurec & Searcu || Active
Kavalan Order || Active
Average travel time from border to camp || 3 weeks
Kavalan Order || At the base of the tallest mountain in all Fortem, lies a camp that primarily serves as a place to host the Choosing ceremony for the tribes. This is where the Kavalan Omens make their base of operations, conducting their own affairs without concern for tribal dramas during the majority of the year.
Crystal Glade || A grove of crystalbark trees, eternally giving off a slight luminecent glow from veins in the bark. This is among the safest places in the land, as many predators avoid the light area and the trees are resistant to being burned by dragon or hellbeast fire. This draws prey creatures to the area and makes for plentiful hunting.
Burning Ivory Desert To the south of the main island lies a smaller desert island that becomes connected each low tide by a land bridge. Prone to long seasons of barren drought, it takes a truly hardy individual to live here. The Candana tribe has made its living among the dunes for longer then any tribe still living, clinging to the few sources of water and food, and storing away what they can for hard times to come. The vast desert dunes, scorching days and icy nights can make life difficult to any who do not know what to expect in these lands.Shrine of Xaeluna || Active
Candana Tribe || Active
Average travel time from border to camp || 2 weeks
Candana Settlement || Naturally protected by mountains, this settlement is more spread out then most, however they remain within easy reach of the settlement's oasis and shrine. In the heart of the settlement, a large bonfire burns, and in what sides are not sheilded by mountains is a wall.
Arrow Peaks || The location of the tribe's camp, as well as the resident shrine. Hills and mountains provide shelter from sand storms, strong wind and sun rays. Being surrounded by sheer cliffs, the camp is well-protected from possible attack also, as it takes time to find a way to the camp located in a valley. The shrine of Xaeluna is placed on the highest mountain of the island.
Sanctuary River || The most stable source of water, this river is one of the only reasons life exists on this desert island. It often floods in the rainy season, allowing lush vegetation to grow along its banks. The water and grazing also draws prey to the area, allowing for semi reliable hunting even during the dry seasons.
Mirage Desert || A dangerous area, especially during the dry season, due to the lack of shelter from the sun and few sources of fresh water. A map of oases is necessary to survive there. Not much can be found on the dunes, only small animals, such as rodents, and cacti.
Moonlit Path || The only connection the island has with the mainland, this shallow path appears only at night, hence the name. The path allows creatures to travel when the waters of the sea lowers, revealing the way for travelers. Polished stone in the waters shimmer in the moonlight when exposed, illuminating the path even further.
Dragon Flame Island The hostile land of the dragons, this land is not friendly for canines or felines. The great reptiles fly through the skies and pick off anything that moves and isn't their own young. If the dragons do not pick off the weak, the active volcanoes will, spewing out ash, smoke and magma continuously. Mostly unexplored, the only regular visitors are the Astarian recruits during their trial, where most of their time is spent hiding from the true apex predators of Fortem.No Resident Shrine
No Resident Tribe