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Published: 2017-04-22 22:36:07 +0000 UTC; Views: 463; Favourites: 1; Downloads: 3
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Description
King’s CrescentThe peninsula of King’s Crescent is a region taken up mostly by compact residential constructs such as more advanced cities with entire minor economies of their own that all feed upwards into the nation’s economy, one centered around this very region of the crown. It’s said that one one has made it into King’s Crescent, they’ve made it into royalty. This is because the ancient capital of Kurth, one rebuilt for thousands of years under different rulings and names, is on this every curve of land, one that seems to gradually rise over the tides of the sea like a ramp into the heavens thousands of feet above sea level.
Highland Steppes
This wide pastures of the highland region, known as the steppes, are the most fertile lands in all the kingdom and as such the sprawling lands that roll on for miles and miles in every direction are dominated by farmlands and farming communities owned by various land barrens and Archdukes of the king’s court.
Earlsband
The Earl’s Band is the final stretch of land on what is considered to be the Highlands, the northernmost area of Kurth in which a majority of the royal society lives. Earlsband is a belt of land that had more rolling hills than it does far stretching plains and bordered to the east and west by the sea. Inland there or many river and mines and along the shores are townships relying on fishing harbors for their income.
Timberlane
South of the Earl’s Band is the most richly forested region of Kurth, rampants with lumber-worthy woods and wilds beyond the skyline. As diverse in flora as it is fauna and terrain, the thick, natural bush of the earth here in Timberlane has swallowed up as many pioneering hearts as it has clumsy pioneers. If you’ve ever had a piece of fine furniture ordered for the home, its likely that the wood came from the safe edges of the woods here in Timberlane.
Greencrest
Greencrest is yet another beautiful green plain of land, though to a lesser grandiose than that of the highland steppes. Here the woods of Timberlane diffuse and gradually give way to an autumn atmosphere that is oh so reminiscent of Kurth’s neighboring land of beauty, Verdon. It’s the long-unlived dream of fresh wedded couples and long married oldtimers to move from their homelands somewhere else in kurth to right here in the greenland paradise where it rarely gets too hot or too cold. And yearly trips to the city on the bay are none too troublesome either.
Aeltianna
Aeltianna lies south of Timberland where the woodlands have long since faded into the familiar, wet pastures of southern inland Kurth, this region dominated by humidity and Verdoni-inspired merriment. Aeltianna was long ago a stronghold of Verdoni migrants who left Verdon during their dark era of religious conquest, one in which Verdon had attempted to unify the people under one religion to appease the ancient tyrants who once ruled Mardonia. But when Kurth rose up to help balance out the continent of Centrale, the religious wars came to an end. In the south-western tail of the Aeltianna region are many pockets of thick marshlands, glade that are far from properly explored due to their swampy, ensnaring environments which even the Verdoni descended people of the region are afraid to explore. THough some do live a tad bit deep into the borders of such swamps as backwater hermits.
Glennvale
Glennvale is a sparsely populated region of Kurth dominated by cattle ranches along the deep valleys where the hills are almost like the walls of canyons near the mountain range but eventually even out to the south and become more plains-like. The lands in the east of the region are wet and muddy and even a tad foggy in the early morning. the northern half are all by overwhelmingly taken by the woodlands that stretch out past the edge of the Timberlane region, though these forests are darker, more sultry and quiet than lively and somewhat treacherous. Between the wall of swamp on one side and the mountainous region on the other, and the dense evergreen woods to the north, people in Glennvale live comfortable lives, and the dense evergreen woods to the north, nestled by nature as they raise meat on farms. Due to this fortification, when nords from across the sea came looking to in vade, they were driven off until their homeland came under one ruler and the nords returned as explorers instead of strict warriors, saving kurth from being snuffed out of history and replaced with a viking empire.
Lochhill Range
The Lochhill Range, a region encompassing the entirety of the greater Lochhill mountain lands, is also sparsely populated at it’s heart as the peaks of the mountains are said to raise up incredibly high, forming a sort of natural wall between the inland regions and the western shore of Kurth. Though there are many wide passes through the mountains, highways that move through a number of fine towns who rely on these passages for foot traffic. In these towns are many vendors, urchins selling to travelers from Straya and the iceland across the sea as well as Kurthesian inlanders looking to visit the nordic immigrant colonies. Most of the wealthiest mines in Kurth lie in these mountains.
Seafield
The large beachy coast of Kurth that lets out into the expansive sea between Centrale and Straya known as Sea Fields, or more properly the Seafield Region, are full of many rough sanded beaches known by their graying, coarse, wet sands full of dark black rocks and dotted with mountain pines. Alone the border are nordic colonies and camps, communes for the viking explorers. Inland are where a number of Strayan native colonies lie, populated with the dark skinned peoples who originate from the westernmost world. And that’s not to mention the secondary native rce from Straya, the Centaurs. Powerful being whom are some breed of steed from the pelvis down and human from the hips up and from many poetic descriptions are as powerful as they are stunningly grand. Alongside the centaur live the Faun of the viking nations, Ipotanes and Satyrs (Half horse and half horse respectively, though unlike centaurs they only have the back legs of each species instead of the full locomotive body of the animals they resemble from the waist down.)
Whightwood
Whitewood resembles the border of Lochhill and Seafield to an extent, the lands nearing the tip of the mountain region fit to burst with pine forests. But more inland of the region, pines become birch and the beachy earth becomes more brown and tundra like, the climate cooling the closer it is to the border of frigid Mardonia. Here the land is mostly unpopulated in comparison to many of the other regions of Kurth as the dirt is hard and infertile, riddled with stones and blightful insects accustomed thankfully to this climate and this climate alone. This however makes the land ripe for hunting, and as such the rangers of Kurth train here to hone their survival skills for real world application of the most intense degree.
Frostheel
Across the massive lake commonly considered a sea shared by Mardonia and Kurth from Whightwood is a barren tundra, the last scrap of land won in a war between modern Kurth and once dreadfully holy Mardonia for Kurthesian nation independence from the frigid empire of zeal. But that is long in the past for now Mardonia is a nation to itself without need for crusading against the world as it tried long ago with verdon before the Kurthesian rebellion. Now all that is left to remind anyone is a wide, flat, white region laced with ice and mass grave long since rotted to bones and buried under snow from uncountable winters passed. Though some would claim you would still see the phantoms of war clashing in the whisps of passing blizzards.