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The world Of Enthralea

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The world Of Enthralea Empty The world Of Enthralea

Post by Areos Thu Jan 12, 2012 8:21 pm

Intro:
This world is a vast one, there are many places and areas that are worth mentioning, especialy if they are by chance full of deadly scorpions that will kill you after taking five steps into said territory - of course you may insert anything else into the scorpion part, lets say witches,demons, beasts, monster - you probably know where this is going.
This is the fantastic tour guide through This world of ours, it's continuesly being enlarged and corrected (considering towns vanquish quite regulary these days, dont they?). Well? shall we take a look then?


roll out map: (click to fullsize)
Spoiler:


Credits:

thanks for Kal/Holiday, crimson moon for writing many of the displayed descriptions, and credits to all the artist to whom the pictures originally belong to. We take no credit for their work, but for ours, thanks.


Last edited by Areos on Sun Jan 22, 2012 11:59 am; edited 1 time in total
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Post by Areos Thu Jan 12, 2012 8:22 pm

North:

The Northern realms - mostly mountains and snow, thats the basic thing you can say about this area. It's cold up there, pretty damn cold in winter since snowstorms make life there quite hard. This place was once one of the mayor countries leading the world, the entire area was held by the germanian throne. Sadly most of their race perished with the First charge of the Witches.
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Witchhunter headquaters (northern Branch)
area view photo
Deep within the northren highlands the Witch hunters build a headquaters, to regulate the area yet remain hidden they build it as if it was an iceberg. Within its walls are some of the thougest Witch hunters, those that need to thougen up are sent here. The HQ is heavely fortified by natural rock and ice, it is stragecally build where any attackers can be seen for miles on a clear day. when attackers come during a snow storm they would be snowed in.

The Headquaters feature beside their underground trainstation some hot springs inside the Mountain, though they're used only on very rare occaissons, mostly by guests realy.
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Northern Highlands
area view photo
The Northern highlands, the place where the ice and snow is abundant. The forests are coniferous, the flora is mostly made of snow flowers, lichen, moss and herbal plants. The fauna is mostly birds, wolves, and other winter dwelling animals. The rolling hills and random patches of grass reveal small wonders for a traveler, but predators and monsters lurk in the dark for anyone foolish enough to step into their territory.
(Snow Bunny's & Weak Yeti's are often seen around here)

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A peaceful town clad in white - a self governing town that stands under slight protection of WH, still the soldiers and guards are members of the town who trained themselves to fighting the threats of outside.
The town struggles to survive, especialy since it has nothing particulary noticable about itself to lure in tourists or a strong economy. It basically lives off adventurers and travelers, of whom many tend to be Witchhunters themself.
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Icy Mountains
area view photo

Icy Mountains, the desolate area devoid of most normal life, ice, snow and water monsters thrive here, such as yeti and yuki-onna. It is said that within its icy rocks, that a lair is hidden. Build like a endless maze, it houses sulmbering eggs of the great dragons. It was said that by feeding the dragon egg with elemental mana, that it would hatch as a elemental dragon. Yet all who searched for it never returned. The area is comprised of snow covered mountains in which small valleys and lakes are found. The area holds many unknown secrets, what are they?
(known dangers are full grown Yeti's, Yuki-onna's and Ice dragons)

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A Stronghold that is rumored unsiegable, as its strength is high enough to fend of even high level threats using agical artifacts and the large walls surrounding the city.
Most Inhabitants have magic coursing through their venes or displayed themself as able to survive in the harsh climate on their own. The town is under protection of its Lord, who does not show himself to people other than his own.
Due to circumstances withheld from public the place is entirely neutral to both WH and HOW, making it a place for refugees from either side. A strict policy of non-agression is enforced upon any kind of guest to the city.

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A small village lying within a safe spot in the mountain region, which harbors many skilled individuals, focusing mostly on sneak tactics and intel gathering. All villigers are trained to fight dangerous threats, underestimating anyone in the village can easily lead to having a couple of knives up your back before you even know it.
The village often works together with the Witchhunters, while still having more the rank of being mercenaries. Still there are a few bonds existing betwen some WH members and the villagers.

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Post by Areos Fri Jan 13, 2012 6:23 pm

East:

The east is one of the most peaceful area's of our world, the climate is made for humans to life in while allowing the wildlife enough space to stay within their territories and not meddle with them.
The eastern lands are also named the great green carpet, as this area owns vast green land and forested areas alike, while there are a few rivers and larger sources of Water nearby. Most settlements around here are villages or towns,larger cities are a rarity.
The Mountain range in the north is rather uncharted territory, mostly inhabitated by wildlife.

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Green Plains
photo missing

The infinite grasslands have been granted the name 'green plains' by the people, easy to explain since the entire area basicly is made up of only long grassy fields. Except for a few spots of forested area and a few smaller ponds theres is basicly no other flora around.
While rare, these fields are clad in white during winter, due to the usual temperature levels typical in the region, it usualy doesnt last long however.

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Illuminatia
photo missing

An average countryside town, while there is nothing flashy about the time itself, many nobles have their summer residence near here.
Thanks to the fact that the town is situated right on the trainway between Main WH headquaters and the eastern branch, most witches avoid coming close to this town, explaining why it has remained peaceful even through violent times.
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Witchhunter Headquaters (eastern Branch)
area view photo

The eastern Hq is clevery build under a lake in the middle of a forrest, the only safe way to enter is by taking the train. The train then heads down a tunnel. Eastern contains a small library it is not the biggest but some of the rarest and most important books involving the history of the world is contained within it.
While still being rebuild, the complex returned to its original duties, securing the land in rare cases of danger for the people in the area.
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Myrill
area view photo

Myrill, a small town that is secluded from the rest of the world among the eastern plains. The inner town is made of a circle pattern, the only way in is by enetering through one of the four gates, located at each side of the village. At the eastern side of the town is a large forest located, it houses many strong animals that at times attack villagers.

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Bullmarta Valley
photo missing

The creation of this area has many myths and legend about it, which is no wonder since it is indeed quite the unique spot. A gigantic crater that is filled with strongly forested space, creating a jungle that only has few entrances and thus exits.
There are some tribes living here, but most are quite barbaric or hostile towards outsiders. Due to the nutrients spreading from the trees, many animals here have grown incredibly large, making the jungle a very dangerous area.


Last edited by Areos on Sat Jan 14, 2012 3:16 pm; edited 3 times in total
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Post by Areos Fri Jan 13, 2012 6:25 pm

Central:

Becoming the center of the known world, Central shows a large variety of places and individuals, most of them Gathering in the Large towns and the city of Toron. This area is strongly forested aside from the cities, more so than the eastern plains. This area has the furthest technological advance, thanks to the Witchhunter Main branch residing in the area, nevertheless this place is dangerous at times, even inside the cities, as predators lurk everywhere...


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Central Witchhunter Headquaters (Main Branch)
area view photo

Surrounded by the central plains, the central Hq is build directy on the middle point of the world. The first world map was used to pinpoint the excact location to build this majeustic building. The building is build in layers the higher you go the more security, only certain people are allowed to enter the highest chambers. What could these chambers contain?
This place is basicly the stronghold of humans, it's said impossible to penetrate the facility, thanks to its defense, amount of personell and high ranked officers residing here.

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Toron, the enormous city that resides close to Central Headquarters. The city is protected directly by the Central HQ, making it a lovely target for more skillful invaders. The city extends over a vast area, and many markets and shops can be found within its streets. The place is extremely multicultural, buildings of all shapes and sizes. The people believe that they are safe from any attacks so long as WH is close. Many blue-class and green-class have started family's within this town, because of this WH have decided to place regular personel within the walls of this city. This town is also a main supplier of rations and clothing.
The City still keeps its own guards, while Witchhunters patroll the city every now and then.
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Forest of Annuo
photo missing

A strange forest, although there is a small settlement right beside it and quite close to the Central Headquaters, its still an entire mystery. You can walk into it, but the deeper you come the stranger the place gets, as if the forest itself is keeping people from entering.
Strange illusions hit those who dare to venture to far into the forest, yet these illusion seem able to inflict real wounds upon people. Besides, even if you rush straight into the forest you might just end up running out of it from the exact position you entere.
The forest is an entire mystery ...
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Last edited by Areos on Sat Jan 14, 2012 2:37 pm; edited 2 times in total
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Post by Areos Fri Jan 13, 2012 6:25 pm

West:

The deserts - thats pretty much what one can say about the area. There isn't much live here, but still there are important places to mention. The church grounds and Angma sogul for example, or the free city of Ankarah. While two of them are rather violent towards their respective enemies, Ankarah is a netral meeting point for adventurers and merchants.
This area holds long forgotten treasures beneath the sands...


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Witchhunter Headquaters (western branch)
area view photo

The Western Headquarters of WH, the buildings and structures are well hidden by the dunes of desert sand. The sandstorms make it almost invisible to attack. The place is made of special stone that keeps the staff inside safe from the killing heat, and protects them from attacks. The base has proven to be a powerful strategic point. The Witch Hunters here are intelligent and amazing tacticians, some of the best amongst WH, you gotta be smart to make it out here. Still, this hideout is the weakest among the diffrent headquaters along with east, barely able to make an important mark in the territory with Angma sogul and the church grounds nearby.
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Agma Sogul
no pictures available yet



An ancient series of temples that was forgotten but rediscovered by Its current Leader, whoms identity is still a mystery. The place allows all beasts and demons that wish to live peacefully inside safety, even some humans - its policy to outsiders is very strict however.
Agma sogul consider WH as a mortal enemy, since a part of them believes that all inhuman should be eradicated. Along with this, Agma sogul thus considers everyone else as either enemies or at best neutral entities.
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Oasis
photo missing

A small place for resting, a place with enough water to fill up the thirst of all wanderers through the desert. Luckily its in the center of it, thus you can easily reach it if you know which way it is.
The oasis is quite filled at times, but even opposing forces tend to call a truce to refill their reserves here. This sadly doesnt mean anything to witches realy...
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Ankarah
photo missing

Basically THE place you will seek out if you're in the desert, being the most lively in the entire desert. Its a gathering spot for many guilds and clans, thanks to a revolt long ago the nobility around here has been erased and the people govern themselves.
If you wish to restock your supplies or find unique goods, going to ankarah is a wise decision.
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Church grounds
photo missing

The seat of the holy church, its restricted to members of the church and high level witchhunters only. While both organisation work individualy, they are bound together by quite a few contracts - there are still several disputes over how things like the threat of witches should be handled.
The church grounds are mostly stone buildings and large squares to allow people to traverse between the diffrent areas.


Last edited by Areos on Sat Jan 14, 2012 3:22 pm; edited 3 times in total
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Post by Areos Fri Jan 13, 2012 6:26 pm

South:

The violent seas, not earning the name simply for being stormy, but because this area is not under Witchhunter protection but held together mostly by pirates and merchants, along with diffrent institutions working undercover.
While the sea does not have many storerooms in the middle of it, there are several nice island one can take a ride to, though theres a high likeability to risk ones life doing that.

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Port Dace
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Named after the infamous pirate that founded and led the small port town, Port Dace has become quite the infamous spot. It lends out ships and gives transports within the islands in the south, making huge fortunes with travelers and tourists.
The town is under direct protection of Witchhunters, since they often require its means of transport - Its obvious however, that the Mayor disikes the fact more than he can openly show. The town has its own set of guards, but beside the mayor and his partners they remain at human average.
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Tortuga, Island of the pirates. The island is filled with small towns and a large one as well, it has a large amount of pirates who come and go. The pirate Emperors come from time to time, but most of the more skilled pirates prefer to remain at sea. The island is surrounded by patrols to avoid surprise attacks, the pirates have become more aware of security due to the amount of threats lately.
The pirates are led by a surpreme council of 6, several reknown captains of the sea.
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Khantis
photo missing

An Island reigned by its only royalty, currently the young Queen the Khantis. While the country is incredibly small, it managed to survive even with pirates, witches and other threats endangering the Kingdom.
It is said that the Queen herself has control over a small group of elite Assassins that rank within the top 10 killers of this world, why exactly they would be loyal to her has not yet been able to be reveiled.

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