Difference between revisions of "Thousand Cities:East"

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(Added Lake Simbul, Xil, Elemental Pole of Wood)
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===Lake Simbul===
 
===Lake Simbul===
:The largest water source in the southeast, Lake Simul is home to many small islands near its western shore. The lake is home to many varieties of birdlife, and is famed for the flocks of flamingos that gather in its shallows at sunset.
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:The largest water source in the southeast, Lake Simbul is home to many small islands near its western shore. The lake is home to many varieties of birdlife, and is famed for the flocks of flamingos that gather in its shallows at sunset.
  
 
:The northeastern shore is avoided by humans, as the mud flats host a constant battle between two of the East’s most ferocious predators. River dragons and giant crocodiles fight for territory and supremacy at the top of the food chain.
 
:The northeastern shore is avoided by humans, as the mud flats host a constant battle between two of the East’s most ferocious predators. River dragons and giant crocodiles fight for territory and supremacy at the top of the food chain.

Revision as of 04:44, 26 December 2006

The East

Bordering the elemental pole of Wood, the forests and jungles of the East teem with life. Two major human civilisations are found in the central east, but neither has regular contact with the cities of the Central Islands. The East is also home to the two greatest rivers of Creation. Mzima, the life-spring, originates in the Far East and balances the flow of water out of the West. Aletschis, the crystal-spring, draws on meltwater from the northern glaciers.

Elemental Pole of Wood

Above the headwaters of the river Mzima, the sky is lit with a warm green light. Anything touched by the light begins to mutate, for the light brings life, growth and change. The lands around the Elemental Pole of Wood are filled with creatures and plants too heavily altered to survive outside the far East.

River Aletschis

The crystal-spring is the second mightiest river in Creation, fed by meltwater from the northern glaciers. The river triples in size during the season of Ascending Wood, as the thaw breaks up seasonal ice formations on the lower peaks.

River Mzima

The life-spring flows directly from the Elemental Pole of Wood, and carries life throughout Creation. At its widest point, the opposite shore of the river cannot be seen - it stretches out to the horizon. The followers of the Green Path protect its shores, ensuring that the area remains undeveloped by humans.

Bronach

The Kingdom of Bronach is closed to outsiders, except with the express permission of the city's Heirarch. The capital city fills a large valley, but appears far smaller - each building is hidden in the trees, and no fires burn here. Other towns remain hidden in the forest, relying upon their camouflage to protect them from the Hunter's tribes.
Bronach is the home of the Green Path, a druidic culture that works to preserve Beyeate's land. The people of Bronach work alongside plant constructs and wood elementals, and ally themselves with powerful spirits who guard their walls.
The Green Path have developed the unique ability to cultivate hearthstones from uncapped Demenses, without requiring the construction of a Manse. Such stones vary in power with the seasons, as Beyeate's power ebbs and flows. They are typically not as potent as Manse-borne stones, but their method of construction allows the people of Bronach to preserve their most potent defense: invisibility amongst the eastern forests.

Hunter's Tribes

The Hunter's Tribes are scattered throughout the East. They hold Vergolte, the Hunter, to be foremost among the gods, and they are guided by shamans to continue the endless pursuit between Vergolte and Beyeate. The tribes hunt both human and animal, and constantly harry the towns of Bronach.
Each tribe is aspected to a particular predator animal, with Vergolte's favoured creatures (hunting birds) highly favoured. The tribes occasionally work together to repel threats to their lands, but typically act alone. Hunters in the territory of another tribe must announce their presence and intention at once, or they will be attacked on sight.
Several of the Hunter's Tribes are led by Exalted heroes, often chosen from among the tribe's warriors. Few tribes contain more than a single exalt, however. The Chosen are natural leaders, and typically break away to form new tribes if they arise beneath an existing exalt.

Isle of Mists

Hidden in the mountains of the Northeast, the Isle of Mists projects from a circular lake formed by a meteoric impact. Densely wooded forests cover the surrounding slopes, and the lake's surface is perpetually cloaked in dense fog. The island is claimed by Eicentia, goddess of sorcery, and serves as a testing site for her spells. Few creatures - god or mortal - risk crossing the lake without invitation, as the sorceress wields powers unseen since the Foundation War.

Lake Simbul

The largest water source in the southeast, Lake Simbul is home to many small islands near its western shore. The lake is home to many varieties of birdlife, and is famed for the flocks of flamingos that gather in its shallows at sunset.
The northeastern shore is avoided by humans, as the mud flats host a constant battle between two of the East’s most ferocious predators. River dragons and giant crocodiles fight for territory and supremacy at the top of the food chain.

Port Arek

Port Arek is located on the intersection between the two great rivers. It is the largest city of the East, and manages a thriving trade in agricultural and pharmaceutical products from the forests and jungles. The city's inhabitants consider themselves Easterners, although they predominantly descend from Central settlers who colonised the area in 748AF. Port Arek is seen as an exotic destination by those in the Central Islands, but those farther East see it as little more than a glorified colonial outpost.

Xil

Xil lies on the western shore of Lake Simbul, in the far Southeast. Guild convoys rarely travel so far across the savannah, making the city a haven for those with reasons to avoid the traders. The city is largely self-sufficient, hunting megafauna from the grasslands and spined fish from the lake. During the season of Air the city hosts visitors from the Great Plains tribes, who bring trade goods from their Summer Cities.


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