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Arkeyla
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Old 04-01-2008, 02:26 AM



Want to see what Mermazonia looks like? Here's a map that was drawn by one of the Coralkin tribe a decade or so after the great war.



So who lives where? Let's make this easier for you, rather than having to re-read all the info below when you just want a speedy reference.

VOLCANICS - live around the bases of the Sisters of Flame
RIPTIDE CLAN - live on and spend time above the Plateau Geometrica
WARDENS - live in the Living Oaks
CORALKIN - live in the Coral Citadel
THOSE OF THE ABYSS - live in the walls of the Abyss
GLASS KNIGHTS - live atop the Shardwall
and you can generally find minipets in either the Pass of Sargassum (Porphin) or the Gemfields (Turtail)

So what about the Caverns of Dream? Well, that comes later....



Per request, I have decided to add a little information about the places themselves to make RPing a little easier!

The Sisters of Flame

A trio of simmering underwater volcanoes, hot enough to remain unextinguished by the immense amounts of water atop them. The waters around them are comfortably warm, and the steam that rises from their peaks is apparently great for the skin - but only the Volcanics are crazy enough to use it regularly. The Volcanics have built houses made of stone at the very base of the Sisters, but spend more time outside them than in, and they are more for storage than anything else. The bravest enter the volcanoes themselves to forge weaponry, protected by the heat-based powers of odd-eyed Volcanics.

One Road

So named because it is the one and only road in the whole of Mermazonia, leading from the Pass of Sargassum through the Drydunes, protected by the Volcanics tribe, to the Coral Citadel. It is made from crushed shells, tightly packed by time.

Drydunes

Nothing grows here. The sands themselves are constantly moving back and forth, though strangely they never encroach upon the One Road, making proper mapping of this area impossible.

Pass of Sargassum

The only entrance into Mermazonia, protected my a forest of immense kelp, through which can be found darting Porphins. These creatures also act as guards, warning the battle-ready Volcanics and the impetuous Riptide Clan whenever something approaches. So far it's only been whales.

Plateau Geometrica

Odd gold-coloured rock, with not a curve in sight. These large formations are completely created from straight lines and sharp angles, making them a dwelling-place then begs caution when moving around in. However, the Riptide Clan spend more time playing in the currents that are found above the plateau, and have built only the most rudimentary of sleeping places on the top of the plateau itself. In places, strange runes are carved into the rock of the plateau, but nobody now remembers what they mean.

Living Oaks

Just like the oak trees one would expect to find on land, these massive trees survived the drowning and now flourish under the tender care of the Wardens. Occasionally, they still produce acorns, which is a time for celebration. There are small houses built among the branches of these tress, made from woven vines and wood from when a tree falls naturally, and these are where the Wardens dwell. The Living Oaks are considered to be the second-greatest mystery in Mermazonia, as they reek of hidden power, but nobody is certain just what type of power or where it comes from. The only thing they are certain of is that it is certainly not from Alyekra.

The Caverns of Dream

Mountainside caves, currently sealed by an impenetrable force. What secrets do they hide?

Coral Citadel

A vast, beautiful city grown rather than made from carefully cultured and guided pink coral. The spires of the citadel reach high, and are home to the artistic Coralkin, who are also the keepers of knowledge. The citadel, if ever seen my a landwalker, would put them in mind of the fabulous Disney Castle. Many anemones and colourful fish are found here, happily living in the centre of Mermazonia, where the sun seems to penetrate the water furthest and brightest.

Ruins

The remains of the previous civilisation, forbidden to all from exploring, as the are a mark of shame. Lately, there have been reports of figures moving through these ruins, but whenever investigated more closely, nothing is found.

Gemfields

The source of all jewels in Mermazonia, where they seem to appear of their own accord from beneath the sands. Here also are found the Turtails, whose shells are often as brightly coloured as the gems themselves. No matter how many jewels are taken from this place, there always seems to be more.

The Oakline

Part of the Living Oaks, yet separate, this is where many Mermazons from different tribes come to trade their goods and services.

Shardwall

A massive wall formed of purplish crystal that separates the rest of Mermazonia from the dangerous Sandwaste. This construction was one of the first things to be created once it was realised that Those of the Abyss had become a separate tribe, and ever since then it has been ceaselessly patrolled by the Glass Knights. Though beautiful to look at, the Shardwall is immensely sharp on both sides, and has caused the inhabitants to need to build their homes from the metal of sunken ships, specially treated so as to not rust. Anything else would be sliced to ribbons. These houses have long tunnel-like dorrways, ensuring that the Mermazons are a good distance from the wall itself when they enter and exit.

Sandwaste

This place is reminiscent of a land desert, with minimal unprepossessing growth and an abundance of dangerous creatures found there. Everything here is savage, and often spiked, clawed, fanged, poisonous, able to camouflage, and often more than one of these. In the middle of this area lies the Abyss itself.

The Abyss

A chasm so deep it is said to be bottomless, and here in homes bored into the chasm walls are found Those of the Abyss, the shunned tribe. These homes are like mole burrows, twisty and turny, often connecting with others in a seemingly random fashion. Less than a hundred metres down, the Abyss becomes pitch black, and no light can penetrate this darkness. There are rumours that this is where the dreaded Kraken sleeps, but no Abyss member has managed to discover this for certain. If they did, they would love the ensuing havoc...

Temple of Alyekra

A stunning temple built of marble in hues of deep purple and wine, decorated with blood red jewels and blackest ebony. The temple remains sealed, awaiting the day Alyekra returns to rule over everything.




Years passed, then decades, then centuries. Slowly, Alyekra was drawn away by other concerns, and her people here left to fend for themselves. The Mermazons were confused without constant guidance from their capricious goddess, and began splintering into conflicting tribes, each with their own idea of how the realm should progress alone. Fear of their goddess returning suddenly has kept them from open warfare so far, but as time continues to pass with no sign of her, who knows how long this uneasy peace will last?




Dwelling around a trio of simmering underwater volcanoes, this tribe of temperamental warriors is led by the fiery Infierna. She believes that all Mermazons should be free to make their own choices, and trains her people incessantly so that when the goddess does return, they will be ready to fight for their total freedom. Although magic is rare among the Volcanics, those born with odd-coloured eyes have the ability to create and control immense heat and light.



Considered by the rest of Mermazonia to be more than a little on the crazy side, Torrent's Riptide Clan live close to the surface far above the Plateau Geometrica, spending their time riding the dangerous currents found there. All things extreme attract this carefree group, who refuse to let politics interrupt their pursuit of fun. They are swift and agile, and have an innate ability to converse with dolphins. Those few born with odd coloured eyes can easily communicate with any sea creature.



Somehow, the dense oak forest that covers part of this realm survived their drowning, and still flourish today. This is due to the efforts of Demesha and her tribe, who are gifted with all things growing. They want nothing more than to be left alone to continue their work, and are the most solitary of all Mermazons. It is rare to see more than two together at any time, and they prefer to exist speaking as few words as possible. The power of healing anything but death at a touch is given to those born with odd-coloured eyes.



In the centre of Mermazonia, where the fighting was fiercest during that long ago war, now rises a magnificent coral city. Here dwells a community of musicians and jewellery artisans, led by the talented Harmony. her people are somewhat dreamy, but nevertheless very intelligent, and are the keeper of the Book of Mermazon, which contains their entire history. Engraved on paper-thin sheets of coral, these books are taken as guidelines for living by the Coralkin, who live as close to their old land-dwelling ways as possible. In this tribe, ALL have odd-coloured eyes barring the dangerous telepaths, whose normal appearance allows them to move unremarked among other tribes.



In the middle of a desolate wasteland can be found a chasm so deep that it is said to extend right through the earth. It is filled with dangerous sea beasts and poisonous flora, but the most deadly inhabitants are the Mermazons who make their homes in the walls of this abyss. Led by Void, a madwoman with power over nightmares, the Abyss tribe believes that Alyekra WILL return, granting them legs and leading them on a crusade to dominate the world. Those with odd-coloured eyes are necromancers, whose task it is to ensure that all who follow Void do so forever.



The Glass Knights, led by Thalaseen, are an odd tribe. They dwell along the Shardwall, the main line of defence between Those of the Abyss and the rest of Mermazonia. As a result, they are not generally trusted, being as they are somewhat close to the dark side themselves - how to fight it if you do not understand it? Because of this, Glass Knights have an affinity to the dark, and can always sense when something bad is going to happen. They are more sneaky than other Mermazons, and repect stealth more than physical force. Though they too wait for Alyekra's return, they do not follow the conquerors mindset of the Abyss dwellers - instead, they wish for their goddess to come and return things to the way they ought to be. Those born with odd-coloured eyes have the ability to camouflage themselves in any situation barring extreme exhaustion.



Mermazons have three stages, the first two of which last about a week. Once your Mermazon reaches the third and final stage, I would ask that you then host the image yourself, as I will remove it from my own hosting after a few days have passed. If you are worried that you will now be around and will miss the final growing, let me know via PM and I will wait until your return to remove it.


Last edited by Arkeyla; 07-01-2008 at 01:00 AM..