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File 151207719694.png - (110.98KB , 1229x922 , Dunhearth (R).png )
848887 No. 848887 ID: c0641d

> "The Spire. Such a strange world, isn't it? So many interesting places to point out..."

RULES:
- One post, one country/region. May be rescinded on request if we've hit a slow period.
- Write as much or as little as you want about your place, as long as it's at least three sentences, and can be contained within a single post.
- Include the map image, updated to include your addition. You can resize the map's edge however you want, but a horizontal wraparound point will be established at some point.
- You can't post twice in a row. Give someone else a turn!
- You're not allowed to have the most places by a margin of more than one; as an example, if the most anyone's posted is 4, then you can't post a total of more than 5 until someone else posts a 5th.
- Comedy is not forbidden, but this is meant to be at least a semi-serious adventure world. If you want to make a silly place, at least try to keep it within plausibility.

> "Now... I suppose here is as good a place to start as any:"

The Kingdom of Dunhearth: A small, coastal kingdom nestled on the heavily wooded and chilly northern edge of the continent of Otgei. It is a democratic oligarchy formed of human and avian colonists and seekers of opportunity. Their primary trade is in lumber, and some of their woodcarvers and carpenters are renowned in the region. There have also been recent murmurs of something magically potent being discovered in the western mines, however, which could lead to a major shift in the kingdom's dynamic soon.
Expand all images
>>
No. 848919 ID: c0641d

RULES I FORGOT TO ADD:
- When adding a new country, try to avoid making the color too similar to the ocean and nearby territories. Don't worry about what color the country actually is; this is a political map, not a geographic one.
- Make sure that when your place is ready, reload the page to make sure that no one else has posted in the meantime, and if they have, then you can update your map to include them.
>>
No. 848924 ID: 49e9e5
File 151208576984.png - (213.57KB , 2311x2496 , 01.png )
848924

Mt. Ulgarith: An enormous metal structure far to the southwest of Dunhearth, named for a king and christened a mountain because no one could fathom what else it could be. Even to this day, the unnaturally smooth slopes of Ulgarith are a mystery: the entire thing appears to be fashioned of blocks of steel tooled so precisely that no gaps whatsoever can be seen, and while these blocks are by no means immovable, attempts to remove them from the structure have been rebuffed by an invisible force (powerful magnetism?) which draws them back in. Rumors nonetheless abound of doorways high upon its face, places where the blocks have parted (by accident, or by design?) to reveal deep, dark passageways. There are no confirmed sightings of such entrances, but there have been many dedicated explorers who set off up the shallowest of its three slopes only to be never seen again.

Where did it come from? How long has it been here? Who built it, if anyone? What is its purpose? Centuries of research have yet to answer these questions to any degree of satisfaction.
>>
No. 848958 ID: fc3fc0
File 151209600582.png - (238.60KB , 2311x2496 , The_spire.png )
848958

Moriny Gazar, known to the outside world as the "Steppe of the Horsefolk", is a sprawling plain, flat and sparse, populated by it's namesake the Horsefolk. Normally their nations are small and divided, vying over the best grazing pastures, but rumors of a great warleader have been spreading on the wind of late, and the border nations have been preparing their weapons for war. Who they prepare to wage it against is still unclear.

The plains contain few natural resources, but the bountiful fertile soil and vast tracts of flat clear land might tempt nations looking to expand their territory. The horsefolk are hostile to most outsiders, but black market trading of living goods like hides, ivory, furs and slaves are common enough across the disparate border nations. Traders looking to do business should be sure to show respect for the land though, lest they be butchered for blasphemy against the Spirits of the Earth and Wind
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No. 848969 ID: 094652
File 151209913518.png - (297.02KB , 2311x2496 , The_Wastes_Of_Ozmandias.png )
848969

The Wastes Of Ozmandias:

To the Sylphs (half-fae of unknown origin), their entire culture and history begins with the Cataclysm. Nobody knows WHICH cataclysmic event they're talking about, only that it was enough to wipe any trace of their previous civilization from the history books along with half the countryside. The grasslands turned to sand, then mud, and finally tar. If there were ever any pure-blooded Fae living there, then all trace of their highborn magic was drowned in endless grime. For centuries, the Sylphs waged an endless siege against the pollution from the south, planting what they could and uprooting when they retreated. They were mostly left alone by whoever annexed them at the time, because nobody saw any strategic value from an entire country of sterile goop and a few stubborn fairies.

Then one day, a small family of kobolds changed everything.

What the rest of the world saw as a disgusting hellscape, the FarFarer clan recognized as pure opportunity. After a single year of research, the kobolds recognized the true worth of the endless fields of oil, lead, and some other stuff and began mining what had been thrown into the oceans for centuries. Heaps of iron swords were sold all across the world, then steel, then something even more advanced. The colony of Promess became the "City of Promise", where a king's ransom could be earned in a month. Of course, the city leaders have found ways to keep paychecks in balance.

The Sylphs' confusion turned to hatred when the side effects of the kobolds' industry were fully revealed, but they could do little to stop the now-extremely wealthy kobolds. To this day, the kobolds and Sylphs remain deadlocked in a cold war. The kobolds will not destroy the Sylphs, because the Sylph farmlands are the only remaining source of clean produce in the wastes, and a food shortage would force the remaining kobolds to either relocate dangerously close to the boarders or accept trading their precious weapons for scraps of food from foreign nations. The Sylphs occasionally strike back with Guerrilla tactics at the kobolds' trade routes as to starve the beast, but can do little as the kobolds hire (and arm) the best mercenaries money can buy.

And so the Sylphs plan and wait, for in recent times the Kobolds' fortunes are beginning to wane. The pollution they wrought has caused serious health issues for those toiling in the cities, and the formerly urban legends of bog monsters are growing disturbingly frequent. One day, the bubble of 'Promise' will burst, and all who prospered would finally choke on their city of smog. And when that day comes, will the Sylphs be ready to defend against the fallout, or will their broken history be wiped clean at last?
>>
No. 848982 ID: c88e6d
File 151210060461.png - (529.86KB , 2311x2496 , Building The Spire Map Edit (Detective Caillou.png )
848982

The Contested Land: For the last four-hundred-years, a war has raged between rebellious peasants and their lordly allies and the Throne of Union. Despite the unending wars, the land is advanced, possessing printed paper and forged steel armor. Unfortunately, they have been able to make little cultural or theoretical process due to the unending war. Mercifully kept from spilling into the rest of the world by difficult to traverse mountain passes, recent avalanches have cleared the most treacherous areas, allowing outsiders unfettered access to this strange and brutal kingdom of rebellion.
>>
No. 848992 ID: 8a947d
File 151210475196.png - (428.81KB , 2311x2496 , Spire Map Bioluminescant Bog.png )
848992

The Bioluminescent Bog

A Swamp full of flora and fauna that glow naturally; everything from the fish and bugs to the tree's give of an eerie radiation in the night. Difficult to traverse due to knee deep water and dangerous animals that stalk the floor any untrained outsider would certainly find their death here unless they were to find help from the consorts of the Bog.

The Padenuit (Pa-Den-New-Ee) Or Mothfolk as outsiders would call them have found ways to live in the hostile swamp in the trees. They've set up small but powerful and connected settlements all around the Bioluminescent Bog and now how to get in out and around it safely. The Padenuit harvest and export exotic flora which mostly consist of edible glowing mushrooms and Sugar cane that crackles with sparks of light. A delicacy among the Mothfolk is gleamsap, a sweet syrup that can be harvested from certain glowing trees.

Some of The Padenuit researchers have been noticing that some odd creatures have begun to rise from deeper pools of water in the bog, some terrible, some completely horrifying. The spawning of these monstrous creatures show no sign of slowing. Who knows what next slavering offense to nature will rise next.
>>
No. 848999 ID: c0641d

- If your territory goes over the edge of the map, then you aren’t showing the whole territory. Expand the boundaries of the world to include everything.
>>
No. 849049 ID: 94bef7
File 151213359338.png - (103.98KB , 480x519 , b1a4a844-36f0-4ba6-bf49-515ed3d719d7.png )
849049

<b>The Land of Yus-Lis</b>
A barren land of rusty red sand. Home of the pale and red-eyed Eddel-Kir. Devoid of water or wildlife. The Eddel-Kir live under the sands to shelter themselves from the heat of day and cold of night. There are no towns or cities in Yus-Lis, but the city of Wur-Tilis in the southern part, which is almost like a ghost town and is made mostly made of wood. A pale dragon is said to be buried beneath the depths of the sands.

The Eddel-Kir are short pale creatures. They weak, thin, flimsy, and light, but they can be quicker than the eye could catch. They are slow to react, and require almost no food and water.&nbsp; They are adequately intelligent to easily learn many things and have many complex thoughts at the same time, however, they grow less intelligent and mentally sound the farther away they are from Yus-Lis.
>>
No. 849101 ID: c88e6d

>>848999
Apologies for that, feel free to curtail the edges. I only intended to be around that large.
>>
No. 849109 ID: c0641d
File 151216517433.png - (423.81KB , 2048x1536 , spire map.png )
849109

The Isle of Unowen: As you leave the northern coast of Otgei, the waters only get even colder, and the Northern Sea is fraught with storms - and some dare even say... monsters. There is a mass of land known only as Unowen (literally “Unknown” in the old form of western common), which could comfortably support a moderate island nation, if not for being located in the center of a particularly rough and frigid patch of sea, making consistent trade and agriculture all but impossible. The journey is by no means impossible, however, assuming you have adequately prepaired yourself for it, and those that have made it say that the place has a sort of forbidden allure to it - an overwhelming sense of mystery. Until recently, the isle was under the ownership of the Hestiabe Trade Guilds, but after a grand purchase, is now privately owned by an afluent nobleman of unknown origin, who supposedly plans to build a private retreat there. By these actions alone, one may easily surmise that he is quite eccentric, but you have to wonder if he simply wanted a place to lie low, or if he has an ulterior motive for this project?
>>
No. 849113 ID: b7a158
File 151216899532.png - (371.05KB , 2048x1536 , map.png )
849113

Salfulger is a land of sheer cliffs and mesas, where heavy rains and lightning are frequent and constant respectively.

The rivers which web throughout the canyons are completely navigable, or rather, WOULD be navigable, if one wasn't constantly under threat of assault from the natives.

Within the borders of salfulgrim reside a race of stone-faced automatons. Attempts to study the means by which they are animate have been made, however after being consistently assaulted the study ended, rather angrily, that it is caused by "some magic bullshit, probably". They are stoic, notably unfunny, and rarely leave the borders of their home (most of those found outside salfulgrim have been exiled, though for reasons they refuse to discuss).

As you'd expect from a land filled with automatons of unknown origin, ruins can be found within the cliffsides. The majority of these ruins have contained stone artifacts and magical materials of moderate use.

There's probably some pretty sick stuff further in, but reaching the center of a land with very few plants and animals makes expeditions unattractive to investors.
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No. 849219 ID: 9b80a5
File 151221125011.png - (25.34KB , 221x150 , black desert.png )
849219

the blackened desert:

A scorching desert of ash sand and noxious fumes.
The desert is kept in a perpetual state of darkness from the fumes coming out of the great volcano that resides in the desert.
the desert is host to great sightless wurms and other horrible beasts that make the desert neigh impassible.

the volcano though is rumored to hide the ruinous lairs of great litches and grand treasure from forgotten hoards
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No. 849284 ID: c0641d

>>849219
Uh, hey. Do you think you can fix the pixel resolution on your image? It’s tiny. As it stands, it’s unusable to anybody wanting to work on it, and the compression made everything blurry.
>>
No. 849502 ID: 4af689

>>849284
I'm not them but i'll redo their image and post my own. Hope nobody minds.
>>
No. 849505 ID: 4af689
File 151230424284.jpg - (443.55KB , 2448x1536 , Spire.jpg )
849505

In the middle of the Trimestran Mountain Range can be found The Great Paraview Mountains and The Twin Lakes. Over the years, the small fishing villages around the lakes have become two thriving rival towns: Lakeside and Hatton (named after their respective lakes). They do however unite in solidarity once every ten years for the mountain festival- a perilous pilgrimage to the highest peaks. It is a longstanding tradition the origin of which is long since lost.
>>
No. 849538 ID: 094652

You added three separate mountains lined up in a row with an excess of space. That's going to make us paranoid.
>>
No. 849642 ID: 4af689

>>849538
It indicates a mountain range of sorts.
>>
No. 849644 ID: 3abd97

>>849538
>>849642
An old mountain range, where only the tallest and mightiest mountains remain, while lesser peaks have been worn away by time.
>>
No. 849649 ID: 9b80a5

sorry bout the bad resolution i didn't notice until you said something about it (internet went out
>>
No. 851753 ID: a40237

hmm
>>
No. 851831 ID: c0641d

>>851753
HMMMMMMMMM...

I’d like to post a reminder; it’s totally cool to post more than one country, as long as A; you weren’t already the last person to post one, and B; it won’t put you more than one over the second most contributed guy.
>>
No. 851832 ID: 094652

>>851831
Can YOU post a new one then? We'll feel better if you go first on the next round. Show some initiative, this is your quest after all!
>>
No. 851878 ID: c0641d

>>851832
But that would be breaking the second of the two restrictions I just mentioned; I’ve already posted two, so I can’t post another until someone else has posted a second. What’s this about “rounds,” anyways? You can go whenever as long as A; you weren’t the absolute last person to go, and B; there is at least one person who has posted the same number of countries as you or more.

But who knows? These were just the rules being used on the forum where I found this game. Maybe they don’t work as well here? What do you think?
>>
No. 851892 ID: 094652
File 151331561071.jpg - (467.47KB , 2448x1536 , The Empire of Professor Bubblefart.jpg )
851892

FINE I'll make one up but you asked for it

The Empire of Professor Bubblefart
Climate: Borderline Schizophrenic
Population: Stupid
GDP: Made of Eggs


Short Version: This empire is ruled by an insane archmage with visions of the future and complete spontaneity.

Long Version: The Gifts of Yog. The Ambassador's Femur Kiwi. The Khalesi Du Jour. These are some of the asinine names the senile mage-king has given himself. At the end of the year, the weary councilors decided that 'Professor' sounded like a title that you would give a spiritual guide who was steadfast in their beliefs, and reluctantly accepted the horrible surname that went with it as it was the only way to get their king's acceptance over the whole title, as opposed to anything else he said that year ever.

Rules... change in this little kingdom. Many different rules. So I'll list the only things that have never changed since the... 'beginning' of this kingdom, in order of relevance.

1) There is a fixed area of this madness. Though boarders may shift and lands may be freely given to the neighboring countries, they are quickly swallowed back up by the proclamations. None have dared hold these unpredictable, possibly living, grounds, but a few have chanced a profit and won from them.
2) There is thankfully a form of sanity built into every entity unfortunate enough to exist within these lands; stay outside them long enough and you'll return to your default state. At least, partly. Some have found portions of their changes to be a bit permanent. And some appreciate their new forms.
3) The ruler of this land is a powerful immortal, as godlike as he is insane. Thankfully, he's not completely bananas, but he pulls no punches aside from these few constants.
4) There are three cities, cities whose positions have never changed, one of which is the 'capital' where the king has declared his home at any given time. He might not be home. He's certainly not home in his head right now. But in any case, no matter how broken and exploded the cities may seem, he still needs one, and so far it has been one of these three.
5) In each of these three cities there is a strange device. The king shouts into this device. Or pokes it. Or does something in whatever form he is currently in. Shockwaves come out and encompass the kingdom. After that, things change. We're not quite sure if the king is using the devices to make these things happen, or if he's just proudly boasting about it.
6) There is a council that tries (and usually fails) to regulate the madness. This council's mechanics and population does change, but only once a year, with regulations accepted by the king. They are given the unique power to retain their minds and speech and recall themselves to the capital no matter what form they are currently in. They do all the things a ruler should do, and which our current reality-warping king does not. Most of them quit. The rest turn to hedonism and counseling whenever they can FIND THE STUFF IN THE MESS THAT IS-

Underneath this kingdom of madness, however, is a surprisingly normal looking kingdom whose only abnormality is that it is 'ruled' by a mad immortal. Sometimes this kingdom pokes through the insanity when the king decides to make everything normal for a few minutes, usually so everyone will be so surprised when the next crazy thing happens. And recently, the king has been returning his empire to this normal state for abnormally frequent periods. Some councilors are relieved. Others are worried they won't be weird enough to defend against the capitals. And some wonder if the dream is finally going to end...

The Iron Republic and Sheogorath had a baby, and this kingdom is its reflection on the mirror singing.
>>
No. 851918 ID: c0641d
File 151332411646.png - (1.63MB , 2048x1536 , spire map in the making.png )
851918

The Komardi-Kograh Route

At first glance, one might perceive a fierce rivalry between the merchant city states of Komardi and Kograh, despite being separated by several hundred miles. Both do indeed appear to be in a never-ending contest to see which is the more festive place. On closer inspection, however, one will see that this rivalry is very friendly in nature, as both are keenly aware of how they rely on the other; together, they completely dominate all trade between the eastern oceans and the core of the mainland through the route that runs between them.

This road - bordered on one side by about a third of the great Fuoco River, and on the other by a sheer, almost uninterrupted cliff - might be considered one of the few truly safe routes between those points.

Along with the accompanying road beside it, this expanse of the Fuoco is also dominated by the “Twin Festival” cities, and a race is held on it every ten years. It’s quite a popular event with foreign travelers, on account of how idealic the scenery is along the course. Some such foreigners might even choose to start participating in this upcoming boat race...!
>>
No. 851942 ID: 94bef7
File 151334450737.png - (1.26MB , 2048x1536 , Andalus.png )
851942

The Lands of Andalus
The lands of Andalus is the home of the Corbel. The Corbel are creatures created by alchemists of a long lost civilization that once occupied Andalus. Andalus is divided into two regions, Calibri (light green) and Cambria (dark green). Calibri is the a temperate region just outside the strong alchemical influence of the Tower, while Cambria is the rest of Andalus where the influence of the Tower is strongest.

Calibri is amply covered in coniferous forests of mostly pine. The influence of the Tower can still be felt in Calibri, but is not as strong as it is in Cambria. The land's capital, Andalusia, is situated in a relatively fertile land on the other side of a river. Most if not all Corbels live in this region. They produce lumber, grain, and vegetables in this regions.

Cambria is strongly influenced by the Tower. It is covered with a thick jungle. Its land is hyperfertile by alchemical means which made the thick jungle that covered all of Cambria. The Corbels underutilize this territory due to the effects of the Tower's influence over their kind. There are hostile Corbels transformed by the Tower's influence that lurk in the jungle. While completely useless to the Corbel, they refuse to let go of Cambria just because of how essential the Tower is to them. Some Eddel-Kir has settled there and formed the agrarian town of Nah-Tin, which the Corbels are very wary of.

The Tower emanates an influence over the region of Cambria. Its a structure made of a material that resembles both stone and metal. Its cold and sometimes accumulates frost during storms. Its the strongest material the Corbels has seen and has limited access to. Noone has been able to chip or even grind a grain of it. It has survived thousands, perhaps even tens of thousands, of years of neglect and still continues to function when all the other structures the precursors made along with it had crumbled and faded away. The Tower makes the Corbels that are strongly under its influence to become stronger, more durable, and bigger, but in exchange of losing their mind. It is also the source of the hyperfertile land in Cambria. This is the main reason that Corbels avoid the area with great disquiet. The Tower's influence does not pierce mountains, and can produce influence shadows behind them. Bodies of water appear to dampen, if not block, it. The very river that flows by the road is what many Corbels rely on avoiding accelerated transformation when travelling to Komardi and Wur-Tilis.

The Corbels have lived in this area for centuries. They know that their race is an alchemical creation as if they were programmed to know since birth, but the purpose of their creation still eludes them. The Tower's influences has some beneficial effects. Corbels near the Tower grow stronger, faster, bigger, and more durable. It enhances their senses into greater acuity and sensitivity. It, however, wrecks some havoc in a Corbel's social and mental health. A Corbel under strong influence of the Tower becomes attracted towards the Tower, becomes surly, and start exhibiting hostile and anti-social behaviour. Corbels that have become monsters under overexposure to the Tower's influence have a slouching posture, stand twice the normal height of a "healthy" Corbel, appear to have flaming blue eyes, incapacity of complex thought and communication, and disappear into the jungle of Cambria.

While the Tower's influence can turn Corbels into monsters, Corbels cannot live too long outside its influence. Many Corbels have tried to get as far as possible from the Tower, but they were forced to return. They can atrophy, grow brittle bones, grow sickly pale, become thin, and lose appetite when too far from Andalus. They can live for about 12 years too far outside of Andalus before deprivation from the Tower's influence become severe and serious.

((I don't feel too confident with this.))
>>
No. 852023 ID: c0641d

>>851942
Nonsense, I think it’s great!

Something I did note is that you mentioned that the Corbels rely on the river to protect them on their way to the east, when the actual road is on the Cambria side of the river. Of course, they would still be fine, as that aforementioned cliff must cast quite the influence shadow; enough to cover the road between the cliff and the river at least.

Come to think of it, what do the people of Calibri (and the Eddel-Kir, for that matter) do to navigate that Fuoco-spanning cliff slicing through their holdings?

(Also, one more thing; am I right in assuming that the Corbels are vaguely human-looking?)
>>
No. 852056 ID: 94bef7

>>852023
The brown thing's a cliff? I thought thats the road. I think building some sort of way up and down a cliff can be managed. I mean, humans have done it before (just search "stairs on a cliff" and you'll find many examples). The Eddel-Kir may have been brought as slaves, but fell accidentally fell down the cliff, and did not care too much to return.

Yes, you are right for assuming they're vaguely human looking. I did imagine them looking like wolf people though. Assuming that where Andalusia is is a plateau, the Tower should be visible and the influence can still be felt there. It's influence doesn't extend underground, but since there's no mountain blocking the view. Unless it's an upwards cliff, instead of the downwards cliff I've been assuming it is. If it is, I probably have to redo that.

(I reread your entry again, and I realized my mistake. There is a cliff opposite side of the road. I don't think took that to account. I mainly looked at the map and said to myself, I want this spot here, but there's a road, but bah, whatever.)
>>
No. 852117 ID: c0641d

>>852056
It is the other way around, yes; it’s Cambria on the plateau, not Calibri. Also, sorry for assuming a dinky little black line (the same used to separate land and water) would be enough to convey a cliff.
>>
No. 852270 ID: 94bef7
File 151347832108.png - (239.97KB , 570x752 , Figures.png )
852270

>>852117
((I kinda wanted some extra clarification, so I made this image. By what you're saying, you're implying that the case is figure A.))

Figure A:
Andalusia and everything else to the north of the road are of lower elevation than that of Cambria. This creates an inlfuence shadow over Andalusia.

Observations and Speculation:
If this were the case, I would think the view would be pretty bad, with what may be a butt-ugly cliff on one side. I wouldn't think it would be a very safe route to be honest. Landslides, and rockslides may even happen. Bandits can wait behind bends where the view is blocked by the cliff. It can easily be exploited with tolls with merchants trapped in between a cliff and a river, where one does not simply take a detour.

How to Apprehend my Problem:
*Omit parts until Corbels living in Andalusia for basically their lifetime becomes plausible.
*Move Andalusia somewhere else.

Figure B:
Andalusia and everything else north of the road are of higher elevation than that of Cambria. This allows the Tower's influence reach Andalusia.

Observations and Speculation:
If this were the case,there would be a great view to see. Landslides and rockslides may still be a problem, but I think one would much safer with no chance of becoming buried in earth, but storms can probably bring scary winds that could carry wagons off the edge. Merchants would probably feel less cornered with bandits lurking at every bend of the road.

How to Apprehend my Problem:
*If this were the case, I can keep everything as it is.
>>
No. 852311 ID: 94bef7

You know, I'm starting to regret what I said above. I'll just delete stuff so Andalusia becomes probable.
>>
No. 852513 ID: 94bef7
File 151359179977.png - (1.26MB , 2048x1536 , Andalus.png )
852513

The Lands of Andalus
The lands of Andalus is the home of the Corbel. The Corbel are creatures created by alchemists of a long lost civilization that once occupied Andalus. Andalus is divided into two regions, Calibri (light green) and Cambria (dark green). Calibri is the a temperate region just outside the strong alchemical influence of the Tower, while Cambria is the rest of Andalus where the influence of the Tower is strongest.

Calibri is amply covered in coniferous forests of mostly pine. The influence of the Tower can still be felt in Calibri, but is not as strong as it is in Cambria. The land's capital, Andalusia, is situated in a relatively fertile land on the other side of a river. Most if not all Corbels live in this region. They produce lumber, grain, and vegetables in this region.

Cambria is strongly influenced by the Tower. It is covered with a thick jungle. Its land is hyperfertile by alchemical means which made the thick jungle that covered all of Cambria. The Corbels underutilize this territory due to the effects of the Tower's influence over their kind. There are hostile Corbels transformed by the Tower's influence that lurk in the jungle. While completely useless to the Corbel, they refuse to let go of Cambria just because of how essential the Tower is to them. Some Eddel-Kir has settled there and formed the agrarian town of Nah-Tin, which the Corbels are very wary of.

The Tower emanates an influence over the region of Cambria. Its a structure made of a material that resembles both stone and metal. Its cold and sometimes accumulates frost during storms. Its the strongest material the Corbels has seen and has limited access to. Noone has been able to chip or even grind a grain of it. It has survived thousands, perhaps even tens of thousands, of years of neglect and still continues to function when all the other structures the precursors made along with it had crumbled and faded away. The Tower makes the Corbels that are strongly under its influence to become stronger, more durable, and bigger, but in exchange of losing their mind. It is also the source of the hyperfertile land in Cambria. This is the main reason that Corbels avoid the area with great disquiet. Bodies of water appear to dampen, if not block, it. The very river that flows by the road is what many Corbels rely on avoiding accelerated transformation when travelling to Komardi and Wur-Tilis. Many is not understood about the Tower.

The Corbels have lived in this area for centuries. They know that their race is an alchemical creation as if they were programmed to know since birth, but the purpose of their creation still eludes them. The Tower's influences has some beneficial effects. Corbels near the Tower grow stronger, faster, bigger, and more durable. It enhances their senses into greater acuity and sensitivity. It, however, wrecks some havoc in a Corbel's social and mental health. A Corbel under strong influence of the Tower becomes attracted towards the Tower, becomes surly, and start exhibiting hostile and anti-social behaviour. Corbels that have become monsters under overexposure to the Tower's influence have a slouching posture, stand twice the normal height of a "healthy" Corbel, appear to have flaming blue eyes, incapacity of complex thought and communication, and disappear into the jungle of Cambria.

While the Tower's influence can turn Corbels into monsters, Corbels cannot live too long outside its influence. Many Corbels have tried to get as far as possible from the Tower, but they were forced to return. They can atrophy, grow brittle bones, grow sickly pale, become thin, and lose appetite when too far from Andalus. They can live for about 16 years too far outside of Andalus before deprivation from the Tower's influence become severe and serious.
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No. 854269 ID: 4f5c71

>>852513
let's start doing some gap fill now, place is looking close to complete
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