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Page name: LT - Regions [Logged in view] [RSS]
2010-09-07 23:48:17
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Regions





Taiat Coast Region
Description - The Taiat Coast was the first territory outside of Ravilla that humans settled. Through serveral hundred years, the humans that would later be known as Lochmorians, pushed the native kwall further into the ocean and learned their seafaring secrets. The Coast itself is a mixture between misty highlands, foggy shores, thick forests and green hills. The Taiat coast region is balanced and a good place to start for Seafaring Kingdoms.
Regional Bonus - Any nation able to unify the Taiat Coast region, receives a 25% discount to the price of all ships.
Territories -
LT - Osvik
LT - Atheus
LT - Lochmore
LT - Nazger
LT - Vetlo
LT - Stockfors

Rhoa Swamp Region
Description - The Rhoa swamplands are a small boggy region between the Taiat coast and the rolling hills and lush grassy plains of Ravilla. It is home to many tribes of Lizardfolk, unfortunately the swamps are not rich in any resource, though when areas are drained, they are suitable for farming. The harshness of moving through the swamps makes them an easily defended, strategic position.
Regional Bonus - Any nation able to unify the Rhoa Swamp region gets a 15% discount and +2 Morale Bonus on Lizardfolk units.
Territories -
LT - New Scaurus
LT - Xiv'an

Tyla Desert Region
Description - The Tyla desert would be a lush forest if not for the cold currents from the south pole, running through its coasts. However these same currents make fishing on its shores bountiful. The lack of food or timber in the deserts have forced the desert people to come up with creative and ingenious solutions and become expert traders, since Tyla is rich in minerals and the gateway to all trade between Dah'kin and Humans.
Regional Bonus - Any nation able to unify the Tyla Desert gets a 15% bonus to Technology.
Territories -
LT - Ketra
LT - Caerham
LT - Ajdanen
LT - Teraar
LT - Ashair

Ravilla Region
Description - Ravilla was the birthplace of the human race, the area is dotted with ancient Nai'ithar ruins which hold much hidden knowledge. Ravilla is conformed of grassy plains and hills, which are perfect for agriculture, many rivers criss cross the Ravillan Valleys and the soil is prime, to cover for their lack of minerals, Ravillans trade food and luxury goods such as wine, art, etc.
Regional Bonus - Any nation able to unify the Ravilla Region gets a +2 morale bonus and a 10% discount to all Human units.
Territories -
LT - Decima
LT - Serena
LT - Ottavia
LT - Letizia
LT - Ida
LT - Gostietta
LT - Rut

South Rysallis Region
Description - South Rysallis was originally catfolk territory, but it was claimed by humans during the War of the Claw. Now it is the homeland of the Rysallean humans, Rysallis is almost covered in lush forests, making it an ideal place for wood and food gathering, though it lacks many other resources, the abundance of wood has made the bow and arrow the favourite weapon of Rysalleans.
Regional Bonus - Any nation to unify the South Rysallys gets a 10% bonus to all lumbering and 10% discount to all ranged units.
Territories -
LT - Renka
LT - Azhoral
LT - Newdon
LT - Kisaki
LT - Deepwood
LT - Avasz

Kaerul Hills Region
Description - The Kaerul hills are a fertile land composed of rolling hulls, in ages past, it was home to Exhorian colonies. In order for humans to colonize them, they had to develop extremely sharp metals and fighting disciplines in order to counter such fearless enemies. Kaerul itself is a varied territory, counting with small mountains to the east, which produce metals, and fertile plains to the west, which provide food, as well as forests to the south.
Regional Bonus - Any nation able to unify the Kaerul Hills acquires the Iron Willed doctrine.
Territories -
LT - Juro
LT - Akako
LT - Xiadom
LT - Yasu

North Rysallis Region
Description - Unlike the flat South Rysallis, the land of the panthers, North Rysallis is composed of mountainous conifer forests to the south, broken by a large chain of mountains, and cloud jungles to the northeast, which eventually go on to becoming Sai'thareze. This makes the forest ideal for the production of minerals and timber. Unfortunately, it also means the region produce extremely low amounts of food, and moving through it is a logistics nightmare.
Regional Bonus - Any nation to unify the North Rysallis unit acquires the Elder Circle Unit doctrine.
Territories -
LT - Rawiya
LT - Abdal
LT - Sakur
LT - Haifa

Dreias Hills Region
Description - The Dreias Hills, along with the Cormin Plains, are the ancestral homeland of the Catfolk clans. Rocky hills to the north meet vast savannahs in the southwest and the rainforest in the southeast. This variety of enviroments make the Dreias Hills an ideal home region for a kingdom, allowing for the production of Food, Minerals and Timber.
Regional Bonus - Any nation able to unify the Dreias Hills Region gets a +2 morale bonus and a 10% discount to all Catfolk units.
Territories -
LT - Tinashe
LT - Sibonokaliso
LT - Nsonowa
LT - Nnamdi

Koe Islands Region
Description - The Koe islands are located to the north of Ki'afisal and near the equator. To the north, there is the cold Sea of Anbrand, to the south, the warm Pearl Ocean, this has granted Koe a bounty at sea like nothing seen before. The Islands are a loosely associated set of Kwall tribes and are the only region to remain entirely theirs, this has made its inhabitants expert at sea travel and commerce.
Regional Bonus - Any nation able to unify the Koe Islands Region gets a 5% bonus to trade for every port it has.
Territories -
LT - Harith Kwall
LT - Khaldune
LT - Koe
LT - Goho Kwall

Cormin Plains Region
Description - The Cormin Plains are a large savannah where the Lynx catfolk call their home. The plains lack in many natural resources, only having timber to the north. However, there are easy to travel, which makes them a prime way to move troops without having to cross the treacherous Sai'thareze jungles. Due to the lack of natural resouces, the Lynx inhabitants of the plains have learned to obtain what they need through the use of magic and trade.
Regional Bonus - Any nation able to unify the Cormin Plains gets an extra spell slot for all its spellcaster units.
Territories -
LT - Osahar
LT - Menkaura
LT - Kek
LT - Rhaldu

West Skarrad Region
Description - Homeland of the Dah'kin, the Skarrad mountain range has always been rich in minerals, ever since the day of the Nai'ithar. Lacking in food, its inhabitants are used to using slaves to produce and keeping their own populations small, to keep their slaves in check, they keep their people heavily trained and armed. Skarrad produces the highest output of minerals of any land in the Ki'afisal continent, but almost no food.
Regional Bonus - Any nation able to unify the West Skarrad Region gets a +2 morale bonus and a 10% discount to all Dah'kin units.
Territories -
LT - Niphajalh
LT - Azelh
LT - Daerah
LT - Kazzenan

East Skarrad Region
Description - A bit more benevolent than West Skarrad, east Skarrad is composed of smaller mountains and hills, being a more balanced area, East Skarrad has a more decent food output but much smalled mineral output. Unlike West Skarrad, East Skarrad is not covered by the eternal darkness over West Skarrad, which makes it more tolerable for races other than Dah'kin.
Regional Bonus - Any nation able to unify the East Skarrad Region. gets a 10% bonus to all mining.
Territories -
LT - Niphajalh
LT - Azelh
LT - Daerah
LT - Kazzenan

Fell Woods Region
Description - The Fell Woods were always considered a dark place, ever since Thadre made his camp there during his first War against the Planetarii, before the advent of the younger races. Though the corruption had been significantly subdued over the eons, Thadre's return resparked the dark forces in the woods, twisting the trees, and raising the ghosts of past conflicts. This has led to an entirely new force, though initiated by Thadre, the haunted woods are now an independent force.
Regional Bonus - Any nation able to unify the Fell Woods Region gets a 15% discount to undead units.
Territories -
LT - Septima
LT - Ashfel
LT - Fell Woods

Droia Coast Region
Description - The Droia coast is one of the last completely unaligned regions in Ki'afisal. Though not controlled by them anymore, Droia was the home of the Ki'afisal Kwall, they taught the current inhabitants the secrets of seafaring, now, Droia is covered by hundreds of small trading and fishing villages, which control the trade for the entire eastern Ki'afisal. Droai itself is a thin strip of land sandwiched between the massive Asfeltas mountains and the Droia ocean. In order to defend themselves from rogue exhorians and the corrupted ones from the north, Droia is filled with city/states and small-time warlords.
Regional Bonus - Any nation able to unify the Droia Coast Region gets a +2 morale bonus and a 10% discount to all Kwall units.
Territories -
LT - Khanidi
LT - Bhoro Kwall
LT - Dophori
LT - Droia

Asfeltas Caves Region
Description - The Asfeltas caves are the primordial homeland of the Exhorian race. The caves themselves are a mineral rich mountain range, which have been dug through with a huge network of caves by eons of Exhorian habitation. The Asfeltas region is hard to travel, providing a natural barrier between Droia and the rest of Ki'afisal. All races can reap minerals from the caves, but only exhorians can produce food from most of the region by using their Mushroom Farming racial skill.
Regional Bonus - Any nation able to unify the Droia Coast Region gets 15% discount to all Exhorian units.
Territories -
LT - Mist Mountains
LT - Asfeltas
LT - Garra Brood
LT - Sierra Brood
LT - Old Caves

West Sai'thareze
Description - Sai'thareze is the homeland of both the Tharezian and the Lizardfolk races. The Western area of Sai'thareze is covered by a massive, lush rainforest, just as Rysallis, the area is key for timber, but lacks minerals, this has made Tharezians used to fighting in little to no armor and wielding light weapons, as opposed to their larger cousin's love for blades and armor.
Regional Bonus - Any nation able to unify the West Sai'thareze gets +2 Morale and 10% discount to all Tharezian units.
Territories -
LT - Tharezia
LT - Xi
LT - Zsacwe
LT - Scaurus

East Sai'thareze
Description - East Sai'thareze was once very similar to the western area of the forest, unfortunately, with Anticous' coming, the War of Corruption and the creation of the Wastelands East Sai'thareze has become a dark, twisted place. Whereas is not a ghost forest like the Fell Woods yet, the jungle shows clear signs of corruption and has been taken over by the twisted Lizardmen who betrayed Anticius and joined Thadre prior to the War of Corruption, the Scale Brothers.
Regional Bonus - Any nation able to unify the East Sai'thareze Region acquires the Scale Brother doctrine.
Territories -
LT - Blackmarsh
LT - Dark Forest
LT - Lands of Taint

Ki'afisal Region
Description - The Ki'afisal region was once a paradise on earth. The Planetarii that inhabited it made sure to keep the land in pristine condition, to keep all outsiders in check and terraformed it so it would provide anything a nation would want. Now, after the breaking of the Planetarii and Thadre's rise and fall, it has become a haunted, blighted wasteland. From here stem the twisted Corrupted ones, the Mercenary nation of the Falconites and the ghastly revenants who re-enact the battles by which this land fell into darkness. The Ki'afisal region can still produce timber, food and minerals, however, it is blighted, meaning that it misshapes the minds and souls of anything that settles there.
Regional Bonus - Any nation able to unify and mantain the Ki'afisal Region is able to build a Black Gate and recruit Hellspawned
Territories -
LT - Mount Ki'afisal
LT - Falconia
LT - Sea of Madness
LT - The Wastes
LT - The Fangs



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