[center][h1][u]The Dysheimr Crater[/u][/h1][/center] [i][center]More coming soon...[/center][/i] [img]https://img.roleplayerguild.com/prod/users/38895998-654f-48dd-9e5c-c73d7bd524b5.png[/img] [b]Name:[/b] [list] [*]The Dysheimr Crater, often referred to as the Shadowed Hills or the Dead Zone. [/list] [hider=Racial Make-up] [hider=Humanari] The first are known as the [i]Huminari[/i], a race of human that while readily adapted to sustain life in the crater has clung to what few pieces of civilization was available to them. A word that translates to mean “one who is held high,” this particular ethnic group appreciates structural beauty, the pursuit of a higher understanding, and the approach of combat as a means of both self-discipline as well as a means of self defense. Their styles are austere and aesthetically pleasing rather than necessarily functional. More importantly to the Huminari is that they often cling to the new and unknown often encountered when travelers visit by caravan from the north or sea from the east. To be a Huminari means to represent all that is typical of the species. [/hider] [Hider=Humari] The second ethnic group is known as the [i]Humari[/i] or literally translated to mean “the wild one.” This subspecies of human is not only best suited for life in the crater but specifically finds the lifestyle of nomadic scavengers. Little use do they find for things that are not functional and often discard anything the serves no purpose or the burden outweighs that purpose. They boast prowess in animal husbandry, combat, and overall surviving in the wild. They are wary of newcomers but can often be satiated with feats of combat prowess over a member of their group or one of the many beasts of the crater. Often times those travelers who try to wade through the wastes of the crater are found, saved, and enslaved by Humari for food or pleasure. [/Hider] [Hider=Agreox] The third on this list and the second overall race are known as the [i]Agreox.[/i] The true rules of the Dysheimr Crater, the Agreox share lineage with dwarves of other areas of the continent. The Agreox, like most dwarves value precious metals, gemstones and other subterranean finds that are of values. Their steadfast bodies are excellent for mining, smithing and like occupations. Because of the subterranean cave systems that the Argreox have both cleared and mined deep beneath the crater’s surface there have been able to secure dominion over the entire cater often times patrolling the exterior mountains, popping up from obscure opens on the crater floor and often visiting Humanari civilizations regularly while ignoring the Humari all together unless they provoke response. To say they are xenophobic is an understatement as unfamiliar outsiders rarely have interaction with the Agreox, let alone actually visit the inside of their expansive city. There are even few Humanari that can claim they have witnessed the grand city of the Agreox. [/Hider] [Hider=Shalm] The fourth and final race often seen are known colloquially as [i]Shalm[/i] but often referred to as the Crater Orcs by outsiders.The Shalm roam the crater floor and inhabit small caves exposed in the mountain sides much like the Huminari. They live off the land and in a manner that mimics the Huminari with the exception that the Shalm are more likely to gather in small tribal, establish small tribal thorps and protect their territory as if there were some tribal borders unbeknownst to the more civilized races. Often denied by the Humanari, both the Humari and Agreox have spoken stories expressing the Shalm’s heightened intelligence which while not a rival of others amongst the Crater but that they are capable of understanding alliances, trade, have the intelligence to manage a basic discussion as well as maintaining a species langue of both verbal and physical expression. Some have even claimed that they are capable of compassion provided that often they will not immediately attack trespassers or interlopers but offer them a possibility of retreat or to pay homage. [/hider] [/hider] [hider=Geography] [i]With regards to the borders of the nation, see the natural borders in the above map.[/i] [hider=Climate] The overall climate of the crater is relatively uncomfortable, especially to those not adapted to the crater’s harsh environment. It is one of the hottest places in the Mythlands. The Dysheimr Crater has a subtropical, hot desert climate, with long, extremely hot summers and short, warm winters, as well as little rainfall with the exception of the eastern coast. Storms that generate over the sea are either redirected by the natural rise of the mountain range or quickly disappear before making it even more than a few miles over land. As a general rule, lower altitudes tend to have higher temperatures. When the sun heats the ground, that heat is then radiated upward, but the dense below-sea-level air absorbs some of this radiation and radiates some of it back towards the ground. In addition, the high crater walls trap rising hot air and recycle it back down to the crater floor, where it is heated by compression. This process is especially important in the Dysheimr Crater, as it provides its specific climate and geography. The crater is surrounded by mountains, while its surface is mostly flat and devoid of plants, so much of the sun's heat can reach the ground, absorbed by soil and rock. When air at ground level is heated, it begins to rise, moving up past steep, high mountain ranges, which then cools slightly, sinking back down towards the valley more compressed. This air is then reheated by the sun to a higher temperature, moving up the mountain again, whereby the air moves up and down in a circular motion in cycles. This heated air increases ground temperature markedly, forming the hot wind currents that are trapped by atmospheric pressure and mountains, thus stays mostly within the crater. Such hot wind currents contribute to perpetual drought-like conditions in the crater and prevent much cloud formation from passing through the confines of the valley, where precipitation is often in the form of a virga. The depth and shape of the crater influence its temperatures. The crater is a wide, open basin 282 feet below sea level, yet is walled by high, steep mountain ranges. The clear, dry air and sparse plant cover allow sunlight to heat the desert surface. Nights provide little relief, as overnight lows only drop marginally. Moving masses of super-heated air blow through the valley creating extremely high temperatures. [/hider] [hider=Beastiary] [Hider=Akkeriland, the Sand Fish] [u][h2]Akkeriland[/h2][/u] [b]Also Known As[/b] The Sand Fish [b]Size[/b] This creature may be found in both a tiny or small capacity typically ranging from 1 to 4 feet in length and weighing between 1 to 60 pounds with larger specimens being extremely rare. [b]Physical Description[/b] [img]https://img.roleplayerguild.com/prod/users/486e5cce-e621-4d51-ba49-5505c75faa97.jpg[/img] [b]Environment[/b] The Akkeriland makes its home in the sands of stregane typically resting beneath a few inches of sand on the sides of dunes where it can lay in wait for ambush. [b]Habits[/b] The Akkerland never sleeps but instead wastes as little energy as possible by laying in wait for the vast majority of the day until cooler temperatures prevail during the night. Leaving the crest upon its head exposed enough to mimic a boulder or stone breaking through the sand, the creature extends all of the appendages not necessary for movement feeling for the subtle vibrations of movement in the sand. The creature is looking to eat essentially anything it can wrap its mandibles around and smaller than itself. The creature defends itself with a gaping maw of sharp teeth or a pair of heavy sharp slashing claws equipped on its forelimb. The Akkeriland is often found in groups of anywhere from 15 to 30 sand-fish gather to hunt together with the intent to take down much larger prey in group. However, towards the outskirts of these gatherings the creature’s may be encountered one or one or in much smaller groups. [b]Uses[/b] The creature acts as both predator and prey. It sits in the center of the crater’s food chain acting as both a source of food and a way to maintain a population balance of lesser creatures. This particular creature has multiple purposes in the world of the crater. First, as a source of food. Second, the hardened scales an exoskeleton may be used for a variety of things such as cutting implements, armor, dishes, as well as a variety of other common everyday use. Finally, and the most important is the creature’s blood. By some strange act of fate, the creature’s blood mimics the properties of a resin in that once it hardens during prolonged exposure to the sun. The Humari often exploit this attribute to harden cloth or animal hide to fashion armor. [/hider] [hider=Erfiverold] [u][h2]Erfiverold[/h2][/u] [b]Also Known As[/b] Referred to colloquially as an Erf. [b]Size[/b] The erf is typically large, ranging in length from about 8 to 16 feet and weighing between 500 to 1200 pounds with Erfs found in the wild being towards the smaller end of the spectrum. [b]Physical Description[/b] [img]https://img.roleplayerguild.com/prod/users/70b5633c-6893-477d-b09d-8559de1f6494.jpg[/img] [b]Environment[/b] The Erf is specifically the chosen beast of burden in the Dysheimr Crater, raised in what little vegetation bearing land that surrounds the coast city of Ofrolvikgaror. While often purchased from this town, they are often found as far north as Bjargheimr and throughout the crater. IN the wild, the Erfiverold are most often encountered around the small stretch of vegetation that grows along the central river that meanders through the crater floor. [b]Habits[/b] This particular creature thrives off feeding on the short vegetation and insectoids that inhabit the ground around river basin. It uses the short tusks about its head and face to dig through the dirt in search of its food. When searching for a mater, the bull erfs due combat by charging towards one another and throwing their armor plate covered backs into each other until one of the creatures decides to flee. As stated, in the wild, Erf’s are typically smaller finding it more difficult to thrive and grow on the limited food supply. However, while in captivity the Erf is fed and trained as heavily as possible to ensure that they are suitable either as food or a beast of burden. [b]Uses[/b] While the creature can be consumed as sustenance for the masses, it’s often fatty body is not exactly a preference for feasting unless there are few other options. However, their primary purpose is as a beast of burden for both the transport of goods, people, and pulling to desert sleds or wagons. Those with a particularly robust constitution may be capable of exploiting the large armor plates on the erf’s back and use them for shields or other pieces of armor. [/hider] [hider=Hundrvegr] [u][h2]Hundrvegr[/h2][/u] [b]Also Known As[/b] “mutt” [b]size[/b] These creatures span the sizes of tiny to small with the extremely rare specimen ever reaching a medium size. The can be one to four feet in length and weigh from 1 to 60 pounds. [b]Physical Description[/b] [img]https://img.roleplayerguild.com/prod/users/9de9ea8d-ea5c-41dc-ac40-697f54b68539.jpg[/img] [b]Environment[/b] These creatures roam the crater floor without preference to any particular area. As with most creatures they often time stay within a day’s journey from the river basin but truly do not have territorial borders. They are often encountered in urban settings as well dwelling in a manner that is both domesticated and feral. These creatures inhabit essentially all environments of the crater from the exterior mountain ranges to the flat crater floor. [b]Habits[/b] These small creatures when not in captivity often dwell in small family groups of five to ten creatures. They roam the desert looking for prey that would only satisfy a carnivore. They hunt like pack animals exploiting tactics of the wounded mutt ambush and the lead chase bring the pack. They fight with both bites, claws of the forelimbs or kicks as well as using the club like appendage on their tails. When not explicitly on the hunt, they often time use their noses to sift through the sand for small insectoids. While inhabiting cities, the feral mutts stick to back allies during the day, scampering about only to attract food or pack mates. When maintained in captivity they act like typical pets. [i](Allow common sense to prevail.)[/i] [b]Uses[/b] THese creatures are exploited as pets by many of the city dwellers, used to maintain a home free of insects and other small rodents. They are companion animals to many and at as both attack creatures and guard animals. While they are not typically exploited as a source of food it can be cooked and eaten. Bones may be fashioned into weapons or armor and skin may be stretched and tanned into various articles of clothing - although the latter is often frowned upon by society. It is not unheard of to see people of cities participating in Mutt fighting rings with Hundrvegrs raised specifically for fighting to generate money and other prizes. [/hider] [i]More Coming soon...[/i] [/hider] [/hider] [b]History:[/b] Include such things as how and by whom it was founded, who were its historical enemies, and how its culture change or didn’t change with time. Foreign Relations: Elaborate on the relationships between your nation and its neighbors. This can be left until you actually have neighbors, but must be done at some point. [b]Culture:[/b] Detail the character of the nation; Are its people warlike? Are they religious? Are they traders, or are they insular? This section should make clear the lifestyle of the common people, including the economic reality.