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Offline MoonHunter

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SecondLand
« on: July 31, 2004, 05:22:38 AM »
SecondLand is the "second land" that the Empire became aware of and adopted as their own. Since the Humanti natives did not have a name for where they came from except "Home", it has become the official name of the land.

Long ago, the Humanti peoples lived here in a late stone, early bronze age society.  The various clans feuded among themselves in this "uncivilized" state.  Out of the Eastern Swamp came the Wapti.  They came from the swamp on a mission to destroy the Humanti.  Several clans escaped this destruction by escaping via the sea. Fortune smiled upon them and they found their way to FirstLand.  Here the Elventi uplifted them, giving them the gifts of civilization and proper existance.  After a while, the number of Humanti had grown to a nearly intollerable number (from the Elventi point of view).  

The Returners War was launched. Humanti troops, trained by Elventi warriors, came back and took SecondLand back from the Wapti. (The Elventi thought it would be best if they retook their own lands, rather than have the Elventi do it and give it back to them as a gift.)  The Humanti clans destroyed the Wapti pools, scattered their animals, destroyed their orcenti slave hives, and drove them from the lands west of the Swamp.

It was during the Returner's war that the civilized Humanti met the barbaric Highlanders.  They uplifted the Highlanders a bit, so they could assist in pushing the Wapti from their ancestoral lands.  That was a decision the Humanti came to regret centuries later, as part of the deal said they could have the high lands.  

The Imperium granted each of the twelve great clans a region.  Each region was to have one capital city from which the clan was to rule.  The ancient Humanti Kings lines became Princes under the Imperial rule. Towns and villages have sprung up over time, and a thriving Humanti population is here.  

Each HighClan is made up of three to five branches which mean little to anyone who is not part of the given HighClan.  Most of the lesser clans are two to three smaller families. A given minor clan might be spread across two or more biomes.  These smaller clans are mostly political non-entities, filling out the majority of the population.  


When the Imperium decided to expand some more, the bulk of the colonists came from the remaining Humanti stock on Firstland, with the remainders being extra population from SecondLand.


There are three regions :
The Western Region (which is confusingly broken into The Western, Central, and Eastern Lands) is the Humanti Lands.  There is a range of hills and mountains dividing each region into the North and South. Every Northern Biome will have hills and Low mountains in the south; while Southern Biomes will have them to the North. Each of the three "lands" has a good pass to reach the North/ South supporting trade and transportation.

This is twelve biomes worth of intrigue, as the best template for this area is the Early Italian Renaissance City States. Lots of Intrigue. Lots of plots. Lots of people waundering about with Fencing Blades.  In the hills and mountains, more rugged and primitive HighLanders live.  (there are still some orcenti colonies left)

The Central Region is two large biomes. These biomes are marketly different than the Western Region. They are flat, warm, and wild areas. They are populated by the recently arrived Amazonti.  The Amazonti practice a democratic form of governing and are the antethesis of

The Eastern Region is the WarpSwamp and the Nikhon Island. Four biomes of Wapti infested swamps and one island biome for the Island.  

SecondLand is surround by nine good sized Ocean Biomes.  These blue biomes are fairly standard in weather, temperature, and properties.

Each Humanti biome has a Prince, which is normally their clan leader.  He normally rules the biome. Even if they are not the head of the official government of the biome, they are the one in change. Each Biome sends one representative to the DiPrince's Council (An ambassador). Though usually it is the Clan Head, it does not have to be. The Highlander clans send three ambassadors and the Amazonti send one. (The Wapti and Nihkonese have been invited to send one, but have impolitely declined). The DiPrince council is the advisory for the DiPrince, which they select from one of their members. The DiPrince acts as the Governer of SecondLand for the Empire. (Note this is the only place where a non High Elventi is such a ruler). Every clan head strives to be The DiPrince, as they can then forward policies and trade arrangements that are benificial to their clan.


Archetypes:
HighClansmen:  These are the "nobles" or well connected individuals in SecondLand.  They tend to be better dressed than their peoples.  Since there is no real "danger" here: no monsters, no orcs, no wars, a DiPrince declared long ago it be illegal to carry "military weapons".  The HighClansmen here took to wearing fine quilted clothing and carrying light weapons which required greater skill to utilize.  

Note: The lack of military weapons was an attempt to "keep the peace".  HighClansmen are focused upon their family and personal honor. Duels often result.  By taking away weapons and armor, the DiPrince attempted to make things more peaceful.  The only thing he accomplished was to promote light swords and prevent armored brawls.  

Duelist:  This person has taken the use of LightSwords (Rapiers and Sabers) to the point of artistry.  These are masters of their weapons, as well as acrobats and strategists.  Most hire themselves out as bodyguards, become knights to Lords, or stand in for those involved in a duel.  A few HighClansmen dedicate themselves to the art of sword so they can properly defend themselves.

Highlander: These Highlanders are mostly the same basic stock as the "civilized" or LowLander humanti, they might have more Fire and Earth folk.  They do not wear civilized clothing, but tend to wear a clan tartan wrap, tunic, kilt, sometimes trews.  They wear their hair long, have beards, and tend to be dirty.  They use great swords, bastard swords, or broadswords, with little to no armor.
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Western Region- Western Lands
« Reply #1 on: August 01, 2004, 05:18:22 AM »
Western Region Clans 3, 6, 9, 12
3  / 6 // 1
12/ 9 // 7


3) DeExcellius
This is the westmost northern biome.  It has rugged mountains to the south and the west, providing cliffs along the western (and part of the northern) coast of the biome.  The biome is filled with deep valleys between these mountains and a few plains. The mountains have many resources to mine, and the valleys provide food and other resources.  The northern coast does not have a passible harbor, so almost all the biome's trade goods travel south down the Western Pass.  The northern coast does have excellent fishing, as there are abundant kelp forrests there.  

The Excellius make their home here. The clan's name represents excellence, a virtue they have learned all too well from their Elventi commander. This clan's biome has a variety of resources, including mines, forrests, and rich off shore kelp beds. Excellence is what every smith (crafter) strives for in this biome. And it shows. These people make the finest items, including swords, in all of SecondLand. Excellence is what every dualist and fighter strives for.  While they would rather compete sheerly on skill and points, if death is required to show their excellence then so be it.  

This clan is allied with The Quietous and The Whiterious whom they share the north end of the dual pass that exits in both their territories. They oppose Keeprians because of their continued attacks since the returner wars (some nonsense about a feud that really does not exist, kept up as an excuse to attack their lands).

The Highlanders here stay mostly to the Western Pass and Wall Mountains (those that run along the spine of SecondLand).  They make a living manning the caravans that Excellus merchants organize.  


6) DeKeeprian
The biome is much like most of the northern biomes in this part of SecondLand, mountains to the south, flowing into gently rolling hills, leading to fertile plains. There are many streams who become minor rivers that come from the mountains.  Unlike most of SecondLand, these streams and rivers run slowly creating bogs and marshes.  The land here is known for growing rice and swampfruit (big orange sweet breadfruits). There was much fighting in the Returner's war here, as many Wapti "dug in" here.  

Each area (village and environs) here is organized under a Don, or Big Man. He organizes people, arbitrates disputes, and collects his due (most of which is passed on to the DiDon, and the ArchDon (i.e. The Prince).  Most of the Dons are of the major clan here, but this biome has a number of minor clans (one to three family branches).  Some of the Dons are members of those minor clans.  This is unlike the Noble/ Lord system used by most of SecondLand Humanti.

The Keeprian are the main clan of this biome.  They are allied with Gladius (as they attack Archerius), and foes of Archerius(whom do not see them as opposed) and Magicus (who are strongly allied with Archerius) and Excellius (whom they have had an ongoing feud with them since they clans returned). Their opposition to Archeriusare rooted in recent history. The Keeprian's lost control over their own clan region's government about 50 years ago, due to a famine caused artificially by the Prince's mismanagement.  There was open revolt against the ArchDon's (Prince's) forces.  Then DiPrince of the time, sent in forces to quell the revolt and depose the Prince.  Upon restoring order, the DiPrince redistributed most of the grain and installed a new ArchDon to oversee everything.  That ArchDon was of the Archerius line, just like the DiPrince. Approximately 20 years ago, the Puppet Prince was deposed by force by Keeprian clansmen, who have taken the princedom which they claim is really theirs.  (The Imperial throne has yet to rule on any of this yet, the next full court is not for 23 years).    

9) DeQuietous
This biomes is much like most of the southern biomes.  It is has gently rolling hills and streams running down from the mountains, leading to fertile plains.  Unlike most of the southern biomes, it is much colder... with deep snow in the late fall through early winter, and mild temperatures the rest of the year.  The homes here are smaller versions of the DeWhiterous halls (large A-frame dwellings).  There is a large natural harbor here that is free of notable ice all year long. It is the best harbor in the WesternLand.

The people here are oddly quiet.  They practice The Quiet, a set of meditative and mental disciplines, allowing them to be calm thoughtful thinkers no matter how extreme the crisis. They have been known to exhibit moments of extreme speed, reflex, strength, and endurance. The Quietous clan who live here learned the techniques from their Elventi Army commander. It seems they not only mastered the techniques, they have taken them further than the Elventi Sorcerers.  

The use of "The Quiet" allow Quietous ships to traveler longer than other SecondLand ships, with fewer supplies, and almost no problems.  A feat unheard, even by the SeaClans.  The SeaClans have had a loose alliance with the Quietous for centuries now.  They have picked up some of the Quiet for their own uses.  

The Quietous are a Southern Western Land clan. They came from the WhiteWoods like their neighbors.  They are allied with The Archerious (for reasons that stem back to the Returner war) and The Excellius (whom they share excellent trading relations), and foes of the Keeprians (who see them as Archerious lackey's). While they are not enemies, they are not close friend with the Whiterous.

The Highlanders in this biome are a fairly calm lot as well.  They make their livings treking things through the WesternLands pass.  

Archetypes:
Duelist: Unlike most duelists who are looking for fame or glory, duelists here fight only to perfect and improve their skills.  They seldom kill, unless force to.

Saliors: The Quiet sailors are an odd bunch.  There is no swearing, singing, drinking, or acting out on Quietous ships.  They do their job, and they do it well.  The Quiet Sailors often have SeaClan brides.

12) DeWhiterous:
This biome is one known for its snowy tundras, glacier carved vallies, and its tall stands of blue green pines. There is snow here from Fall to Spring. Its only odd animals are its furry elk (which is resisting domestication), though many of the animals here have exotic pelts.  There are mines in the mountanous terrain here.  The region is known for its silversmithing.  There is a pass that leads into the north south Western Pass between DeQuietous and DeExcellius. The people here have good relations with both biomes, so there is no issue with sharing the pass.

The people live in halls, where entire extended family groups live, much like they do in WhiteWoods of FirstLand (or the Halls of the Dwarventi). These halls are large A-Frame Dwellings. People cluster together for warmth and companionship against the cold of the land.  This includes their dogs.  Dogs are treated with great respect here, because they are loyal companions and they are the symbol of the local clan.  And as one local wag says, "They are warm".

There is a huge dogsled race here every year. It stems from a communication trail used during the pacification of the Orcenti that were here. It is a huge festival along the nine day route where dispersed families come together, marriages are arranged, and trade is set up.

In society as well as ecology, this area has much in common with The WhiteWoods biome of FirstLand.  The dominant clan here came from there.  

The Whiterous clan's name comes from WhiteWoods Biome. This clan was once the Dog People. They were rescued by the Lords of WhiteWoods from oppression by the StoneForrest Elventi. In gratitude, they took their current name. This clan is known for its jewelry (silvercraft) and its DogCraft (raising, breeding, and using Dogs). The clan's lands are very cold, just like the White Woods. This clan is allied with The Excellius (fine trading partners), and foes of The Gladius (over an insult in the DiPrince's council 200 years ago).

Note: there are few HighLand groups here.  They basically blend into the Whiterous culture, except they don't rever the Dog.

Archetypes found here:
Trappers/ Forrester: These are tough men cold forged.  They are human level masters of the white environment.  They are also know for use of staff and spear, as well as bow.  People don't use swords here, they only fight to survive.  

Miners: Men who can't handle the cold, dig into Arth. They are also a tough bunch, but not as tough as Doggers and Trappers.  

SilverSmiths and WoodSmiths: They are both fine artisans and capable to getting raw material from their natural sources.  

Doggers: Masters of DogCraft (and other animal training crafts), these are the animal trainers extrodinaire of the WhiteWoods. They are quite adept at the white environment. They are normally easy to identify, as they tend to wear more animal fur than most folk.
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SecondLand-Central Lands
« Reply #2 on: August 04, 2004, 04:26:42 AM »
Central Region Clans 1, 4, 7, 10
6//  1/ 4 // 2
9//  7/10// 8


1) DeArcherius:
The biome is the classic example of the northern biomes in this part of SecondLand: mountains to the south, flowing into gently rolling hills, leading to fertile plains. There are many streams who become minor rivers that come from the mountains.  There is even a huge lake on their eastern border. There are orchards, a few vinyards, and fields of grain. The villages and towns are picturesk. Every region (consisting of one town and surrounding villages and environs) is run by a Lord assigned from one of the Archerius families.  

Archerius is more than a North Central region clan. They are The Clan, the leaders of the divided Humanti of SecondLand.  The Archerius clan representitives have been the DiPrince of SecondLand for five generations now.  The defactro Archerius clan lord is the current DiPrince, while his son is officially the current Prince of their biome.

The clan's name represents Archery. This clan was known for its archery before they were trained by the Elventi Archer "ArcheroftheSwiftDeathflyingSilentlyfromAfar". Those techniques have been worked on and enhanced in the past centuries.  Archers from this clan have a near legendary repuation.  This clan's forces are known for their military skills and discipline as well as their archery. In fact, they have a reputation for being scholarly warriors.  They have been the bulk of any SecondLand force for the last few centuries.  

This clan is allied with The Magicus (7), whom they share the ends of the central pass with.  While the Magicus are studiously neutral in all things, they tend to lean towards the Archerius in most things (especially since they came to their decisions by Magicus advisors. Officially, The Quieticus (9) are their only public allies.  This relationship has been strong since the Returner war.  Other clans who want to curry favor, often follow their lead as well.  

The Gladius are the Archerius's most serious enemies.  They have had a series of conflicts with the Archerius over the ownership of the fishing and travel rights on the lake bisected by their two biomes.  They see themselves as the leaders of the opposition to the Archerius, and the next clan to take the DiPrince crown.

The HighLander clans in this area are a bit different than most.  They have a rigid honor code, one comperable to the Nihkonese Orcenti.  They do not raid against Archerius forces due to a pact made over three hundred years ago. They do use their central location to raid against other clan's holdings and merchants, depending on how "offensive" the other clan has been to their sense of honor.  They also war against the "unruly" Highlanders that inhabit the DeGladius biome.

Archetypes
Archers: Everyone here knows how to use a bow, but True Archers are masters of their craft.  They can use the massive Longbow and the smaller Battlebow (due to their practiced pulls), as well as every ranged weapon of the bow and sling ilk.  They have been known to split arrows in targets, shoot arrows out of the air, and even nail people to the ground with well placed shots.  


4) DeGladius
The biome is the the same as most northern biomes in this part of SecondLand: mountains to the south, flowing into gently rolling hills, leading to fertile plains. There are many streams who become minor rivers that come from the mountains.  There is even a huge lake on their western border. The temperatures and gentle rains here are perfect for vinyards. Some of the finest wines produced in the Known World are produced here.  

The Gladius clan earned this biome with their great skill with the Gladius and all swords.  In fact, they claim they invented dueling (or at least the modern rules for dueling).  Every clan family here runs their own school of swordmanships.  Some of the finest bladesmen in SecondLand (and the Known World) are trained in Gladius schools. However, fine swordsmanship in a duel does not translate well into military prowess on the large scale. Not helping matters is the Gladius's Vinyards. Between duels and drunken brawls, the Gladius are so busy with each other that they can not take what they think of as their proper place in the world.

The Gladius are currently allied with anyone causing trouble for the Archerius, being long time foes of The Archerius (over the ownership of the large lake that borders both their biomes).  They also see themselves as leaders of the opposition, who will take the DiPrince status when the Archerius are finally deposed.

They have other grudges as well. The Oarians are particularly hated, over a series of broken marriage alliances. The Stonians, whom support the HighLander's cause, are a political thorn in the clan's side.  There are other petty grudges against almost every clan, but the Gladius realize that they need the others to overthrow the Archerius.

Note: The HighLander clans in this biome are either brigands of the worst kind or freedom fighters trying to throw out the "invading" Gladius clans. Most of this biome is "highlands" filled with hills and mountains. The Gladius have displaced the HighLanders to less desireable areas. The HighLanders have fought an on and off campaign against these "invaders".

Archetypes
Duelist: Every noble, or member of one of the major clan families, can duel.  The Gladius have taken this to the next step, equal to most duelists. Their duelists are a step beoynd that, being the finest duelists anywhere (and thus some of the finest human swordsmen anywhere equal to many High Elventi).  They train and train and train in the most dedicated and scientific manner.  


7) DeMagicus
DeMagicus is a fairly standard southern region, mountains to the north, flowing into gently rolling hills, leading to fertile plains. There are no vinyards and few orchards, just a sea of golden wheat. There are ports here but none are worth stopping at.   In fact, there are cliffs against the sea here.  This makes trade either through the central pass or overland to the west to the Quietus.

The people of DeMagicus in general, and the Magicus clan in particular, are known for their scholarly ways. In fact, the clan's name means "wisdom".  The only city of note here, (in their far west region) is Aterras.  It has the largest and best known university in the Known World.    

The Magicus are a bit different than most SecondLanders.  They are not political animals, nor do they have the overweening pride nor serious code of honor that hampers so many of their peers.  Unlike most clans, they have no real allies or enemies. They take a studied position of neutrality and advisory roles. While never DiPrince, they have always been their main advisor.  They are nominally allied with the Archerius through shared ownership of the central pass and some low level marriages.  

The Highlanders in both the pass and the eastern borders are of the same ilk as the Highlanders of the DeGladius region. They are a fractous and competitive lot.  No leader seems to be able to bring more than two families under their hold.  In addition, the Magicus seem to be keeping the situation unstable by arranging conflicts between the groups.  

Archetypes
Scholar: These are men without weapons, except maybe an eating knife.  They are studious, quiet, and seldom duel.  Armed wtih books and wisdom, they go through life trying to avoid the pitfalls of noble existance in SecondLand.  Of course, having education, they will know a little magic.  They will not be adept, being a mage or wizard, but you never know when the right cantrip will come in handy.  

Mage:  Here the traditional apprentice master model of magical teaching is not followed.  Aterras is the only major university where there are classes in magic. (The only other location is Antioch.)  This results in more mages of lesser power than their tutored peers.  However, the various clans snap up these schooled mages for magical advisors and support.  

10) DeStonian
DeStonian is a land filled with hills and mountains, and only occasionally punctuated by fertile valleys.  Here they mostly mine, harvest wood, and herd. Farming is seldom a large scale opperation.  It is a rough territory, filled with stone strong people.  The Stonian clan's name means "Stone Strength".  These Humanti came from StoneForrest biome in FirstLand.  They have taken the stoic attitude of their Elventi overlords. Despite their stoic attitudes, they are the most outspoken about Humanti-Elventi relationships before the Returners war.  HumantiSpeak is often taught here, in addition to Low Imperial. People here talk about Humanti independence (cultural, not political... these people have seen a lone Imperial Troopers wipe out an Ocenti army).  

The DeStonian biome is filled with rolling hills and mountains. One can not tell where "the highlands" begin and end here. That is why The Stonians have good relations with the HighLanders. (Some people just consider the Stonians a large HighLand clan). While not a overly political clan, they have a great deal of power, as their vote sways the HighLander Ambassadors (most of the time). They constantly butt heads with the Gladius.  Though they are allied with the Oarians, supplying them with wool at a good price, as well as marrying the occasional 3rd daughter.

Archetypes
HighLanders and Stonians look much the same here.  HighLander garb is practical given the terrain here, so the DeStonians adopted it as their own (especially since their own garb was not much different).  The Stonians even have their own HighLander recognized clan pattern.
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SecondLand - Eastern Lands
« Reply #3 on: August 10, 2004, 06:36:17 AM »
Eastern Region Clans 2, 5, 8, 11
 4 // 2 / 5 // A
10// 8 / 11// A

2) DeCarians
This clan is another picture perfect northern territory.  The mountains of the southern area, shift into gentle rolling hills, then bountiful plains.  There are just enough rivers and creeks flowing their way from the mountains to support nearly effortless agriculture.  

The people of DeCarians (who are mostly Carians as there are few lesser clans here) are known for many things.  First, and in their minds foremost, they are known to have the most beautiful (Humanti) women in all of SecondLand, and perhaps the known world. Secondly, they are known for being the best ShipSmiths of the Known World.  The men of Carians do the building and sailing, the women do the trading and entertaining. The women doing the trading has cause some conflict with their Iarian trading partners (they think the women might be in cohoots with the Amazonti, combined with their prejudice against women). In fact, if it was not for their traditional historical ties to the Iarians, the two clans would often be at odds.  They are always at odds with the Oarians, whom they share the Eastern Pass with.  The two are constantly fighting over taxation and passage rights in the pass.  

The Highlanders to not help matter, as they tend towards banditry here.  Of course, they tend to sack Oarians more often, for the horses if nothing else.

Archetype
Females: All females of this region get +3 to CHA/ APP scores. They all must have a "Style" skill, which represents their knowledge of proper clothing, behavior, and beauty care.

Trader:  (Females only... of if male, will be assumed to be very homosexual).  Always well dressed, well groomed, and well mannered, Traders are smooth talking exchangers of goods, services, and money.  They have a sharp eye for details, networks of informants, and a flair for the dramatic and profitable.

ShipSmith: These special WoodSmiths are held in awe.  Without any magics, a crew of shipsmiths manage to design and create ships of unparralled strength and speed. The entire crew is involved in the entire process, which allows them a greater understanding of the ship and its needs.  Their designs are distinctive. Their craftsmenship equal to Elventi standards. Most trading ships (those that travel between The Lands of the Known World) are of Carian design and manufacture.  For all their craft skills, ShipSmiths are compentent duelists as well. Never insult one of their ships in front of them, you might not survive the experience.

5) DeIarians
Iaria, what the locals call DeIarians, has been described as "perfect".  The weather is gentle, the land is fertile, the rivers/streams are calm, and the winds mild.  Even the hills are small and almost devoid of Highlanders.  The terrain in their biome is excellent for fruit trees. The "fruits" of their labors are most often made into a wide variety of Fruit Alcohols.  They are highly prized and even grace the Imperial Table upon occasion.

Note: The Orchard Festival is a biome wide affair that all of SecondLand wishes to attend.

The same can not be said for those of the Iarian clan. They can be a most disagreeable folk, argumentive (even by SecondLand standards), prideful, and stubborn. They dislike non-major clan SecondLanders, non-SecondLanders, HighLanders, Amazonti, Wapti, Orcenti, and Uriticans, in about that order. They look down upon women, which has not helped their relationship with the Amazonti and occasionally gets in the way of their trade alliance with Carians.  

The Iarians have an utter hatred for the Uriticans. The Iarians once owned the Norte biome of the Amazonti.  They used it to harvest strange pelts, but they saw it mostly as a wasteland.  The Uriticans not only turned their back on the SecondLand Humanti, but they gave their land to the Amazonti.  What had been a minor feud has turned into a major war in the minds of the Iarians.  

The clan's name comes from Iarianius, an Air Elventi Militia DiLeader who lead these peoples to destroy the Orcenti and Wapti found here. For a time, he was even their Prince. Upon his death, his subLeader took over for him and renamed the clan for him. Though they have had a noble origin, they have yet to maintain it.

The Highlanders have fewer "wilds" to live in here.  But they make their presence known.  They tend towards the worst kinds of behavior, just because the Iarians treat them so badly.  The HighLanders here actually trade with the Amazonti.  The Amazonti had spent some time with the HighLanders of DeIarians before they won their biome.  The two groups respect each other, though they do not get along well.  


Archetypes
There is a strong martial tradition here, reminicent of that found in the US South.  Everyone important is a Leader or DiSoldier or ArchSoldier. It designates them as higher up in the social ladder here.  The local ArchSoldier is the most important person in the area.    

8) DeOarians
Other than the seasonal heat, DeOarians is a typical Southern Biome.  The land and weather here make agriculture easy, if water is available.  Most of the cotton and cloth in SecondLand is grown here.  (It is of lower quality than Amarian products, but don't tell the Oarians).  There is also a long tradition of horsemanship here, spilled over from the Uriticans.  
 
One would expect hot temperatures to bring out hot tempers.  This is not the case.  Oarians are considered the most fun loving and gregorious people of all SecondLand. There is always a local person hosting a party, ball, horserace (they do love to have friendly wagers), or some such.  Their outgoing nature is made more pronounced by their neighboring clan's more stoic and tacturn natures. In fact, they are nearly allied with the Stonians (there has been much intermarriage).  Some people would say marriage is the primary business of the Oarians, as Oarian daughters seem find their way into marriages across SecondLand.  

Despite their friendly nature, they are SecondLanders.  They have honor codes and keep grudges.  They have long term issues with the Gladius (over a number of broken dowery promises) and Carians (whom they fight over the Eastern Pass for Tax revenue).

The Oarians clan's name is The clan's name come from their old outrigger clan name. While competent sailors, they are better known for their cotton products and horses.  

The Highlanders have a strong tradition of Banditry and Reto not help matter, as they tend towards banditry here.  Of course, they tend to sack DeCarians more often to avoid Oarians getting mad and trying to drive them out.  



Archetypes
Horseman: Everyone in DeOarians, even non-Oarians, have some skill in horsemanship and Horsecraft. Horsemen are to Horses what Whiterous Doggers are to Dogs. They are experts in their fields, training and riding and healing said beasts.  They are also expert at fighting from horseback.

Messangers: This is a profession that has its roots here, but is finding its way to all parts of SecondLand and beyond.  This guilds swears to deliver the note/ letter/ small package anywhere, and will not be detered by dark, cold, other weather, or danger. Oarians Messengers are still seen as superior to other messengers, though they are all part of the same profession.  Messengers are fast riders, good swimmers, good fighters, and can run long distances.  Their vow to deliver their goods is well known and they take pride in it.  

Wives:  Not that heroic, but very useful.  These women have been trained not only to run households well, but to organize farms, prepare for large parties, and teach good manners.  

Gamber: Think Saloon gambler from the Wild West. Now take away the six guns and insert a quick throwing knife.  Then you about have it.


11) DeUritican
The DeUritican people are SecondLander Humanti in most things, yet they are completely seperate from the rest of the Humanti Clan lands.  This was not always the case.

The Uritican clan once once the Lead Clan, much the way the Archerous are today. They were mightly warriors and cunning generals. They held the Wapti at bay for centuries. They were passible politicians, so their power slipped away over the years.  Yet in terms of tradition, the Uriticans are highly respected. The Uriticans are also known for tradition, pomp, parades, and flashy uniforms. At the DiPrince council they hold a number of ceremonial posts.  They are also the Human Honor Guard in Imperial Matters.

They were generals in a world that did not need them. The Wapti incursions had become fewer and farther between.  Over the years, they haves shifted away from military prowess to being merchants and sailors. They were quite successful at it. Even their Highlanders became more civilized. This shift did not keep them from fighting, mostly among the families in the clan, but it did change the clan's emphasis.

When the Amazonti first came to SecondLand, they had been ignored and treated badly by the Humanti. The Uritican's were no exception. Even more so than other clans, since they controlled their own biome and one to the east. They moved the Amazonti refugess into the HighLands and into other biomes.  

It was durring one of these periods of intrafamly conflict that the Wapti decided to attack for the first time in centuries.  The Other Humanti clans did nothing to help them, looking to scoop up Uritican position and Lands after they fell.  The paper tigers were left alone.  The Amazonti, who had already fought the Wapti Nation as they escaped the WarpSwamp, rallied. From across SecondLand they poured in, all for the chance at getting back at the Wapti who had cost them so much.  They lead the counter offensive against the Wapti. Given the Dry Ground and support of the Uritican's, they drove them back to the Swamps. In gratitude, the Uritican's gave them their East most biome. They also arranged for the Iarians to have their eastern biome given to the Amazonti... to make a buffer zone between Humanti and Wapti. An act that has made them the hated enemies of the Iarians. But given their Amazonti allies, the Iarians will never attack openly.  


The Clan's name comes from what the Humanti originally called this region of "Home"/ SecondLand. Though cloaked in false military pomp and splendid uniforms, Uriticans are known for sailing and merchantile prowess. The Amazonti have worn off on them. They accept every gender for what it is, not who it should be. They are also more accepting of other peoples and species than other SecondLanders.  Furryfolks actually get some respect here, not that there are many. Other than these two elements, they are fairly typical SecondLanders in their view.. family, honor, and respect being utmost in their minds.  

Their biome has a wondeful natural harbour, Crescent Bay. A large city is built interiorly here called Aurit. It is where the Imperial Councilor stays when he is there and where many DiPrince functions are held.  So despite The Clansmen disliking the Uriticans, many of the trading vessels traveling to other places inthe Known World leave from Crescent Bay.  

Interesting historical note: It was allegedly Uritican's who first sailed to ThirdLand from SecondLand, but some say it was Oarians under Uritican command. )
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People for this biomes
« Reply #4 on: August 13, 2004, 04:39:46 AM »
Humanti are very similiar to Humans that most gamers will be familiar with.  Then range from five to six imperial feet fall (5'6 to6'7"), 120 to 300 stones, and are fairly variable in build.  Humans become mature at 18, and live for about 100 years (remember the year has 216 days).

There are six types corresponding to the mystic elements, however only four of them are found on SecondLand, and one of those not in any great number.

Air: They are the most numerous of the Humanti types. Average caucasion skin tones, Brown to Black hair, Blue eyes. The observant can often tell what clan a person is from by the general shape of their nose/ chin/ cheeks. Unless said otherwise, assume a clansmen is of this type. In fact most Humanti in the Known World are of this type.

Earth: They are taller, stockier, and stronger than most humans. They tend to be blond, brown to green eyes, and fair skin that does not tan nor burn. Southers of Thirdland have a distinctive square jaw and hook nose.  They are mostly of the Stonian (1l0), Oarian (8), and Uritican (11) clans.  These people colonized the Avon area of ThirdLand.

Fire: They are fairer toned skin, blondish brown to brown to red hair, green eyes. They are more thin and graceful in their build and movements.  The Excellius (3) and one family in the Magicus clan are of this type.  Most of the people who colonize the Antioch area of ThirdLand came from this stock.  

Water: Pale skin, deep blue eyes, black hair. They tend to be smaller than most Humanti. There are small pockets of water folk around, as some of the lesser clans are of this type. While somewhat rare in SecondLand, they are common in the Amar area of ThirdLand.
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Western Region Elements
« Reply #5 on: August 13, 2004, 05:06:53 AM »
Important things:
Family- Clan first, then immediate blood family. Even after you are gone, the family will go on.  You are only borrowing that name you have.
Honor- The chivalric code that SecondLand Humanti life revolves around.
Respect- People must respect your family and you. Without that, you are nothing.
Dueling- the only way to wash away stains to your family honor and achieve respect.

Clothes: Men tend to wear tunics, overtunics called doublets, hose, and boots. Women tend to wear dresses in a variety of cuts. As general rules, Northern Biomes tend to show more clevage than Southern biomes. As one proceeds East, hemlines go up- ranging from ankle length to just above the knee. (Think Romeo and Juliet, or any Shakespearian look). The people in DeWhiterous just wear pants, tunics, sweaters, and jackets, no matter their gender.  

Cloaks are an everpresent accessory for men and women. They are usually more fashionable than the clothes.

Food: Meals here are based upon the Noodle. Each biome, and heck each village inside a biome, has their own prefered noodle length, width, and variation. A bunch of Noodle are either a sidedish, served as a "bed" for an entree, or the main dish with sauce.  A meat product is normally served at every meal, usually chicken or lamb. While the style of cooking is similar to Elventi (i.e. Chinese food), it has more robust tastes.

Human Bread is a flat bread, like either a pita or tortilla. It is used to wipe up sauce, stuffed like a burrito, or rolled like a wrap (this is how Humanti make sandwitches).  It can be a side, except for sandwitches.

Birth and Deaths are family affairs and taken with great seriousness.  A large family gathering occurs, a short ceremony follows, and the family then hangs around for either a shower or a wake. The birth ceremony is a public naming of the child and its parentage.  The death ceremony is the public burning of the body and the public division of the dead one's goods. It is at the wake that people make vows to avenge deaths.

Marriage: Like Births and Deaths, they are large family affairs.  Running off is the same as cutting yourself off from your family forever, so everyone has a family marriage. Besides, the large family gatherings are augmented by another family, allowing you to meet other people who could be prospective mates.

Families: Mom, Dad, and a slew of kids.  Large families of a large age range are the norm.  They all live under the same roof, with their Aunts, Uncles, Cousins, and GrandParents living nearby.
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Central Region
« Reply #6 on: August 14, 2004, 02:15:17 AM »
5  / Norte//Swamp
11/ Sur   //Swamp    N


The Central Region is populated by the Amazonti.

A)Norte
This biome is different than most of SecondLand. It is thick, longer than wide. It is also nearly flat, with no mountains, only occasional hills. It is a vast grassy plain, except where underground water is near the surface. There it is jungle. It is more tropical than any other biome, hot and wet.  The natural fauna are quite exotic.  The lifeforms here are Pleistocene/ post last ice age mammals and birds. They are large, fast, and strange. Many eat anything they can catch.

This biome is mostly uninhabited. A few brave souls man outposts scattered around Norte. The Amazonti try to live in harmony with the creatures here, paying attention to the "Way" of the place. However, that is an ideal they have trouble living up to. These outposts, one or two actually qualifying as towns, help hold the Amazonti claim to Norte. They also are part of the Amazonti warning system, should the Wapti attack again. The people here make a living capturing exotic animals.  Most are skinned and their meat dried, but others are captured alive as exotic pets and zoo animals.

In the Eastern reaches of the biome, along the Swamp Border, there is a series of Watchtowers.  These were originally built by the Humanti of SecondLand. The Amazonti have built them up. There is communication between the towers via a light and mirror arrangement.  If there is an attack, a message is sent up and down the relay.  Along the Northern Border there is one "caller", a magical device that will summon some imperial troopers to defend the border.  

B)Sur
This biome is different than most of SecondLand. It is thick, longer than wide. It is hot and wet here, but less tropical than Norte. It too has no mountains, only the occasional set of hills. It is mostly grassland. For all their years here, the land is still quiet wild. The Amazonti try to live in harmony with the natural animals, given the way of this biome. (Like Norte, the Lifeforms here are Pleistocene/ post last ice age mammals and birds.)  They tried Elventi styled agriculture, but they could not maintain it. Thus they have cleared many of the jungle patches, to gain access to the water and fertile lands.  

The Amazonti have one "Great City" here. They call it Achris, after the Uritician Lord who befriended them.  It was built with many of the pieces of buildings that the Amazonti dragged with them from their entrance to the Swamp. The rest of the pieces were mined and brought in.  The Architecture here seems more Greek than the normal SecondLand Italian villa style. It makes the city beautiful, but quiet alien to the Known World.

The larger towns in Sur emmulate Achris in structure and style.  The smaller town are just starting to.  Most of the stone has to be imported. However, the Amazonti wish to remain true to their origins.  

In the Eastern reaches of the biome, along the Swamp Border, there is a series of Watchtowers.  These were originally built by the Humanti of SecondLand. The Amazonti have built them up. There is communication between the towers via a light and mirror arrangement.  If there is an attack, a message is sent up and down the relay. There is a series of towers that lead from the wall to Achris as well.  Along the Southern Border there is one "caller", a magical device that will summon some imperial troopers to defend the border. Another device that was on the wall, has been brought to Achris.  The Amazonti will never let the Wapti out of the Swamp again.

There have been talks about creating a high wall along the watchtower route.  Unfortunately, all that stone would have to be imported to the biomes.  The costs would be astronomical.

Archetypes
Poet-Warriors: The Amazonti ideal is to be a well rounded individual. So a warrior should also create, thus this idea of poet warrior began. The Amazonti use Halbards and short swords, with little in the way of armor (occasionally a breast plate and a helmet). They also have a grappling style of martial arts. Almost all their warriors are female, as Amazonti men are so much smaller and weaker than their females.  Any male could aspire to be a warrior, but he would have to be the equal of his huge female compatriots.

Politician: The Amazonti use a democratic approach to rulership.  Any important vote is pushed out to the people to vote on.  Politicians are those people who are expert at swaying popular opinion to their points of view.

Artisan: A specialist in some art or craft.  These people are highly respected in their community.

History
Two hundred and fifty plus years ago, people from the Island City of Amazonia found themselves, and parts of their citiy, pulled from their homeworld and deposited in the Warp Swamp of SecondLand. They attempted peaceful contact with the Wapti, but were met with a zenophobic attack. The Amazonti grabbed d what they could, destroyed the rest, and marched west in the hope of getting away from the Wapti and their dangerous swamp.

Through a series of dangerous manuvers and some military action, they escaped the Warp Swamp. They had lost almost half their number in the Swamps. When the emerged, they were lucky enough to soon encounter some Humantis in their watch towers. These guards were the "lucky" souls to defend SecondLand from the Wapti. Learning of "civilization" to the East, the Amazonti made there way across the plains.

Upon reaching civilization, they discovered it was only slightly better than the swamp monsters and plains monsters they had left behind. No one biome was able to absorb such a inswell of population, so the DiPrince council asked the Amazonti to "spread themselves" between the various biomes. They did as they were asked. In smaller numbers they found themselves victims of prejudice (at worst) and unease (at best). They were seen as forces of Chaos, unnatural to the Way of things. They would surely bring chaos to the Lands.

A handful found their way to ThirdLand, but it was a wilder and stranger place than SecondLand.

A few years later, The Wapti decided to strike. For the first time in centuries, they make an organized assault upon the Humanti lands. Somehow they managed to overcome the forces of the Watchtowers in such a way that The Alarm (a magical summons to call an Imperial warrior or two) was never sounded. The Wapti followed the Imperial road to Uritican lands. Assuming that they were unable to stop the Wapti entrenched in Uritican lands, the DiPrince ordered the forces to defend their biome borders adjacent to the Uritican's.

The Amazonti heard of the Uritican plight and the coming Wapt. They decided, almost as one, to defend these people from the "Evil Swamp Monsters" that had cost them so much. The Amazonti swarmed across the land and struck at the Wapti with such force that they managed to dislodge the entrenched Wapti. They forced them out of Uritican lands, and across the plains, and deep into their swamps.

The Uritican Lord, one Lord Chrisius of Uritican, gave the Amazonti both the clan's eternal gratitude, half their lands, and gold from their treasury. The Uritican Lord petitioned the DiPrince to allow them all the "Middle Lands", with the implied promise that they would guard SecondLand from another Wapti attack. The plan was opposed by the Iarians who did not wish to give away their source of exotic pelts and ivory. The DiPrince thought the solution was a good one, especially when an Imperial advisor suggested it was a good idea.

Thus the two biomes Norte and Sur were given to the Amazonti. In Sur they have built a new Amazonti capital. Parts of the city were built from pieces of their original city they dragged from the swamp. This new city was called Achris, as a token to the Uritican who made it possible. (A side note: an Imperial road was put straight to the city immediately, rather than waiting for decades like most places). A few other Amazonti towns sprang up along the Imperial road. Now there are a few small cities/ town in Norte now.

Biology
Amazonti are a human group, living in the Central region of Secondland (betweem the rest of the people and the warp swamp). Most people list them as Earth People, which they are according to build (though their hair and eye color is more variable). However the Amazonti female tends to be 5.5 to 6.5 Imperial Feet tall, (6' to 7' in height) and are very muscular athletic build. They are 200 to 250 stones in weight. The male is 4.5 to 5.5 imperial feet (5-6 feet) tall, and weigh 120 to 160 stones. They are very thin, graceful, and delicate. Both gender become mature at 22 years, and live for about 120 years.  

Humans claim they are a differen species, though most scholars claim they are just an odd human variation. Either way they tend to "break" the mystic elemental classification system for humans.

Amazonti society
Amazonti society is matriarchal. The First Speaker in their democracy is normally a woman, who serves for 20 years. She is supported by a direct decisions put to the vote of the populace.

To most players and character's minds, the gender roles are reversed. The females, being bigger/ stronger, take on physical roles, while men take on the caring and supportive roles. Their society does embrace more variation that most of the Known World, so people with different gender persuasions/ preferences, or wish to pursue non standard jobs/ roles (for their culture) are seen as odd, but nothing more.

This society has a greater appreciation for arts and music than most societies.

Important things
Important things:
Kind- Amazonti support others of their own kind before anyone else. This comes from the times they first came here.
City- Your place is important.
Family- Clan first, then immediate blood family. Even after you are gone, the family will go on. You are only borrowing that name you have.
Respect- People must respect your family and you. Without that, you are nothing.
Beauty- The world is ugly enough. People must make their world better, lest it degerate into ugliness. Art is the highest thing anyone can aspire to.

Clothes: Tunics and togas are the clothes of the day for both genders.  These used to be indoor clothing, but the temperatures here are so much warmer than where they came from.

Food: Meat is balance with vegetables. The meats here are exotic, local creatures. Food is arranged more for artistic/ visual applications on the plate rather than taste.  Things are normally roasted/ baked.  They use the same flat bread as Humanti do. It is used as a side, rather than as a sandwich wrap.

The noodle is a new idea that has taken root here.  They adopted it from their SecondLand neighbors.  

Birth and Deaths are family affairs and taken with great joy. Family and any friends that can fit, gather together.  A long public ceremony follows. A party of some degree then follows.  Birth ceremonies include bathing, the laying of hands by a priestess, and much singing.  Death ceremonies include washing the body, laying of hands by the priests, burning the body, and much singing.  Death as seen as a joyous return to the divine.  

Marriage: Like Births and Deaths, they are large public affairs. Presents are showered upon the lucky couple. Again their is laying of hands by the priestess and much singing.

Families: Mom, Dad, and two to three kids. Families are dispersed around the city or even the biome, so neighbors become instant family.
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SecondLand - Eastern Region
« Reply #7 on: August 25, 2004, 05:54:09 AM »
The eastmost segment of Secondland contains four swamp/ marsh/ bog biomes. The northern two biomes are classic "gator swamps". The south eastern biome is a mangrove and island environment. The south western marsh is more of a marsh, than a swamp. The biomes are are approximately square. Each biome is having "bleed", as sea water is begining to creep further and further "inland", just like FirstLand.

The Wapti society is fairly alien to our mind. They are a territorial people who normally only see others when "in season". They live in a semi-aquatic state. Their "dens" are made of sculpted plants/ trees and excavated holes. It seems they sculpt these plants like Elventi sculpt hometrees, though not as completely. They use minimal tools and other artifacts of civilization. (Note: They tend to keep alien items as trophies or objects of art). They have no notion of personal possession, except for their own thoughts and territories. They seem to have a slight symbiotic relationship with the local flora/ fauna that they direct telepathically. They are totally zenophobic, destroying any non telepathic intelligent species outright and disdaining telepathic species. There is some kind of higher organization through a telepathic network, but as a general rule they tend to ignore each other except when they infringe their territory.

A few Wapti made it through the warp gate. They then colonized the swamp biomes, making it one of the most dangerous places in the Known World.

In the south east biome, there is a blue swirling mist. This is the WarpGate. People and things fall through this gate from there world to Arth. Sometimes it is an individual. Othertimes it is an entire village or city neighborhood. The Wapti kill most things that come through the gate, but the odd individual or group (Amazonti) survive.

Wapti are powerful creatures Octipi appearing being with four arm tenticles, two larger leg tenticles, and two smaller facial tenticles. Taller, stronger, and faster than a humanti, they just need to keep damp to function on land. They also appear to have vast telepathic and mind control powers as well. If they did not wish to live in their own spaces/ world, they would certainly be a major threat to even the Imperial Army.

It should be noted that the Imperium does receive its taxes from the Wapti. The Elventi have always been vauge on how and why this arrangement occurs.



Swamps are freshwater wetlands with shrubs or trees, rather than just herbaceous plants, as in marshes. Common throughout eastern North America, swamps tend to have one or two dominant trees species, although numerous tree species may occur.

The swollen base, tall, straight trunk, and watery habitat of the Bald Cypress and somewhat shorter Pond Cypress make them two of the most distinctive trees of the southeastern United States. Widespread from South Carolina to Louisiana and Mississippi, cypress swamps occur in several forms. Cypress ponds have an irregular profile, while cypress domes, also called cypress heads, have a rounded contour, with the oldest and tallest trees in the center of the dome. Vegetation in cypress wetlands includes a variety of heaths, as well as Golden Club, Maidencane, and Peat Moss. Cypresses create a habitat for many other species, including such colorful epiphytes (air plants) as bromeliads, orchids, and ferns, which grow on their trunks and branches

A swamp is a wetland that is characterized by poorly drained soil and plant life dominated by trees. Swamp soil is usually saturated for most of the year. The water can range from 1 inch (2.5 centimeters) to more than 1 foot (30 centimeters) deep.

Because swamp ground is constantly waterlogged, plant life is kept to a minimum. The trees and plants that grow there must be able to tolerate having their root systems wet for long periods of time. The water is stagnant (without movement) and the dead plant matter settles on the bottom and receives little oxygen. Without oxygen, the dead matter cannot fully decay. This gives the swamp its characteristic brown water and unpleasant smell.

Swamps are usually found in low-lying areas near rivers or along coastal areas. They get water from the overflow of the river or from ocean tides. Inland swamps always contain fresh water, but coastal swamps may contain either fresh or salt water.

Some swamps, called pocosins, form in upland areas. The term"pocosin" comes from the Algonquin phrase meaning "swamp on a hill." Rain is usually their only source of water, meaning the soil is low in minerals and nutrients which come from ground water. Drainage is poor in pocosins and the saturated soil is acidic (high in acids). In this environment, decomposition (breaking down) of waste is slow, and decaying matter accumulates over time. Sometimes pocosins are flooded by slow-moving streams.

Freshwater swamp: Freshwater swamps develop near the edges of lakes and next to rivers that overflow their banks. Partly decayed plant matter stagnant water soon create swamp conditions. The Everglades in Florida. Okefenokee Swamp in Georgia, and the Great Dismal Swamp in North Carolina and Virginia, are examples.

Saltwater swamp: A saltwater swamp is formed by the ebbing (receding) and flowing of the ocean tides. (The tides are a rhythmic rising and lowering — of the oceans caused by the gravitational pull of the Sun and Moon.) When the tide is low, the flat areas of the swamp are not under water. Saltwater swamps can be found in New Guinea, Indonesia, Kenya, Zaire, along the Mekong River in Vietnam, and along the Ganges River in India.

In some low-lying coastal areas regularly flooded with sea water mangrove swamps develop. A mangrove swamp is a coastal, saltwater wetland that is found in tropical and subtropical climates such as southern Florida and Puerto Rico. (Tropical and subtropical climates are found in areas close to the equator and are characterized by warm weather.) The mangrove swamp supports salt-loving shrubs and trees such as the mangrove, from which it takes its name. Because of the high salt content, few other plants grow there.

Marsh
About 90 percent of all wetlands are marshes. Marshes are dominated by nonwoody plants such as grasses, reeds, rushes, sedges, and rice. Some marshes are so thickly covered with vegetation that they look like fields of grass.

Marshes are usually found in temperate climates, where summers are hot and winters are cold, and they often form at the mouths
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