Gardagh
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- | Gardagh will be the island nation north of [[Avalon]], northwest of [[Almeria]], and east of [[Wintercrest]]. It will be the home of druids, vikings, and barbarians. Potential places of interest include a dwarven mine where a few small deposits of Uru were once found, a druidic grove (and possible guildhall), a viking village, several barbarian villages, a coalition of giants and their kin, a garou caern, temples to some of the less invoked gods, the citadel of the Red Knight, a troll area, another elf city, a yeti caern (and possible guildhall, and a handful of associations. | + | Gardagh is the name for the island region north of [[Avalon]]. It is composed of one large main island and many smaller islands. The entire region is relatively unexplored, and most of the natives were considered until recently to be uncultured. With a large amount of diplomacy from both sides, a list of traits were written down as an outline for a group of people to be considered as having a culture. Several of the tribes from Gardagh pointed out that, despite their affinity for and closeness to nature, they do indeed have many of factors required to be considered "civilized", while at the same time pointing out that there are several "civilized" cultures that are far more uncivilized in nature than the inhabitants of Gardagh. Without being considered 'civilized', there would be no chance to establish trade negotiations. |
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+ | The inhabitants are divided into two main factions, based predominantly upon their heritage. Both factions hold physical prowess in combat in high esteem, and are lead by strong warriors. To someone not of either culture, the only difference is that one is more adept at seafaring than the other, but to someone from either faction, there are considerable differences, and not a lot of interaction between the two. | ||
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+ | [[Image:gardah1.png|none]] | ||
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+ | = Notable Locations = | ||
+ | *[[Sloan]] | ||
+ | *[[Muspelheim]] | ||
+ | *[[Vargan]] | ||
+ | *[[Sinbyen]] | ||
+ | *[[Fliu Gulch]] | ||
+ | *[[Mordekar]] | ||
+ | *[[Ragnar]] | ||
+ | *[[Orin-Nar]] | ||
+ | *[[Staavsgird]] | ||
+ | = Other Attractions = | ||
+ | *[[Coven]] guildmistress | ||
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+ | = Cultures = | ||
+ | *[[Beorn]] | ||
+ | *[[Fenric]] | ||
+ | *[[Gardaic]] | ||
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+ | {{spoilers}} | ||
+ | =Notes= | ||
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+ | *Gardagh has many excellent options for [[Verynvelyrae|Empathic Bonding]]. For the [[Drake (Empathic Bond)|Drake Bond]], Gardagh presents the [[water drake]], capable of spewing forth burning water, and the [[cold drake]], capable of both a cold breath attack and a flaming water attack. The main differences between the two is that while the water [[drake]] may not be as nimble, it is stockier and capable of sustaining much more damage than its lighter counterpart. | ||
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+ | *Gardagh also is the home of Barbarian region of Gladiators, who incorporate animals into their combat games. Among the animals used are [[pit warg]], [[war hound]], [[war pig]], [[war cat]], [[forest cat]], [[wolf]] and [[bear]]. | ||
+ | {{endspoilers}} | ||
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+ | =Maps= | ||
+ | *[[:Image:gardaghspoiler1.png|Gardagh Large]] by Cartographer | ||
+ | [[Category:Regions]][[Category:Gardagh]][[Category:Prime]] |
Current revision
Gardagh is the name for the island region north of Avalon. It is composed of one large main island and many smaller islands. The entire region is relatively unexplored, and most of the natives were considered until recently to be uncultured. With a large amount of diplomacy from both sides, a list of traits were written down as an outline for a group of people to be considered as having a culture. Several of the tribes from Gardagh pointed out that, despite their affinity for and closeness to nature, they do indeed have many of factors required to be considered "civilized", while at the same time pointing out that there are several "civilized" cultures that are far more uncivilized in nature than the inhabitants of Gardagh. Without being considered 'civilized', there would be no chance to establish trade negotiations.
The inhabitants are divided into two main factions, based predominantly upon their heritage. Both factions hold physical prowess in combat in high esteem, and are lead by strong warriors. To someone not of either culture, the only difference is that one is more adept at seafaring than the other, but to someone from either faction, there are considerable differences, and not a lot of interaction between the two.
Contents |
Notable Locations
Other Attractions
- Coven guildmistress
Cultures
Notes
- Gardagh has many excellent options for Empathic Bonding. For the Drake Bond, Gardagh presents the water drake, capable of spewing forth burning water, and the cold drake, capable of both a cold breath attack and a flaming water attack. The main differences between the two is that while the water drake may not be as nimble, it is stockier and capable of sustaining much more damage than its lighter counterpart.
- Gardagh also is the home of Barbarian region of Gladiators, who incorporate animals into their combat games. Among the animals used are pit warg, war hound, war pig, war cat, forest cat, wolf and bear.
Maps
- Gardagh Large by Cartographer
Categories: Spoilers | Regions | Gardagh | Prime