Friday, October 5, 2012

Regions and Races

The world of Tyria is a rich and exciting place. It’s separated into several major regions: Kryta, Ascalon, the Tainted Coast, and Orr. The regions are bound by the natural barriers of the Steamspur and Shiverpeak Mountains. To the south lies the Sea of Sorrows, with the city of Lion’s Arch occupying its northern shore. e shoreline of the far west, along the Strait of Malchor, is known as the Tarnished Coast. e far east ends at the Blazeridge Mountains and what lies beyond is only mystery.

The Regions

Lion’s Arch

Lion’s Arch, once the capital of Kryta, is now a power in its own right. is multiracial city is a primary gathering point for traders, explorers, and adventurers. From here, the Lionguard battle myriad threats facing Tyria, and their forces can be found wherever tranquility and stability are
threatened.

Kryta

The green and fertile lands of Kryta offer the perfect location to settle down, grow a few crops, and raise a family. From Divinity’s Reach, the new Krytan capital, the Seraph military works tirelessly to try and defend those traveling through Queensdale, Kessex Hills, Gendarran Fields, and Harathi
Hinterlands. It’s a region worth fighting for, and it’s the last chance for many humans to live a life of peace. Whether the centaurs will give them that chance is still uncertain.

The Tarnished Coast

All of the peninsula is a vast and verdant jungle, but while the wastes have completely dried and are uninhabitable, the Tarnished Coast has maintained its wildland of tropical trees. It is here that the asura and sylvari races have made their homes (from their capitals of Rata Sum and the Grove, respectively). Metrica Province and Caledon Forest collectively pour into the Brisban Wildlands, and later into more cultivated territory.

Shiverpeak Mountains

The northern and southern Shiverpeaks cut through the lands of Kryta and Ascalon. These rugged and foreboding mountains are the domain of the norn. From their capital of Hoelbrak in the (slightly gentler) Wayfarer Foothills, the norn have claimed and now protect the regions of Snowden Drifts, Lornar’s Pass, Dredgehaunt Cliff s, and Frostgorge Sound. ey’re threatened by the mole-like dredge, the mighty jotun, and from internal strife because of the Sons of Svanir.

Steamspur Mountains

The Steamspur Mountains mark a natural barrier between Ascalon (to the east) and Orr (to the south, across the sea). The high elevations of Timberline Falls and Mount Maelstrom soon give way to the swamps of Bloodtide Coast and Sparkfly Fen. These mountains may offer salvation: they provide a natural barrier against the undead making their way inland, through the marshes.

Ascalon

Ascalon is the domain of the charr. eir capital of the Black Citadel sternly rises over the Plains of Ashford, proclaiming the might of the Legions. Ascalon is a land that has long known war, and the regions of Diessa Plateau, the Fields of Ruin, Blazeridge Steppes, Iron Marches, and Fireheart Rise have been marked by scorched vegetation and dry savannahs. It is a tough land but a strong one. How fi tting for the dauntless charr. ey fi ght against Ascalonian ghosts, human separatists, and members of the renegade Flame Legion.

Orr

The sunken land of Orr has returned from the watery depths, and with it, the populace of the destroyed land. e Orrian undead now plod inexorably along the Cursed Shore, past Malchor’s Leap, and through the Straits of Devastation. Much of the region is coastal, with large expanses of water punctuated by islands and shorelined hills. ere are few bastions of safety, with only a few forts trying to stem the tide of living dead. Even the large expanse of sea isn’t safe; undead wildlife and the risen Orrian navy patrol the ocean. Dark times indeed.