Difference between revisions of "Sacred 2:The Swamp"
(New page: {|cellpadding=20 |valign="top"|Asui'thaz Hesheth Hissil'Ta |valign="top"|Hisui'Sul [[Sacred 2:...) |
m (→Environment: removed duplicate pic) |
||
(6 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
+ | {{Languages}} | ||
+ | __NOTOC__ | ||
+ | The marshlands were the site of ancient battles, and [[Sacred 2:Book 5 - T-Energy|T-Energy]] leaks have been raising the corpses of the thousands of warriors who perished during these battles. [[Sacred 2:Undead|Undead]] are everywhere, and are the main enemy in this region for both for the Lizardmen and the player. | ||
+ | {{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/swamp1.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_swamp1.jpg]|none}} | ||
+ | |||
+ | The [[Sacred 2:Lizardmen|Lizardmen]] are a philosophical people. They have built their culture on ancestor worship and the primacy of family and community. They have an unusual relationship with the undead – they believe these creatures roam the land because they have never been properly memorialized. One of the ways they set the souls of the undead to rest is by finding out their names and building shrines to them, which reintegrates them into society. | ||
+ | {{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/swamp2.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_swamp2.jpg]|none}} | ||
+ | |||
+ | ==Capital:[[Sacred 2:Hissil'Ta| Hissil'Ta]]== | ||
+ | |||
+ | Hissil'ta is the capital city of the Swamp region, mainly by virtue of it's central location rather than size or grandeur. None of the settlements in this region are very large, and they are few and far between due to the scarcity of dry ground. | ||
+ | {{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/swamp3.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_swamp3.jpg]|none}} | ||
+ | {{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/swamp4.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_swamp4.jpg]|none}} | ||
+ | |||
+ | The terrain results in an architectural style that is very crude and archaic. You can't build large or fancy buildings on swampland, so the dwellings and structures here are generally simple tents or other makeshift platforms that rest on stilts in the swamps. | ||
+ | {{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/swamp5.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_swamp5.jpg]|none}} | ||
+ | |||
+ | ==Inhabitants: [[Sacred 2:Lizardmen|Lizardmen]]== | ||
+ | |||
+ | The marshland is the home of the Lizardmen, who are mutations of humans that became isolated from the rest of the world long ago. They are a very primitive people, living communally in the few structures that can be built on the soft marshy ground. | ||
+ | {{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/swamp6.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_swamp6.jpg]|none}} | ||
+ | |||
+ | There is also a cult called The Unnamed here, who use the undead to obtain a sort of immortality for themselves. The undead spawn in areas where there are T-Energy leaks, and the undead carry a small amount of that magical energy inside of them. The leaders of the Unnamed have devised a ritual that allows them to feed off that magic to stay immortal themselves. | ||
+ | {{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/swamp7.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_swamp7.jpg]|none}} | ||
+ | |||
+ | As long as the undead keep spawning, the Unnamed will have enough “food” to keep them alive. This puts them in natural opposition to the regular Lizardmen, who are memorializing the undead and therefore removing them from the “food chain.” | ||
+ | |||
+ | ==Environment== | ||
+ | {{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/swamp8.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_swamp8.jpg]|none}} | ||
+ | |||
+ | The terrain here is basically flat. In some places it is open to the sky and looks like a river of grass. Other locales are wooded, with spindly trees and moss hanging down from overhead. The wildlife of this region fits in well with the overall creepy and gloomy atmosphere. Swamp rats, spiders and other mud and muck loving creatures abound. The one thing that all areas in the Swamp region have in common is that everywhere, absolutely everywhere, the ground is wet. | ||
+ | {{S2frame|[http://www.sacredwiki.org/images/Sacred_2/Regions/swamp9.jpg http://www.sacredwiki.org/images/Sacred_2/Regions/th_swamp9.jpg]|none}} | ||
+ | |||
+ | This region is swampy and treacherous. Will o’ the wisps ignite everywhere as a result of spontaneous combustion of swamp gas. The Lizardmen also speak of a dangerous [[Sacred 2:Swirling Mist of Miasma|mist]] that rises from the ground and envelops all whom it touches in a deep sleep. | ||
+ | |||
+ | ==Full List of [[Sacred 2:Places of Ancaria|Places]]== | ||
{|cellpadding=20 | {|cellpadding=20 | ||
|valign="top"|[[Sacred 2:Asui'thaz|Asui'thaz]] | |valign="top"|[[Sacred 2:Asui'thaz|Asui'thaz]] | ||
Line 16: | Line 52: | ||
[[Sacred 2:Neithu'thaz|Neithu'thaz]] | [[Sacred 2:Neithu'thaz|Neithu'thaz]] | ||
− | [[Sacred 2:Ruins | + | [[Sacred 2:Ruins of Gazath|Ruins of Gazath]] |
− | |valign="top"|[[Sacred 2:Ruins | + | |valign="top"|[[Sacred 2:Ruins of Khatuz|Ruins of Khatuz]] |
[[Sacred 2:S'Suil|S'Suil (Fortress)]] | [[Sacred 2:S'Suil|S'Suil (Fortress)]] | ||
Line 25: | Line 61: | ||
[[Sacred 2:Sethiaz|Sethiaz]] | [[Sacred 2:Sethiaz|Sethiaz]] | ||
+ | |} | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | Back to [[Sacred 2:Regions of Ancaria|Regions]] |
Latest revision as of 03:39, 6 October 2013
The marshlands were the site of ancient battles, and T-Energy leaks have been raising the corpses of the thousands of warriors who perished during these battles. Undead are everywhere, and are the main enemy in this region for both for the Lizardmen and the player.
| ||
The Lizardmen are a philosophical people. They have built their culture on ancestor worship and the primacy of family and community. They have an unusual relationship with the undead – they believe these creatures roam the land because they have never been properly memorialized. One of the ways they set the souls of the undead to rest is by finding out their names and building shrines to them, which reintegrates them into society.
| ||
Capital: Hissil'Ta
Hissil'ta is the capital city of the Swamp region, mainly by virtue of it's central location rather than size or grandeur. None of the settlements in this region are very large, and they are few and far between due to the scarcity of dry ground.
| ||
| ||
The terrain results in an architectural style that is very crude and archaic. You can't build large or fancy buildings on swampland, so the dwellings and structures here are generally simple tents or other makeshift platforms that rest on stilts in the swamps.
| ||
Inhabitants: Lizardmen
The marshland is the home of the Lizardmen, who are mutations of humans that became isolated from the rest of the world long ago. They are a very primitive people, living communally in the few structures that can be built on the soft marshy ground.
| ||
There is also a cult called The Unnamed here, who use the undead to obtain a sort of immortality for themselves. The undead spawn in areas where there are T-Energy leaks, and the undead carry a small amount of that magical energy inside of them. The leaders of the Unnamed have devised a ritual that allows them to feed off that magic to stay immortal themselves.
| ||
As long as the undead keep spawning, the Unnamed will have enough “food” to keep them alive. This puts them in natural opposition to the regular Lizardmen, who are memorializing the undead and therefore removing them from the “food chain.”
Environment
| ||
The terrain here is basically flat. In some places it is open to the sky and looks like a river of grass. Other locales are wooded, with spindly trees and moss hanging down from overhead. The wildlife of this region fits in well with the overall creepy and gloomy atmosphere. Swamp rats, spiders and other mud and muck loving creatures abound. The one thing that all areas in the Swamp region have in common is that everywhere, absolutely everywhere, the ground is wet.
| ||
This region is swampy and treacherous. Will o’ the wisps ignite everywhere as a result of spontaneous combustion of swamp gas. The Lizardmen also speak of a dangerous mist that rises from the ground and envelops all whom it touches in a deep sleep.
Full List of Places
Asui'thaz | Hisui'Sul | Marigold Fields | Ruins of Khatuz | Sar'Thaz |
Back to Regions