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The Shadow of Let
Elementum is a world where nature and magic amble side by side, and this country, jutting from the continent as bold as the sun, is a prime example. Its trademark is a colossal mountain range headed by four mountains taller than you would see in a normal world, known as Let, or the Let. Hence, this country is called the Shadow of Let. It is almost 200 hundred miles — at least a week hard traveling — from Oceanside to Let itself, and over 70 miles across in places. In this distance, the land climbs from the lowest of the low (the ocean itself), to mountains so high that one would not be surprised to see heavens at their zenith. It is wild and unruly, fickle in both climate and terrain, refusing to keep to the expected; for pleasure or for evil. The landscape itself feels alive and is full of character, and the Shadow of Let is home to uncountable species of plant and animal. The best to tackle it all must possess an eye for adventure…
Map showing broad terrain types and locations only; specifics can be found in descriptions below.
Archives
Archives for the Shadow of Let IC forums, March 2008 +

Oceanside
posts Last post by Glaedr, in orphan stars and city lights, on May 09, 2008 08:02 pm
Here at the lowest height, the country begins. Liberwave Ocean sprawls in wild sheets of green and blue, throwing spray far into the sky; and to us, it seems to be infinite, with not a single sliver of land to be seen in any direction. Oceanside is the name given to this low region by the 40-mile-long shores, and it is fickle at the best of times. At places there are magnificent white cliffs from which an entire world of rolling ocean can be seen, and at other places the ground is soft and golden; a seashore paradise where tropical plants glow under a white sun. To the south can be found crags that dig into the ocean, leading to dangerous caves; prisons in the tide. Here is serenity… or jeopardy, depending on where your paws take you.
Oceanside Region
Afterglow: At low tide, a beautiful cavern littered with sparkling shell fragments and oceanic life; at high tide, dangerously submerged
Official plot: The Puzzle of Afterglow
Wapiti Sound: Three large, craggy cliffs as two rivers enter the ocean, guarded by trees beaten by the sea winds
Taulha Wrecks: A dark, quiet cove; a death-trap in high tide, thick with slippery black rocks
Opulence Bay: Golden and black sand blended by seashells, seaweed and abundant sealife easily harvested if one can avoid the sharp reefs of coral
Rainy Cove: A large, golden cove as the rolling sand moves into a valley of yellow grass
The Dunes: A sweeping set of tall, rather dangerous sand dunes
Official plot: The Dune Tunnels
Jaundice Cliff: A spectacular bleached cliff, flat and smooth with the occasional large rock; a breathtaking view of the ocean in a romantic setting
Official plot: A Handful of Dust
Clearleaf Glades · Pack territory (Kinmasters: Taliesin & Frea)
A large, rolling woodland, the trees of many species strewn widely for miles. The floor is thick with green moss and countless varieties of blossoming flowers, streams, picturesque waterfalls, shrubs, and the berry bushes for which the Glades are famous. Wildlife of all varieties — most commonly insects and rabbits — call this land their home, and the canopy is lush but sparse, leaving room for great floods of daylight or moonlight. The forest thins to the west, providing a beautiful view of the ocean, and the moss turns to sand — indeed, part of this territory is a golden shore that dips into turquoise waters, framed by tropical foliage.

Prairies
posts Last post by Rhilu, in {Secrets, on May 09, 2008 06:47 pm
With color barely surpassed by the sheen of an emerald, the lands above Oceanside are of a perpetual green most of the year round. The Prairies are overwhelmingly vast, and although they are open and wide, it is still so easy to get lost. The valleys in the east act like a rainbow that cannot be caught. Rushes many times taller than a wolf cover the center, and to the northeast sprout bamboos. Tucked around the edges of the region are woodlands, exceptionally alive and vibrant. Because of its nature, the Prairies can be very dangerous; weather ranging from droughts and heat waves (causing fires), to storms and torrential rain. Bison are commonplace, and prairie dogs run wild. This is a tramping ground only for the hardiest of creatures.
Prairies Region
Jeopardy Glade: Huge tranquil clearing surrounded by vibrant trees; scattered with wildflowers and with a pool at its center
Official plot: The Night the Sky Burned
Whistling Willows: Exotic bamboo forest that sings in the breeze; scattered with odd rock formations
Omri's Run: Hillocks with tall brown grass that shines gold like a wheat harvest; marshes to the south and a depression known as Omri's Fall
Bluebell Wood: A carpet of bluebells under beeches and firs; young growths, due to historic wildfires; some ancient trees have persisted
Sugar Creek: A narrow, gentle water source with tall, weather-sculpted banks
Official plot: Beast of the Creek
The Seven Meadows: The bulk of the Prairies; mile upon mile of deep, handsome grassland whose distance is enigmatic and intimidating
Hebetic Steppe · Pack territory (Kinmaster: Fifteen)
Traditional for the Prairies, Hebetic Steppe is long, low and flat. The huge grassland sways silver in the moonlight and, under a sunrise appearing so majestic from here, is a bright, wild gold. The Steppe is, however, more diverse than expected of a Prairie land, considering the river providing a wide floodplain, and the evergreen trees that flank the territory as if to mark the borders. Despite its cruel splendour, Hebetic Steppe is often a target for untamed weather. The main grasslands are out in the open and thus prone to both freezing cold and blistering heat, and storms rattle through the treetops, sometimes causing flooding in the woodland to the south.

Foothills
posts Last post by Rhilu, in {Is this Hell?, on May 09, 2008 06:32 pm
The lands above the Prairies have a mysterious quality, not least because they are so often the seemingly unattainable targets for lost travelers. The rivers grow wide and meandering here, causing ribbon lakes and pools so deep that it would seem to an Irrigokin a lifetime would be needed to swim to the bottom. The trademark hills are tall and handsome, growing higher still as they head east towards the mountains. There are heather moors and foggy vales to be found here, and sudden drops in great green gorges. The meadows are bountiful and the forests are many and thick, but it is the waterways that persist the most; each has its tributaries, and all point higher into the Foothills, and, of course, towards the mountains.
Foothills Region
Auphé Orchard: Trees of all species spreading high into the hills, means the mix of seasonal blooms giving the land a bright floral beauty
Bleared Vestige: Strangely-formed rocks covered in thick moss and surrounded by compact moors
Langzae River: A majestic, powerful river that shines with tremendous clarity, gems sparkling at its bed
Mosey Meadow: Soft, springy with an odd feel; suspiciously quiet, and gray in places; hallucinations possible in the meadow's serene center
The Silver Valleys: Beautiful rivers, waterfalls and valleys, but repeated for great distances; a natural and inescapable labyrinth
Clover Lake: Clover plants grow wild and freely, especially on the island in the lake's center; tree-less and peaceful
Underwater Cavern: Beneath a lake in the Silver Valleys, there is an entrance to a set of vast underwater caverns
Phenom Tangle · Pack territory (Kinmaster: Relic)
A vast bramble forest. Briar tangles, vines and their thorns snake into tunnels — some large, almost cavern-like, some cramped, all dangerous — and form an impossible enigma. There are some small woodlands scattered throughout, and painfully the forest climbs high until it reaches the very heart of this tangled death-trap, and here there is a great hill dappled with blossoming trees and a glimmering lake. Waterfalls cascade down into the deep briars below, and here above it all is a remarkable view of perilous Phenom Tangle in its entirety. But the forest’s heart can only be found by those who have mastered it.

Let
posts Last post by Rhilu, in {Ain't no one gonna sto..., on May 09, 2008 07:35 pm
Before Let is the rolling Foothills, and after Let is an impossible subarctic that leads into the frozen continent of Silverbard. Let itself, however, is by far the place to draw all eyes. It can be seen from every nook of the country known as its Shadow, and for good reason — the mountains are incredibly tall, surely the effect of magic, some too tall even for the sturdiest Aerkin to reach. There are immense caverns and labyrinths in the hollow rock, and the peaks are white all year round. At places there are lakes and often evergreen forests, but above all else stand the largest of the mountains, the four Let themselves: Enwina the Old, Raen the Crooked, Amarth the Doomed, and Alata the Radiant.
Let Region
Ewina the Old: Widest of the Let; huge and homely; untamed and rough; filled with beautiful, tall caverns, but with a freezing woodland surface
Raen the Crooked: Narrow streams fall into black lakes surrounding it; a mountain so crooked that it is almost all dangerous ravines and gorges
Amarth the Doomed: Tallest of Let; miles above the clouds, pitch black and pointed; spreads sorrow and fear upon stepping on the handsome rock
Alata the Radiant: Abnormal, forest green, warm, tropical in places, wildlife everywhere; waterfalls dance for miles with breathtaking beauty
Impalement Peaks: An obsidian spine of thin mountains; punishingly steep and rocky
Mystic Chasm: A valley so high that it is almost always dappled with snow; named chasm because of its thick fog
Tentor Loch: Black and emerald, surrounded by dense forest and silver shores; deeply intimidating pinacles of rock to the east
Grandfather's Fate: Two mountains growing wickedly rugged as they climb, resembling a pair of ancient wolves; topped with cascading springs
Chakra Moors: An acre of foggy heather moors, many sharp rocks and rabbit holes prone to causing injury
Hynalch Springs: Humid, large springs surrounded by pillars of rock with little vegetation
Hoarfrost Heights: A cruel and unkind mountain, battered by wind storms and full of hollow caves
Official plot: A Handful of Dust
Albion Cone: A massive, extinct volcano whose hotsprings wind all the way to Hynalch Springs
Wraith Pass: A very deep, steep ravine; easy to pass through physically, but with a foggy, dark atmosphere that chills the bones
Astral Moors · Pack territory (Kinmaster: Calliope)
At a point where the mountains begin to grow too steep for those of small stature, low stamina or any kind of vertigo, Astral Moors collapse immensely over the rocks. The ground is heather moor, and at the center of the territory is what could be mistaken for a great lake. But the water is only a few inches deep… it is a swamp, but clear and fresh as opposed to dark and murky. In the northeast is mountain land thick with grass, but merging to rock and then to snow as it climbs further into the Let, and from these mountains tumble a narrow waterfall so tall that its heights cannot be seen from the foot, and the river slinks south into the Foothills, slowly feeding the marshes on the way. At night the starts shine brilliantly, sparkling forever in the gentle current of waters and lighting the place into an exorbitant solar sphere.

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