U N B R I D L E D;; Rise of the Dead
« [color=8f3b23][i]DARKS;[/i][/color][color=baaf93] of Metal[/color] »
Welcome Guest. Please Login or Register. Nov 22, 2009, 6:53pm
Heart and limbs and blood all work together: your mind ticks away. Skin shakes. Suddenly very aware of every thing and the electricity which vibrates under your hide, which jumps from tendons and bones and curves through You. It is magic. There are others like You. And here, You roam the land Unbridled!
Next season will be SPRING.
Each season lasts one month in real life.
The seasons change on the first of every month.
Foaling is allowed in all seasons, except winter.
Heart and limbs and blood all work together: your mind ticks away. Skin shakes. Suddenly very aware of every thing and the electricity which vibrates under your hide, which jumps from tendons and bones and curves through You. It is magic. There are others like You. And here, You roam the land Unbridled!
Reality seems to blur when mortals approach this constructed palace – this monster of a fortress is, in essence, an impenetrable palace from which the gods rule with an iron fist. The building itself stretches for miles on end. Made entirely of a mix of metals create solid metal walls that next to nothing can break; not even rust. Tall, twisted spires reach up to the sky, gnarled and mangled metal glinting harshly and brightly, a bright mix of silver, gold and copper from all the metal entwined. Statues line the corridor; everything is created purely of metal. Surrounding the massive complex of the palace is a moat of pure liquid metal, which connects to the river that spreads through the rest of the lands; this moat is the source. Within the moat there are guards, odd creatures of a metallic sort that defend the drawbridge, which will only be lowered if Tajah permits it. If one is unlucky enough to meet these guard-hounds...peace be with your dying soul. Stretching for miles, every last inch of land is metal; the ground, the trees, the river…everything. However, Tajah designated certain areas within his palace for gardens and fields to be grown, to provide him with food and water.
If you extend your search from the beautiful Ingot Stronghold and choose to follow the molten river of metal southward; take care that you do not fall in, for if the metal doesn't incinerate you, the creatures dwelling within the river would gladly take care of you. Keeping to the right of the river, you will soon come across a narrow pathway, leading downward. On either side of the pathway there’s metal foliage. and there’s only two way to go. The metal pathway is extremely smooth and quite steep with no footholds at all, so it's no wonder that it'd be very easy to loose your footing. As you descend lower, the slick metal walls grow higher and higher, until you can no longer see anything above except the ashen sky. Unknowingly, you've began to descend into a labyrinth of metal mines, encased by canyon walls. The only way to exit the labyrinth is through the pathway you came down, though, of course, it's going to be harder to go up than it was to come down. There’s so many vivid, metallic colors within the mines. The deeper you go into a mine, the darker it gets, but the metal still glows with such beautiful color. The mines are dangerous, for if you get lost, there is no water. No food. There’s nothing but metal in the many winding pathways, and a great many metal creatures just waiting for a snack. Only the God of the Ingot Stronghold knows exactly where the exit is at all times and he has passed that knowledge onto the lead of Stannican Trove. It’d be wise not to trespass within these mines… you may find more than you bargained for.
If the Stannican Trove isn't the paradise you want, continue on and you'll come across Ironhide Oasis. A gleaming circle of towering metal trees encircle a rather large oasis. Instead of finding a delicious treat of fresh water, you see silver, molten metal, fairly boiling with heat. It fills the large oasis to the brim; it wouldn't be wise to step into this beautiful hazard... Glimmering 'sand' made of finely crushed particles of metal create a rather prickly walking area. There's no easy path to get to the Ironhide Oasis; the jagged and very sharp trees are clustered together, making the Oasis a nicely protected home. It's easy to hear when a creature of the metal lands tries to sneak up on you. A beautiful, rugged place it is. If you're strong enough to enter it, you'd better be strong enough to maintain it.
To the west lay the dreaded Amalgam Mountains, a ferocious range spread far and wide, vicious outcroppings of granite rock flecked and glinting with shards of metal ingrained within the rock itself. The cliff faces are sheer and steep, the paths that wind along the mountainside are thin in width and dangerous, as they are prone to collapse as the rock is worn thin from the elements. Tajah fortified one main path through the mountains with metal so there is relatively safe passage for those traveling to and from the ocean to the far West. Listing toward the east, you will find desert-ridden land. To the west, a rocky shoreline with a smattering of sturdy pines. The Quarry is where the herd seeks its safety, a mine of sorts that was long ago drained of silver, a most treasured metal. All that remains is the steep walled quarry, a wide and empty valley of stone and rock, a few bits of foliage poking through the rocks and a stream trickling down the mountainside.
If you have never felt fear before in your life, down in the Militia Mines will crack this fearless bone, and destroy your pride along with your courage. The mines are far deeper than anything on the Island, and reek of staunch death. The mines used to house an ancient warlord and his army, to provide enough room for thousands, and their prisoners. The mines carry on for miles, stretches of broken down jail cells and old crumbling bridges that cover the distance of a never ending pit, a raging inferno that keeps the furnace of hot rock and metals going. There are rooms where kings were buried, but now their bones turn to ash and their souls haunt the empty hallways, their grand coffins empty. To enter the great mines, you must cross a liquid lake of metal, that's ever shifting and pricking with danger. How you cross and if you survive is all up to you...of course the ghost ferry their prisoners across with blatant disregard to your safety.