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Reply Where The Poppies Grow (Relocated)
WTPG: Wanderlust

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Thornwick
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PostPosted: Thu Jun 26, 2014 9:38 pm


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                                          Oh, the places you'll go...

                                          "Congratulations! Today is your day. You’re off to Great Places! You’re off and away!

                                          You have brains in your head. You have feet in your shoes. You can steer yourself any direction you choose. You’re on your own. And you know what you know. And YOU are the guy who’ll decide where to go.

                                          You’ll look up and down streets. Look ’em over with care. About some you will say, “I don’t choose to go there.” With your head full of brains and your shoes full of feet, you’re too smart to go down a not-so-good street.

                                          And you may not find any you’ll want to go down. In that case, of course, you’ll head straight out of town. It’s opener there in the wide open air.

                                          Out there things can happen and frequently do to people as brainy and footsy as you. And when things start to happen, don’t worry. Don’t stew. Just go right along. You’ll start happening too.

                                          Oh! The Places You’ll Go!

                                          You’ll be on your way up! You’ll be seeing great sights! You’ll join the high fliers who soar to high heights.

                                          You won’t lag behind, because you’ll have the speed. You’ll pass the whole gang and you’ll soon take the lead. Wherever you fly, you’ll be best of the best. Wherever you go, you will top all the rest.

                                          Except when you don’t. Because, sometimes, you won’t.

                                          I’m sorry to say so but, sadly, it’s true that Bang-ups and Hang-ups can happen to you. You can get all hung up in a prickle-ly perch. And your gang will fly on. You’ll be left in a Lurch. You’ll come down from the Lurch with an unpleasant bump. And the chances are, then, that you’ll be in a Slump. And when you’re in a Slump, you’re not in for much fun. Un-slumping yourself is not easily done.

                                          You will come to a place where the streets are not marked. Some windows are lighted. But mostly they’re darked. A place you could sprain both your elbow and chin! Do you dare to stay out? Do you dare to go in? How much can you lose? How much can you win?

                                          And if you go in, should you turn left or right…or right-and-three-quarters? Or, maybe, not quite? Or go around back and sneak in from behind? Simple it’s not, I’m afraid you will find, for a mind-maker-upper to make up his mind.

                                          You can get so confused that you’ll start in to race down long wiggled roads at a break-necking pace and grind on for miles across weirdish wild space, headed, I fear, toward a most useless place.

                                          The Waiting Place…for people just waiting.

                                          Waiting for a train to go or a bus to come, or a plane to go or the mail to come, or the rain to go or the phone to ring, or the snow to snow or waiting around for a Yes or No or waiting for their hair to grow. Everyone is just waiting.

                                          Waiting for the fish to bite or waiting for wind to fly a kite or waiting around for Friday night or waiting, perhaps, for their Uncle Jake or a pot to boil, or a Better Break or a string of pearls, or a pair of pants or a wig with curls, or Another Chance. Everyone is just waiting.

                                          No! That’s not for you!

                                          Somehow you’ll escape all that waiting and staying. You’ll find the bright places where Boom Bands are playing. With banner flip-flapping, once more you’ll ride high! Ready for anything under the sky. Ready because you’re that kind of a guy!

                                          Oh, the places you’ll go! There is fun to be done! There are points to be scored. There are games to be won. And the magical things you can do with that ball will make you the winning-est winner of all. Fame! You’ll be famous as famous can be, with the whole wide world watching you win on TV.

                                          Except when they don’t. Because, sometimes, they won’t.

                                          I’m afraid that some times you’ll play lonely games too. Games you can’t win ‘cause you’ll play against you.

                                          All Alone!
                                          Whether you like it or not,
                                          Alone will be something you’ll be quite a lot.

                                          And when you’re alone, there’s a very good chance you’ll meet things that scare you right out of your pants. There are some, down the road between hither and yon, that can scare you so much you won’t want to go on.

                                          But on you will go though the weather be foul. On you will go though your enemies prowl. On you will go though the Hakken-Kraks howl. Onward up many a frightening creek, though your arms may get sore and your sneakers may leak. On and on you will hike. And I know you’ll hike far and face up to your problems whatever they are.

                                          You’ll get mixed up, of course, as you already know. You’ll get mixed up with many strange birds as you go. So be sure when you step. Step with care and great tact and remember that Life’s a Great Balancing Act. Just never forget to be dexterous and deft. And never mix up your right foot with your left.

                                          And will you succeed?
                                          Yes! You will, indeed!
                                          (98 and ¾ percent guaranteed.)

                                          Kid, you’ll move mountains! So…be your name Buxbaum or Bixby or Bray or Mordecai Ale Van Allen O’Shea, you’re off to Great Places!

                                          Today is your day!
                                          Your mountain is waiting.
                                          So…get on your way!"

                                          --Dr. Seuss


                                          ~* Wanderlust *~

PostPosted: Tue Jul 15, 2014 5:28 pm


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With the rise in droid production, thick, befouling clouds of pollution threatened to blanket the Bernadine Isles. So the islands of Ezra, Ellswich, and Billowsborough determined that there was no other way to save their citizens except to rise above it. Bernadine’s sharpest minds and top engineers gathered and drew up the plans of their salvation; the project would later be named “The Ascent”. The whole process took near a century to complete, but the islands rejoiced when their spires and rooftops breached the darkness to bask in the sun. Today, the trinity (connected by three bridges: Saints, Piriole, and Burgess) floats high over a black fog that now rests atop the sea. The only island remaining of the original Bernadine Isles is Factory Rock, where droid production still continues.


~*~


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                                Ellswich - Despite the efforts made to hurry “The Ascent” along, Ellswich suffered when its fruit and nut groves died as a result of the growing pollution. Try as they might, Ellswich’s citizens could not get anything to grow in its contaminated soil; eventually, it’s inhabitants moved to either of the neighboring islands in search of a fresh start. Despite falling into disrepair, it still remains home to most of Bernadine’s Blue Collar workers and the poor. The only thing that grows is the population of squatters, thieves, and shady characters, thus earning the unsavory nickname: “Hell’s Witch”.


~*~


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                      Billowsborough - A majority of former Ellswich residents moved to Billowsborough, resulting in the island’s overpopulation. Homes and small businesses are built on top of each other, rising higher and higher, looking no different from a child’s building block formation. “The Billows” is home to Bernadine’s middle class residents, a mix of blue and white collar workers, military personnel (and their families), and retirees.


~*~


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                                Ezra - Easily considered the gem of Bernadine’s of diadem, Ezra is an example of decadence at its finest. Its glittering skyline to be a sight to behold for miles around, for its structures of bronze and glass easily catch the light. Dreams are made here: businesses flourish; reputations are built up; careers bloom. This metropolitan hotspot is home the rich and famous, successful business owners, White Collar buffs of Treasury Avenue, high ranking military officials, and political stars on the rise.


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                      Factory Rock - The last remnant of the original landmass, ostracized for the plumes of black smoke billowing from its smoke stacks, it still remains the sole location for the world’s leading droid manufacturer, A Machina Innovations. Most Blue Collars work here; employees are protected from the poisonous atmosphere by specially designed jumpsuits and gasmasks. The island is also a prime source of derridium*.

                      ((Derridium is a fictional metal created for the use of this RPG. It is the strongest, densest, and lightest metal in the known world; ideal material for droid constructs.))


~*~


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                      Bernadine Municipal Railway - Sky-trolleys made available for public transport between the isles. Stations can be found throughout the islands.

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                      Bernadine International Skyport - Inbound and outbound flights, from the world over, happen here; located in Ezra.



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Thornwick
Crew

Fashionable Lunatic

23,100 Points
  • Angelic Alliance 100
  • Dragon Master 50
  • Dressed Up 200

Thornwick
Crew

Fashionable Lunatic

23,100 Points
  • Angelic Alliance 100
  • Dragon Master 50
  • Dressed Up 200
PostPosted: Tue Jul 15, 2014 6:01 pm



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Stretching over 3,500 miles across the Confederate Regions of Brentmoore is Leviathan Ridge, home to three major cities (all named after the daughters of the first man to ever clear the range, alive), six towns, and a sprinkling of smaller settlements here and there. The Marcella International Skyport, though not quite as posh Bernadine’s skyport facilities, receives a sizeable amount of incoming visitors from all over. The ridge is the perfect location for country getaway.


~*~


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                                The Town of Alicia - Swearing that the air was fresher, the water cleaner, and the soil more fertile, a vast majority of the ridge’s farming community settled in this quaint, little town. Visitors can check into one of Alicia’s many B&B facilities and partake in the quiet atmosphere and picturesque scenery, while enjoying healthy meals made with freshest ingredients from the local farmer’s market. Many travel agents recommend visiting during the fall, during the squash festival.


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                      Cecily - Perhaps the ridge’s largest city. Like “The Billows”, Cecily’s structures are built on top of the other, with all classes--ranging from the rich to the poor (all segregated by their respective districts: Luzzen, Kiriana, and Shiff)--securing their livelihoods in the city. Rumored to be the origins of the first robots, few remaining artisans continue to craft traditional automatons for discerning collectors. The Marcelly International Skyport and Leviathan Regional Railway is located here.

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                                Annalyn & The Contessa Peaks - Capital city of Leviathan Ridge, Annalyn settled among the emerald peaks (located between between Cassandra and Alicia); second largest city of the confederacy. Like Cecily, Annalyn is filled with an array of classes, each in their own district, accessible by bridges (like the Bernadine Isles). The city also hosts the annual PCFP (Perizha* Citizens For Peace) Festival and Games.

                                ((Perizha is the name of the planet this world is set in.))


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                      Cassandra - Located on one of the Leviathan’s most treacherous crests, the city of Cassandra is only accessible by airship. Only citizens with deep pockets could afford to live in such an exclusive location. It is also the religious center of Leviathan Ridge.


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                      The Leviathan Regional Railway - The Leviathan possesses Perizha’s longest railway system. It runs and weaves through the mountain range, transporting passengers to stations scattered throughout.


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                      Marcella International Skyport - Like the Bernadine International Skyport, Marcella receives visitors from all over. From here, travelers may continue by connecting flights to smaller regional skyports scattered throughout the range or train..



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Where The Poppies Grow (Relocated)

 
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