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forum rules, faqs, lore information, and other important topics will be posted to this board.
▹ hnd rules Jun 19 2017, 09:16 PM, By GAIA
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faro focus
the faro systems incorporated personal communication "focus" device ensures that you're always connected, no matter what! announcements and updates will be posted to this board.
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get connected
the general conversation board. introduce yourself! make friends! discuss the latest movies! whatever you'd like to talk about that isn't related to site content should go in this board.
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create alliances
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▹ our advertisement Jun 20 2017, 04:44 PM, By GAIA
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Subforums:

project zero dawn

new faces
post profiles for new characters in this board. face and canon claims may also be found here.
saga {wip} Jun 22 2017, 02:08 PM, By saga
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who's who
accepted character profiles will be moved to this board.
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the sacred lands

mother's heart
mother's heart is the capital of nora lands, the jewel of the embrace. the high matriarchs and a majority of the clan's population live within or around this settlement.
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mother's embrace
the land immediately surrounding mother's heart and the sacred mountain is known as the embrace. it is protected by natural rock formations and guarded by three heavy gates.
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nora hunting grounds
while the hunters' lodge is a carja institution, the council of matriarchs allowed them to establish a presence in the sacred lands. young warriors and aspiring machine-hunters can test their skills in relative safety.
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devil's thirst
this forbidden ruin of the old ones marks roughly the midpoint of the sacred lands. it is haunted by bandits and mid-sized machines such as sawtooths and grazers, as well as by the ghosts of the forgotten metal world.
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devil's grief
this forbidden ruin of the old ones stands at the northernmost part of the sacred lands. it is a dangerous place full of large machines like bellowbacks, as well as the curses left behind by those who came before.
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daytower
this gate marks the border between carja and nora territory. while its primary purpose is to facilitate trade and guard against machines, many nora perceive its presence as a threat.
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the carja sundom

meridian
the holy city of the carja sundom is a sight to behold. set atop a high mesa in the center of a grand canyon, it is only accessible by the huge bridges that encircle it, or the steam-powered elevators that climb its flanks. it is a gilded city full of riches, intrigue, and political strife, and sun king avad rules it with a firm yet compassionate hand.
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the spire
this graceful structure rises above the desert for all to see. treated as a pilgrimage and shrine, it reflects the sun from its twisting sides. the remains of HADES's deathbringer slowly gather rust at its base.
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brightmarket
the markets surrounding the base of the holy mesa are bustling no matter the hour. just about any conceivable good can be found here for the right price... depending on where you look.
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sun furrows hunting grounds
machines aren't the only challenge this hunting grounds on carja territory provides. the terrain is steep and often treacherous, and without proper precautions the heat can be just as deadly as the prey young warriors come here to hunt.
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the jungle wilds
much of the sundom remains untamed even still. these dense forests hide untold treasures... and deadly, stalking machines.
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sunfall
after the liberation of sunfall, the former carja capital remains as a monument to what must never happen again. the sun-ring now stands as a training ground under the watchful eye of the high priestess, but the decades of blood that soaked its soil may never fully be erased.
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the claim

mainspring
far to the east of nora lands lies the capital of the oseram tribe. it is a vast, bustling place of innovation and industry, built atop the massive metal seam of an abandoned old world scrapyard.
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the seam
the metal seams of the old ones run for miles beneath oseram lands. oseram do not share the superstitions of the nora, and expend great amounts of effort and resources to mine the materials left behind. however, these ruins are perilous, and accidents are not the only dangers that lie in wait...
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pitchcliff
pitchcliff is the westernmost oseram settlement, at the very border of the sundom. its small size does nothing to hinder pitchcliff's bustling activity, but its remote location means that communication with mainspring is slow and fleeting.
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free heap
not technically part of the claim, this oseram town is squarely within carja territory, which often results in disputes on both sides. free heap considers itself an independent settlement and frequently butts heads with the ealdormen of mainspring because of this.
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ban-ur

the northern wilds
very little is known about the mysterious banuk and their hostile, frigid homeland. it is a place of rainbow waters, massive glaciers, and deadly machines the likes of which can only be imagined in the south.
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Board Statistics

1 user online in the past 15 minutes (0 Members · 1 Guest · 0 Anonymous)
Board Statistics
Stats Total Forum Posts: 6
Total Members: 2 (The newest member is saga)
Jun 19 2017, 02:06 PM, a record 3 users were online.
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