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No New Posts Arano

Known to some as the home of the lesser dunes, Arano is where the winds almost never cease. It's hard to hear things at times, which isn't necessarily a good or bad thing. An up-side to this is that the sweat on a horse's body doesn't stay there for long, but if one should get lost they'd find themselves completely alone. Small watering holes around here are not so crowded, as many don't like to hang around Arano. This makes for the safest place to drink, but when weighed against the other factors.. does it really make a difference?

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No New Posts Inako

A relatively flat area with rough plants popping out in sporadic areas, Inako is a place of luck and mystery. Mirages tend to flock around here, as well as the dilusional. For the horses native to Shahir, the desert itself isn't too hard to handle. Outsiders, though, have much to fear. Natural Selection is strict around here. There is little shade, and dehydration can easily set in. If one could make it more north, they'd find that the Oasis is not too far off in Poluir.

1 2 Hura Hoj! (Royce)
by Snowfrost
Dec 2, 2011 22:38:22 GMT -5
No New Posts Epery

Where flat sands become solidified, Epery is born. Surrounding the borders here are none other than rock formations built from years of winds, rain, and sand. Over the mounds of sand-rock lie the ocean -- but don't drink: sea water is not good for anyone. One wrong step upon these formations, also, could easily kill a horse -- or at least injure it severely. However, the formations do offer both shade and a shield from the winds and sun that seem to torture this land.

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Haikuun

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Haikuun
The clearest area (the most barren, and the one bordering the Mael and the tip of Sagren itself) in Shahir, Haikuun is dusty and leads into sand-rock formations (as well as cliffed areas, and even part of the sea itself). Not much inhabits Haikuun, though it's not certain if that's a good or bad thing.
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