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Thread: War Locations

  1. #1
    "You should see what I see" Malcor Sylverwood's Avatar
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    Default War Locations

    OK, in an effort to keep things moving, I'm creating this thread to start defining a few of the places of Hayano. The map can be found HERE.

    [EDIT: Updated location index. -arch 10/7]

    City Index
    Ameloct - Southwestern coast city
    |--->Fish Market District - Ameloct
    Balenoct - Midwestern coast city
    Bloomingdale - Midland river city
    Darkstone Keep - Southwest - in Black Mountains
    Mines of Kalasar - Northeastern - Garenheim Mountains south of Obb Pass
    Ominas Tower - Northeastern - Obb Pass
    Sacnoth - Southern city - edge of desert
    Wolf's Keep - Southwestern - Island of Belfas

    Road Index
    Kemper Road - Runs North/South inland - Connects Sacnoth-Black's Fury-Yukka Swamp-Bloomingdale
    Koplin Road - Runs North/South along coast - Connects Balenoct-Ameloct
    Milten Tract - Runs East/West along Red River - Connects Balenoct-Bloomingdale-Kalasar-Obb Pass




    -Malcor "Warrior" Sylverwood
    Last edited by Malcor Sylverwood; June 15th, 2005 at 17:14.
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  2. #2
    "You should see what I see" Malcor Sylverwood's Avatar
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    Default Ameloct

    The city of Ameloct is located at the mouth of the Sylverwash on the Great Sea. Signs of this cities past greatness can be seen in its almost impossibly high towers and once opulent mansions. However, all of these grand places are mostly empty, except for the bravest of squatters. The locals say that these places are haunted by all kinds of supernatural creatures, but its more truthful to say nobody can afford to pay the upkeep and the taxes on such places. There is one exception, the royal palace which is lavishly maintained, an oasis in a sea of poverty.

    The citizens of Ameloct are poor, grim, distrustful people. They are used to being trod upon and getting nothing in return. Many times outsiders have come to them promising to pull them out of their poverty, only to exploit them further. Most of the people are city are simple folk and their families--fishermen on the Great Sea, farmers on the banks of the Sylverwash, and miners in the Black Mountains. All of these trades were once great, but have for the past decades fallen off to be barely enough to feed the people. Without these trades, very little come in from the outside--no point in trying to peddle wares to the poor.

    The city is governed by a royal family, usually a prince is the supreme authority--although princesses have come to power before. The royal family and its retainers an exception to the general poverty. They live a luxurious lifestyle. The gardens are carefully tended to, their clothes are of the finest foreign makes, and their food is more then plentiful--often being wastefully discarded.

    The only military force is in the royal guard, as small contintengent created to protect the royal family, and a small (and corrupt) city watch. There is also a very small navy, barely enough to fend of the worst of the pirates. Since they are a small fleet, the ships tend to be huge and well armed...but slow..
    Last edited by Malcor Sylverwood; September 27th, 2003 at 19:19.
    Knight-errant of Carealot
    Soulstealer's old (and reigning) archnemesis
    ~has a Star at the center of his universe~
    The Hermit in the Tower
    The Fool's mostly stable sidekick

  3. #3
    King Sloth High House Chaos sir archely's Avatar
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    Default Balenoct

    The bustling seaport of Balenoct is located at the mouth of the Red River, on the Bay of Gwendoline. Brother to Ameloct in the south, the architechture of Balenoct is obviously dated to about the same time. However, where Ameloct is run-down, Balenoct is thriving on trade down the Red River, and through its busy seaport. Its impossibly high towers occasionally can be seen with scaffolding around them, indicating upkeep and repairs on the old structure. In places it is easy to see where new stone has replaced the old. Most of this stone is red granite, brought down the river from the Garenheim Mountains, and how the river got its name.

    However, the population of Balenoct is continuously growing, and the size of the old city was not able to control the rapid growth. In light of this the city has expanded quite a bit from the original dimensions. Many homes are still built with the relatively cheap granite, but increasingly on the fringes wooden buildings are going up quickly. The inner core of the city is now known to most as Old Bale, while the newer, outer areas are New Bale. In fact, Bale is just beginning to be used on formal documents and maps of the city, and many children do not even know the full old name of their residence. Old Bale, and most of New Bale are walled, but in the time of peace and prosperity, increasingly people are starting to build outside the walls.

    The people of Balenoct are a kind, welcoming folk for the most part. Directions are easily had, and many a tavern-goer will readily share tales with a foreigner. One of the favorite stories of Bales is that of Gwendoline. Said to be the beautiful daughter of a poor fisherman who lived on the bay, Gwendoline fell in love with a Prince of Balenoct. The Prince professed his love for her as well, and promised her that they would be wed, someday, as he said. Gwendoline gave him her heart and body completely, only too find that the Prince had been using her. The Prince wed another, noblewoman, and Gwendoline was heartbroken. She walked north of the city, to cliffs along the shore, and threw herself in. Seeing this, Corzon, the god of love, sent dolphins that make the bay their home to bear Gwendoline up from where she had fallen in, to be his consort. The dolphins are said to have carried her body far out to the west, into the setting sun. Corzon also cast down the Prince into ruin, and in doing so ended the royal family rule. The people of Balenoct have adopted Gwendoline as something close to a personal goddess, and prayers are offered up to her no matter what the subject.

    Balenoct is indeed no longer ruled by a royal family, now most decisions are made by a council of merchants. Trade is made a good prospect by the Red River which flows next to the city, and the quiet, calm, but deep bay that is sheltered from storms by the peninsula that extends in front of the city. Quite a wealthy city, this council is made up of not the wealthiest merchants, but generally the eldest in any given area. These merchants take advice from the others in their trades, and debate city decisions in council with the others. This leads to a fluctuation in the primary trade of Balenoct, as more charismatic merchants replace their less charismatic elders, or vice versa. However, there is no one who thinks of the Bales as anything other than merchants.

    Despite this common generality, Balenoct has a surprisingly strong military force. A strong city guard is often used to protect various shipments or merchants themselves. A lesser, but still quite strong standing military extends the rule of the city far upriver, to prevent river pirates and others wishing to avoid the city's main port. However, the real strenght of Balenoct lies in its superb navy. This is the main defense against pirates, and keeps smugglers in line (for the most part) as well. Surprisingly, there is little corruption in both the military and the government, and an offer of a bribe could land one in the jail for a few nights. The city is prosperous enough to not need bribes.
    Last edited by sir archely; September 30th, 2003 at 23:06.
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    major major major major dark fuschia's Avatar
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    Default Bloomingdale

    Bloomingdale is a beautiful city situated between the Windy River and the Red River near where these two rivers join to become one. It's relations with downstream Balenoct are mostly friendly with much trade between the two cities. The city is ruled by the extremely wealthy King Hinglebert, who has brought his city to wealth through shrewd management and trade.

    Bloomingdale also has a bustling slave trade, and people come from near and far to buy and sell slaves, usually arriving by boat or caravan over the great bridges that span the rivers into this marevllous city. Although slavery is officially illegal, the king turns a blind eye to these practices as long as the traders keep paying tribute in the form of gold. Most noble households are filled with slaves, and most forms of businesses make use of them, from smithies to brothels. In a mockery of the inneffectual law, slave owners are called "Guardians" and slaves are called "Wards".

    King Hinglebert is fast approaching old age however and since the death of his wife Queen Petunia, he has not been the same, and rumours of his growing senility spread. And most at court realise now that his twin daughters and heirs, Monique and Unique, hold most of the power and are ruling through him.
    Last edited by sir archely; September 30th, 2003 at 23:08.

  5. #5
    Consummate Lurker High House Dusk LaughingTurtle's Avatar
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    Default Sacnoth

    Less of an actual city and more of just an extended bazaar and watering hole is the sandy streets of Sacnoth. Located on the fringe of the Narch Desert, it is civilizations last stand before the harsh desolation of dunes and cracked earth. Few if any at all come to Sacnoth to live by choice. It’s bleak and barren surroundings give little in the way of any creature comforts and only the bold or foolish go willing out into the wasteland. Those who do inhabit the relatively small settlement are a tough and weathered people.

    Primarily a gathering place for the nomadic tribes of the desert people to trade and learn of the latest news, it also serves as a haven for those who wish to disappear from the rest of society. Sacnoth has no formal ruling party, but is kept in order by the water guild who owns the watering hole and few wells located in the area. Though keeping the order is meant in the loosest possible terms. As long as the water is guarded, the guild could care less about the rest of the city’s denizens who are left to fend for themselves to dispense their own forms of justice.

    Many a young and naïve adventurer has set their sites upon the city in hopes of learning some new insight on the legends of buried treasure and gold lost somewhere in the desert beyond. To that many sly and conniving charlatans have also come to sell foolproof maps and blessed compasses to lead the buyer to fortunes beyond their wildest dreams. The downtrodden, the opportunists, the good and the bad...one and all can be found within the confines of Sacnoth.
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  6. #6
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    Default Darkstone Keep

    In the heights of the Black Mountains, Darkstone Keep looks to have been actually carved into the mountain top itself. Those who visit Darkstone tell of a great hall that serves as the City's main thoroughfare, lined on both sides with shops and homes and inns. All are free to enter Darkstone and trade, and one can find all manner of things. The dwarves who live here, however are mistrustful of outsiders, and keep their secrets well.

    The forges are located deep within the mountain itself, and a complicated system of pulleys, ropes and platforms provides transportation between the levels. The current king, Hurgin, is a fairly young dwarf, his father dying unexpectedly and mysteriously 3 years ago, when Hunrgin had just reached his majority. He rules with an even hand, and no one seems prepared to complain.

    At the summit of the mountain is a large open air Colliseum, which the dwarves deny building, but will use for tournaments, fairs and celebrations. Others tell of races besides the dwarves who dwell in the many levels above the Bazaar, though the only way to access those levels seems to be to climb the mountain itself to the caves and ledges that dot the south face.

    The military strength of the Darkstone kingdom is unknown, since the dwarves have not marched to war in almost 500 years. Stories from that time, however, still tell of the army's might in battle. There do seem to always be guards on the streets, and not all of them are dwarves. Elves and Humans, what very few dwell in the area, seem to take turns serving as well.

    The only known access to the kingdom is a winding mountain road, well maintained, that rises from the plains south of the Sylverwash.
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  7. #7
    Enchanter Curtis's Avatar
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    Default Ominas Tower

    Several miles south of the Obb pass in the Garenheim mountains, the tower of Onimas overlooks the only easy passage to the lands east. It looks as if it were forcibly ripped from the earth whole, formed out of the rock of the mountains themselves. Actually, that may well be the case. Onimas is a school whose graduates are wizards and mages. Students are accepted on a sponsorship basis, working closely with a mentor, though they learn from many teachers.

    Presiding over the Onimas is the Council of Mages, its chief officers, in order of rank are Head Mage Ristan Errion , and his seconds, Mage Andieren Deloct and Magess Kiera Deloct.

  8. #8
    sign language ~KA3AK~'s Avatar
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    Default Mines of Kalasar

    In the Garenheirm Mountains, just South of Windy River and the Obb Pass, deep underground lie the mines of Kalasar. Kalasar is located in the middle of the richest deposit of precious stones in the land. There are many levels, caves and tunnels where person could wonder for month and each year new ones are added. Every year they go deeper and deeper into the very roots of the mountains.

    Hundreds of slaves work in the mines. Slaves are brought from all over the land. They live deep underground and never see the Sun. Words cannot describe the miserable existence of these people. They are barely fed and clothed and they work till total exhaustion every day. They always wear chains. In addition to that, the slave-drivers in Kalasar are known for their cruelty. Daily, slaves are beaten down or even killed even for the slightest mistake, and sometimes just for entertainment. A life of a slave means nothing in Kalasar. On top of that, the mines are a very dangerous place. Several tunnels collapse every year, burying everyone inside them. Sometimes there are terrifying explosions of cave gas (methane) and of course there are a lot of mining accidents and other hidden dangers.

    Kalasar is a cruel and unforgiving place and a nightmare of every one in the land. No slave has ever escaped the mines and no slave was ever released unless someone offered a fair price for him. Few of them lasted more then a couple years.
    Last edited by ~KA3AK~; October 6th, 2003 at 11:21.

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    Default Wolf's Keep

    Wolf's Keep, on Belfas, is and always has been the home of the Wolfs.
    Once a great House, the Wolf's are now pirates, raping and pillaging the Dominion of Ameloct. The downfall of the Wolfs happened a mere 100 years ago, when the great Elven Empire of Ularu crushed the humans on Belfas, and killed Hivon the Fool. The Wolf's swore fealty to the elves, and for 10 years, they did exactly what the elves told them to do. They became so acquainted with the art of raiding, pillaging, and seafare in general, that when the Elven Empire fell, the Wolfs did not try and start their lackluster kingdom again, but preyed upon the weak remains of the Empire. They soon became wealthy, and feared so much throughout the Northern Lands, that they turned away from the broken cities and villages, and instead turned to the undefended southlands of Ameloct.

    Rodgen Wolf, the current leader of Wolf's Keep, is planning an invasion of Ameloct. He is placing his army in the hands of his eldest son Donan.
    Last edited by sir archely; October 7th, 2003 at 01:03.

  10. #10
    sign language ~KA3AK~'s Avatar
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    Default Milten Tract

    Milten Tract is a route that connects Balenost, Bloomingdale, Kalasar and the Obb pass. It is a very important trade route with many goods flowing in either direction. Countless travellers use the tract to reach their destination. There are many villages and small town along Milten tract, where a traveller can always find food and shelter, of the right price of course.
    Last edited by ~KA3AK~; October 6th, 2003 at 11:21.

  11. #11
    Twisted with Hate prophetic_joe's Avatar
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    Default Koplin Road

    The Koplin Road is the long road between Balenoct and Ameloct. It is a broken down Cobblestone rode that was once the most used trade route in the land it's use has dropped over the years though with the decline of wealth and prosperity of Ameloct.

  12. #12
    Exile lam sam's Avatar
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    Default Fish Market District - Ameloct

    The Fish Market is the dirtiest, grittiest area in all of Ameloct. It is run by the Fish Mob, a group of humans who all the citizens of The Fish Market pay to for protection. Which they don't give. They say it is the closest place to hell you'll find in all the world, and the city watch will agree with you after they get their arms and armor stolen and are hung up by their feet in the middle of winter without clothes, and get rotten vegetables chucked at them. They say that the only person who the Fish Mob fear is Saeran Rose. He is the only one who has more power over the people than them.
    Last edited by sir archely; October 7th, 2003 at 01:07.

  13. #13
    King Sloth High House Chaos sir archely's Avatar
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    Default Kemper Road

    Kemper road begins in the south, at Sacnoth, as little more than a heavily trampled track. Winding its way north through the hills, it passes just in the shadow of Black's Fury to the west, passing between the giant peak and its smaller brothers in the Black Mountains. Along this leg of the road, it is strangely well paved and most wagons and horses have an easy time navigating. No one now living knows who built this section of the road, or why, but it has survived the test of time surprisingly well.

    The paving stops abruptly just south of the Yukka Swamp, and Kemper Road passes just to the west of the swamp, heading for the bridge at the juncture of the Sweetwater and Sylverwash rivers. The portion of the road near the swamp is the most difficult to travel on, and during rainy seasons can often become flooded and hard to find.

    After crossing the river, Kemper Road heads northeast along the northern shore of the Sylverwash for some time before cutting directly north to Bloomingdale.
    I have given pleasure to the world because I have such a beautiful ass!

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  14. #14
    Burdened with monocle QuirkyTemplate's Avatar
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    Default Neves

    City of Neves.

    It is thought to be the center of civilization in the modern world. The phrase, ‘centered like neves’, often used as a compliment (such as “look at that fine chap, he’s centered like neves!”), is derived from this fact. All trade along Kemper road and all in both the Sylverwash and Sweetwater River run into this place. The result is a city that boasts one of the, if not the, greatest treasuries in all the lands. This fact is empirically verifiable by not only the opulent towers that streatch to the sky, but also the amount of soldiers and guardsman that roam the streets, enforcing law and order. It is because of this order that a rather prestigious temple of Dereko was erected many years ago (seconded only by the famous Temple of the Order), or maybe the order arrived after the temple was erected. The details are sketchy at best, and hotly debated among the graduate students at the temple’s universities.

    It is located where the Sylverwash River and Sweetwater River meet. There are three districts, each separated by part of the rivers. Sylvertown is the northern edge, named such for it’s proximity to only the Sylverwash River. The Brooklands lays on the east, the area of land between the Sylverwash River and the Sweetwater River. And finally the thin strip of houses erected on the southern banks of the Sylverwash River, aptly named ‘the marsh’. It is by far the roughest of the three, only the poorest of the poor attempting to live so near to the swamp.

    Despite the economic superiority, lately the town of Bloomingdale has been stealing much of its trade. This fact has spurred many people into talking, but as of yet, no action has been taken.

  15. #15

    Default Isternesse

    the elven capital is located in the middle of the woods of sylver, referred to as the sylverwood by its sylvan inhabitants. the city is ancient, the huge silver trunked trees are made to grow into buildings, aided by magic. at first glance, a stranger would think he had stumbled into a grove of trees that bore sparkling golden light as fruit. the air hums with magic, as there is perhaps more magic practiced here than anywhere in the world.

    the city is ruled by a council of mages, who control all aspects of elven life. The forest, particularly the border, is scouted heavily, with intruders dealt with in a swift and deadly manner. a truce exists uneasily with the humans who live at the border of the forest, but there are often skirmishes, most always won by the elves.
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