Difference between revisions of "Towns and Settlements"

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Throughout the large expanse of LOTC [[history]] there have been many realms. Within these realms there have been even more settlements.
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==Major Realms==
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'''[[Aegis]]'''
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*[[Cloud Temple of Aegis]]
 +
*Aerial
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*[[Sanhar]]
 +
*[[Sanjezal]]
 +
*[[Lunavera]]
 +
*[[New Alstion]]
 +
*[[New Terriko]]
 +
*[[Kal'Urguan]]
 +
*[[Laurelin]]
 +
*[[Kramoroe]]
 +
*Konisberg
 +
*[[Haven]]
 +
*[[Galahar]]
 +
*[[Dunwood]]
 +
*[[Crimson Vale]]
 +
*[[Celestine]]
 +
*[[Alstion]]
  
  
== Major Realms ==
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'''[[Asulon]]'''
 +
*[[Cloud Temple of Asulon]]
 +
*[[Ager]]
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*[[ShadowVale]]
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*[[Skravia]]
 +
*Strigzgoi
 +
*[[Normandor]]
 +
*[[Roseus Aquila]]
 +
*Menocress
 +
*[[Mount Ire]]
 +
*[[Khaz'A'Zhar]]
 +
*[[Kal'Dwain]]
 +
*[[Kal'Karik]]
 +
*[[Elandriel]]
 +
*[[D'Hara]]
 +
*[[Branborough]]
 +
*Arma Luna
 +
*[[Arethor]]
 +
*[[Ceru]]
  
=== Aegis ===
 
  
[[Aegis]] was the very first realm of LOTC and is riddled with a thick history. The [[realm]] was bountiful with a constant influx and downfall of various settlements.
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'''[[Anthos]]'''
 +
*[[Cloud Temple of Anthos]]
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*San'Orka
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*[[Vaerhaven]]
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*[[Luminaire]]
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*[[Lin'evaral]]
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*[[Kingston]]
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*[[Kal'Azgoth]]
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*[[Gronkkston]]
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*[[Castle Greywynn]]
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*[[Abresi]]
  
  
==== Aerial ====
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'''[[Athera]]'''
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*[[Cloud Temple of Athera]]
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*[[Petrus]]
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*[[Rivel]]
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*[[Oakhearth]]
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*[[Gimblewood]]
  
Aeriel was the capital city of the Free Kingdom of Aerarium in [[Aegis]]. Aeriel continued to grow with every project, increasing the city's beauty and attracting more residents. Aeriel was a diverse city, with many [[races]] living within its walls and its own architectural style. From affordable housing to lavish manors, Aeriel boasted some of the most unique buildings. The Palace, Aeriel's Crown, was also the largest building in Aegis, and amazed many a stoic traveler. The city was named after Aeriel, a living incarnation of light and enlightenment, and a walking servant of God. Aeriel is the [[Aengul]] who has interceded on several occasions for mankind, and was a hero to all living in Aegis. Therefore, the citizens of the city Aeriel aspired to become like their patron, and achieve the perfection that was intended for all the races by removing the taint of [[Iblees]].
 
  
Aeriel was located between [[Laurelin]] and [[Kal'Urguan]]. Following the [[White Road]] from Kal'Urguan would eventually lead to the city on the left. From Laurelin one could travel towards Serpent's Ridge and take the right path when the road split to reach Aeriel.
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'''[[Vailor]]'''
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*[[Cloud Temple of Vailor]]
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*[[Kal'Valen]]
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*[[Kal'Ordholm]]
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*Goodborough
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*[[Saltstone]]
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*[[Laurelin (Vailor)]]
 +
*[[Lin'sulan]]
  
'''History'''
 
  
Founded in 1312 by Lucius Murmillo, the city of Aeriel underwent constant expansion. It was a popular site for visitors traveling to the city of [[Haven]] down the White Road until Haven disappeared. The city lost much of its population for having a rather remote location, although some still enjoyed the tranquility of the city. Like the rest of the cities in Aegis it was abandoned when the world fell to the Undead.
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'''[[Axios]]'''
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*[[Cloud Temple of Axios]]
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*[[Linandria]]
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*[[Johannesburg]]
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*[[Kal'Nikaer]]
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*[[San'Garath]]
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*[[Reedsborough]]
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*[[Reedsborough]]
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*[[Ker'nor]]
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*[[Norseth'onn]]
 +
*[[Vjorhelm]]
  
'''Laws and Government'''
 
  
These laws were applicable to all residents of Aeriel, as well as any traveler who visited the Free Kingdom of Aerarium. Simply being respectful, especially towards those in positions of authority was critical. Laws served to increase the enjoyment of all within the Kingdom, and by breaking them the enjoyment of others was also broken.
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'''[[Atlas]]'''
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*[[Cloud Temple of Atlas]]
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*[[Aegrothond]]
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*[[Belvitz]]
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*[[Caras Eldar]]
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*[[Carolustadt]]
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*[[Haelun'or|Fi'halen]]
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*[[Kal'Azgaryum]]
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*[[Khel'seth]]
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*[[Markev]]
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*[[Nordengrad]]
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*[[Presa de Madera]]
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*[[Ruriksgrad]]
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*[[San'Kala]]
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*Talar'ikur
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*[[Viralondë]]
  
1. Unlawful destruction of property is a First Degree offence.
 
  
1a. Mining without a permit and foresting outside of the tree farm are Second Degree offences.
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'''[[Arcas]]'''
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*[[Aegrothond]]
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*[[Avalain]]
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*[[Dunshire]]
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*[[Haelun'or|Berr'lin]]
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*[[Helena]]
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*[[Kal'Varoth]]
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*[[Reza]]
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*[[City of Sutica|Sutica]]
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*[[Princedom of Fenn|Tahu'lareh]]
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*[[Druidic Order|The Talus Grove]]
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*[[Ves]]
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*[[New Reza]]
  
1b. Disrespect of Nature ((floating trees, not replanting, or picking other's flowers)) are Second Degree offences.
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'''[[Almaris]]'''
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*[[Providence]]
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*[[Karosgrad]]
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*[[Varhelm]]
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*Karinah’siol
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*[[Amaethea]]
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*[[Talon's Port]]
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*[[Yong Ping|The Jade State of Yong Ping]]
  
1c. Building without seeking approval first is a Second Degree offence.
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==[[Minor Realms]]==
 
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*[[The Verge]]
2. Unlawful murder is a First Degree offence.
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*[[New Oasis]]
 
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[[Category:Settlements]]
2a. Killing [[sheep]] is a Second Degree offence.
 
 
 
3. Combat/fighting within city limits (excluding pre-approved gladiatorial arenas) is a First Degree offence.
 
 
 
3a. Excessive harassment is a Second Degree offence (in certain conditions the harassed party may request to a council member authorization to stage a duel of single combat between the respective parties). Repeated harrasment is a First Degree offence.
 
 
 
4. Theft is a First Degree offence.
 
 
 
5. The breaking of an Oath of Feilty to Aerarium is a Capital Crime of the First Degree.
 
 
 
'''Punishments'''
 
 
 
Punishments varied on the degree and consistency of the offense. Punishments were split into First and Second Degrees. They tended to scale for each repeated offence but depending on the circumstance and gravity of the crime punishment could be increased or lessened. They included, but were not limited to:
 
 
 
'''First Degree Punishments'''
 
 
 
- Imprisonment (time varies on severity and increases for repeat offenders)
 
 
 
- Banishment from a kingdom (an appeal can be granted after a certain time if the accused has shown a desire to reform)
 
 
 
- Execution (only by council members or at the direction of the King)
 
 
 
- Exile from the world (perma-ban!)
 
 
 
'''Second Degree Punishments'''
 
 
 
- 100 minas fine
 
 
 
- 500 minas fine
 
 
 
- 1000 minas fine and Imprisonment
 
 
 
'''Government System'''
 
 
 
The Free Kingdom of Aerarium was an absolute monarchy. The King was the head authority, and was supported by the Council, who helped in the rule and governance of the Land. The Council members were to be treated with the respect deserved by someone of their station. The following is a list of the positions and those who held them.
 
 
 
**King** - Leader of the Free Kingdom of Aerarium and final authority; held by Lucius Murmillo.
 
 
 
**King's Hand** - An official appointed with the authority to act with the full authority of the King; held by Lord Ainnr Thorirson.
 
 
 
**High Magister** - Leader of the intellectual pursuits of the town, and an advisor to the King and his Hand and oversees the Order of Fire; held by Vincenius Aleanthym.
 
 
 
**High Priest** - Leader of the monastic farmers and preacher to Aegis and oversees the Order of Light; held by Hogarth.
 
 
 
**Marshal** - Leader of all aspects of the military of the Kingdom. Chief military advisor who enforces the laws, and oversees all warriors and their pay; held by Lord Twi Osit.
 
 
 
'''Other positions of Authority'''
 
 
 
**Lord Carnush Landholding** - Bannerman of Lucius Murmillo. Guardian of the Forests, Elven Quarter Representative to Council
 
 
 
**Lord Animus** - Leader of the AFF, overseer of the Castle beyond the Arenas
 
 
 
**Head Guard William**
 
 
 
'''Districts'''
 
 
 
- Palace District had homes within the palace Aeriel's Crown. Homes ranged from 5,000- 15,000 minas.
 
 
 
- Market Row ran along the main road of Aeriel, and one could buy almost any good within the shops. Shops could be bought for 3,000-5,000 minas.
 
 
 
- Elven District had homes ranging from 1,000-7,000 minas.
 
 
 
- Aegean Academy Order of Scientific Research and Technology was located to the southwest of the Palace. This group worked hard to make sure that all things that could be discovered in Aegis were discovered, researching things that would help the people of Aegis the best way possible. They acted as an Academy, a lab, a library, and place for scholars to try to reveal the secrets of the nature in Aegis.
 
 
 
- Temple District had large expansive and wonderfully decorated homes and shops. Homes ranged from 2,000-10,000 minas.
 
 
 
- Mage's Tower
 
 
 
'''Housing and Shops'''
 
 
 
Housing could be found from 1000-10,000 minas depending on the size, location and decor. There were also several inns that offered cheap rooms on a weekly payment. The acquisition of property was done through Lucius Murmillo.
 
 
 
Free housing was available for Guardsmen, Rangers and Templars in exchange for working four guard shifts a week. Free housing could also be arranged for assistant builders and gatherers in exchange for their help building.
 
 
 
 
 
==== Sanhar ====
 
 
 
Sanhar was a city of the [[Orcs]] in [[Aegis]]. Frequently the target of the [[Undead]], it was assaulted by Queen Cassandra and later several [[spider]] attacks.
 
 
 
==== Sanjezal ====
 
 
 
Sanjezal was the capital city of [[Krugmar]] in [[Aegis]]. Set in the hot desert near the [[Cloud Temple of Aegis]], the city was dangerous for any [[Races|race]] other than the [[Orcs]].
 
 
 
==== Lunavera ====
 
 
 
Lunavera was a primarily [[Humans|Human]] settlement in [[Aegis]]. Originally called Tris'fal, the city was taken from Adephon Skygrazer by Trouvo Souvok and renamed. The city was supposed to become a source of mines for the [[nations|nation]] of [[Oren]]. When support failed to materialize from the King of Oren, [[Edmund Sheffield]], the city leadership declared allegiance to no nation. During the Fall of [[Al'Khazar]] and [[Phoenix Revolution]] it received a small number of refugees.
 
 
 
The city was located northwest of Al'Khazar and was notable for being one of the most remote settlements in the north of Aegis. A very long road connected Al'Khazar to Lunavera, with the journey often taking a full day. Architecture featured white walls, wooden roofs and stone walls, common in other Human settlements. The city also had one of the largest libraries in all of Aegis that attracted many scholars.
 
 
 
 
 
==== New Alstion ====
 
 
 
New Alstion was one of the four northern settlements of [[Aegis]] to fall to the [[Undead]] in 1340 as part of the Fall of the North. It was named after [[Alstion]], which had fallen to the Undead after an attack and snowstorm several years earlier.
 
 
 
 
 
==== New Terriko ====
 
 
 
New Terriko was a town of [[Aegis]]. Close to the city of [[Galahar]], it was initially under the jurisdiction of [[Oren]] and later the [[Realm of Hanseti]]. The town was guarded by the military force The Wolverines. It fell to the [[Undead]] in 1349, although through the staunch defense there was no miasma.
 
 
 
 
 
'''History'''
 
 
 
Terriko was created ((early July)) by Karnin Kofri, a born [[Dwarves|Dwarven]] leader. He molded the town into a small cozy village with trees that shaded the town and its citizens. Many newcomers arrived from the [[The Cloud Temple|Cloud Temple of Aegis]], due to the relatively short distance. Soon the town grew very quickly. Everything ran very smoothly, and the large number of guards kept the [[bandits]] away. Sadly, the guards could not prevent black <span class="wiki_link_ext">[[magic]]</span> that seemed to have destroyed anything around the Cloud Temple. The townsfolk were desperate for a leader. Mayor Kofri rose up! He commanded men to rebuild the walls, "Stronger and thicker!" he hollered. He commanded men to rebuild the homes, "Neater, and sturdier!" He shouted. He commanded the women to replant the trees, "Taller, and greener!" He yelled. Soon the town was better than ever! But alas, black magic has a tendency to return. The second time it struck the wreckage was not salvageable, and Mayor Kofri was nowhere to be seen. So Tempir, a town guard took in charge, and he lead the townspeople to a safer location. After many days of journey several people were dead, and many either wounded of starving. When all seemed lost a mysterious wizard appeared. He said that he would shield the new town from black magic. New Terriko was created.
 
 
 
'''New Terriko'''
 
 
 
The construction of New Terriko took many days, and the return of Mayor Kofri only slightly helped the building. Mayor Kofri and Jeremy, the town locksmith, took a long and hard thought about the new designs for New Terriko. Once the decision was made they put the town to work. Jeremy took in charge of creating a cobblestone wall and created a gate for the entrance. Karnin Kofri helped the citizens recreate their homes and shops. Later, Austin, the town hunter, built two larger guard towers outside the town walls. The town eventually contained a dock, farm, large fountain, blacksmith, shop district and inn. The suburbs land was created mainly by Austin but had small help from Frenchie and Josiah. There was a community park, farm and multiple houses and shops.
 
In 1349 New Terriko was besieged by Undead and tainted. Nearly the whole of the city was affected, but thanks to the work of defenders the Undead conducting the attack was killed before a deadly miasma could be spread throughout the city.
 
 
 
 
 
'''Races and Acceptance'''
 
 
 
New Terriko accepted Dwarves, [[Orcs]], [[Elves]] and of course, [[Humans]]. The town appreciated all citizens that come in and the help they provided. Stealing and destruction could be punished with banishment from the city or possibly worse. This was because houses, inns and farms were being raided heavily.
 
 
 
 
 
'''Notable Members'''
 
 
 
- Frenchie, a Dwarven shopkeeper.
 
 
 
- Brunhyldir, an Orc guard in the original Terriko village.
 
 
 
- Karnin Kofri, Dwarven mayor of Terriko and returning mayor of New Terriko.
 
 
 
- Tempir, guard of the original Terriko village.
 
 
 
- Austin, member of the guard and town hunter.
 
 
 
- Jeremy, town locksmith.
 
 
 
==== Kal'Urguan ====
 
 
 
Kal'Urguan was the capital city of the [[Dwarves]] in [[Aegis]], under the First, Second and Third Kingdoms of Urguan, as well as the Empire of Khorvad. Located in the center of the [[King's Road]], Kal'Urguan was near Kal'Rog and the [[White Road]]. It was one of the last cities to fall to the [[Undead]], succumbing in 1349. In [[Asulon]] the dwarven capital city became [[Kal'Karik]].
 
 
 
 
 
'''Geography'''
 
 
 
Kal'Urguan lay deep inside The Hidden Mountains, sheltered from those unaware of its presence. The only way to detect it, was to find the main gate at the start of the valley into the mountains. Inside the mines there once was many ores and valuables, but after long use of the mines, most of the resources were emptied, leaving but a few valuables for discovery. The King's Road was to the east, with [[Krugmar]] to the southwest and <span class="wiki_link_ext">[[Alras]]</span> to the north.
 
 
 
 
 
'''History'''
 
 
 
Through many months the first century Dwarves made outer Kal'Urguan with its strong walls and various shops and parks. The first Dwarven King, King [[Simmpa]] was very sick and was not able to serve his people to the fullest but tried his hardest! The High Council took a lot of the work themselves and re-organized the Dwarven people. The Dwarves fought the [[Orcs]] greatly and eventually peace talks went through and the war drew to a close. After it was obvious King Simmpa could not rule any longer due to his sickness the overseer [[Charles Grimlie]] took over. Charles was once the great ruler of Kal'Urguan. He was known for many things; building many cities, and towns, opening the first shops in Kal'Urguan, and mainly for his greed, causing a war with the [[Humans]]. This war started with a simple human stealing iron from Kal'Urguan. Charles, filled with anger, and greed marched his men to [[Oren]] to demand not only a refund, but much more. Not willing to refund, this caused Charles to strike causing a war between the Humans, and Dwarfs. This war was not long, it included the Dwarves attacking [[Al'Khazar]], and the Humans attacking outer Kal'Urguan. After this Alras went on its own, and would soon become its own nation. This marked the end of Charles reign, after this he grew old, and stepped down from the throne. He would appoint the Baron, [[Belin Irongut]] to became his replacement as King. As King Belin's first act was to completely refill the council for Kal'Urguan. This brought many new Dwarves into power, and also brought many new ideas. One being a complete reconstruction of Outer Kal'Urguan. The reconstruction was very popular, and brought the Dwarves an economic outburst Belin also lead the creation of another new housing district along with a scholarly district. Both with outstanding architecture thanks to the High Architect Lukas. Though the Kingdom was dull, and empty. Belin grew old and could not hold his position any longer. He appointed Algrim to be his replacement, but now, in the late times of the Dwarves a new king with new Great ideas has risen; Grand King Thorik Braveaxe and he immediately modified and then he announced that a New Governmental System has been added.
 
In Asulon the Dwarven nation was renamed to Kal'Karik.
 
 
 
'''Government'''
 
 
 
- Led by a Grand King
 
 
 
- A Grand King is in control of the Grand Council and the Dwarven military. He can block any decisions made by the Lower Council
 
 
 
- Governed by a Grand Council, made up of the Grand King and four Grand Councilors who govern the Dwarves and control the actions of the military
 
 
 
- High Lords are the representatives, advisors and eventual successors of the Grand Councilors
 
 
 
- Also governed by a Lower Council that makes sure that Dwarves are able to get jobs and housing, while also making money for the kingdom
 
 
 
- Council members consist of: Four High Lords, Lords, a Head Architect, Head Blacksmith, Head Miner, Archbishop, Grand Champion, Head Merchant, Head Clown and Head Guard
 
 
 
- Sectors are managed by Guilds who represent different parts of Dwarven society and report back to the Lower Council
 
 
 
- An unpopular Grand King may be removed if all four Grand Councilors are in favour of his removal
 
 
 
- If somebody wishes to create an official Dwarven guild and get a seat on the Lower Council, they must first gain the approval of the Grand Councilor
 
 
 
'''Grand Council'''
 
 
 
*Grand King Thorik Braveaxe
 
*Grand Councilor Bazian Blackaxe - Political
 
*Grand Councilor Broski Braveaxe - Guilds
 
*Grand Councilor Algrim Irongut - Economics
 
*Grand Councilor [[Karl Frostbeard]] - War
 
 
 
'''The High Lords'''
 
 
 
*High Lord Bazian Blackaxe - Political
 
*High Lord Longbeard Braveaxe - Guild
 
*High Lord Baltor Blackaxe - Economics
 
 
 
'''Lower Council'''
 
 
 
*Lord [[Hiebe Irongut]]
 
*Lord Arbrek Starbreaker
 
*Head Architect Goldbeard
 
*Forge-Lords Arbrek Starbreaker & Kanatar Blackaxe
 
*Head Miner Darius Irongut
 
*Archbishop Elric
 
*Grand Champion Kjell Ireheart
 
*Head Guard Dili
 
*Head Merchant Percival Irongut
 
*Head Clown Grady Blackaxe
 
*Chief Engineer Saviticus Irongut
 
*Head Mage Kilgrim Dzak
 
 
 
This was the government before Aegis was destroyed and Kal'Urguan was left empty.
 
 
 
 
 
'''Army'''
 
 
 
Consisted of the military and legion, under the command of Kjell Ireheart.
 
 
 
 
 
'''Architecture '''
 
 
 
The Dwarven architecture is normally based on straight lines, mathematical diagrams and meticulous projects. Their main aim is to be as economic as possible and at the same time reliable and eternal. The great example of Dwarven architecture is the former capital city Kal'Urguan, just by looking at the front walls of the stronghold. As a matter of fact despite the Dwarven love to the deepness of the ground they also like to show off their skills and majestic severity of their buildings by rising them so other [[http://old.lordofthecraft.net/wiki/index.php?title=Races|races]] can enjoy these breathtaking views.
 
Two key factors Dwarves strive for in their architecture are to show off their might thus making large defensive structures, and the pride towards their land and race, by building statues and not wasting any bit of time or land to bring out its fullest potential, and beauty.
 
 
 
 
 
==== Laurelin ====
 
 
 
Laurelin was the capital city of the Holy Princedom of [[Malinor]] in [[Aegis]]. There were five main districts to Laurelin: Old Laurelin (or Central Laurelin), West Laurelin and the Docks, North Laurelin, East Laurelin and South Laurelin. The city was one of the largest in all of Aegis.
 
 
 
'''Introduction'''
 
 
 
No eyes have been set on the beautiful forest city of Laurelin, heart of The Holy Princedom of Malinor, without tears of wonder. In the tops of these grand redwood [[trees]] are the homes of [[Elves]]. A miracle in their architecture and a wonder in their beauty, at night the glow stones shimmer setting the outlines of the central Mother Tree, spiritual home of all Elves. Like the [[Dwarves]], the best defence of the capital city of the Elves is the hidden nature of the city. On these tree tops lies a sprawling city, peaceful inns, libraries and cosy homes, however in the lower districts lay the Elven armories, smithies and taverns. No city matches the magical atmosphere of Laurelin, the beautiful voices of the Elves permeates the cool forest laden air, a calm breeze flows through the leaves and a constant symphony of bird calls and rustling echoes in the distance.
 
 
 
'''History'''
 
 
 
A powerful [[The Druids|Arch Druid]] from one of Malinor's eldest cities came to Aegis to help us with the erecting of Laurelin's tree's. I met him at the cobblestone spires to the west of the [[Cloud Temple of Aegis|Aegis Temple]]. We set off on foot to a mountain gorge I had come across that would act as a natural barrier to our foe's. Once we arrived, the Druid wandered around in the valley reaching into a pouch on his hip every so often. He showed me the seeds in said pouch, and they had tiny, intricate vines woven around them, with a shine very similar to glow stone. Whilst my brigade of builders were creating the cities defensive wall, the tree's begun to grow exponentially! It seemed as though the tree's grew faster the taller they got and soon the canopy raised hundreds of feet above us. It was a wonderful sight, the leaves sprung out of the branches with a burst of the similar glowstone sheen, and sprinkles metallic dust swirled down from the tree tops.
 
 
 
There was still however, a large clearing in the center of the city. This of course was for the "Mother Tree". A tree to harbor them all. He grabbed a bit of parchment from his satchel and looked over at me reassuringly. The Arch Druid then walked to the center of the clearing, and began to cast a powerful spell upon one of the seeds. Leaves suddenly spun around him wildly, and a wonderful green color radiated around him like an aura.
 
 
 
The tree's trunk sprouted around him, and he was no longer in view. I was rather frightened when i saw this, hoping he hadn't casted the spell incorrectly. As The Mother Tree grew to its ultimate height, I saw a small opening halfway up the tree. Low and behold, the Arch Druid stood in the opening proclaiming "This is where the stone alter shall lay".
 
 
 
Once the tree's seemed to stop growing, we climbed up the tree's with packs of wooden planks and began setting down the first few platforms. In time, Laurelin had become one of the finest cities of Malinor… And to think it had all begun with just a pouch of seeds and a pinch of Druid Magic.
 
 
 
- [[Native the Elf]]
 
 
 
'''Districts'''
 
 
 
**Old Laurelin**
 
 
 
The Mother Tree, the spiritual home of all Malinorian Elves, stood strong and proud in the center of Old Laurelin, along with the High Prince's quarters, the Library of Laurelin, and the Elven Council's headquarters.
 
 
 
Near the gates of Old Laurelin, a central trade district that once bustled with Elves and visiting merchants going about their daily routines had fallen into disuse due to the introduction of the new and larger trade district in West Laurelin. Just up the road from the grand entrance the Treetop Tavern deceivingly sat near the ground with Laurelin's river running behind it, where many Elves enjoyed Malinor's finest on the balcony with a cool breeze passing by. Further up the road was a blacksmith's shop and Elf dwellings.
 
 
 
**West Laurelin**
 
 
 
Laurelin docks were the base of trading operations. The Elves of Laurelin shipped large amounts of materials rare to the outside world and received materials that were from lands distant from them.
 
 
 
Near the docks, the grand Druid Tree overlooked the sea while glowstones swayed gracefully from it's long branches.
 
 
 
With the addition of a sea gate to control trade in the Elven empire, a new section of West Laurelin was created, a new center for trade and business, replacing the original trade district in Old Laurelin.
 
 
 
**North Laurelin**
 
 
 
When entering Laurelin from the [[Prince's Road]] visitors passed the great Elven [[Gauntlet]], where brave Elves tested their wits and agility against nature's fiercest challenges. Nearby, those who manager to conquer the Gauntlet, or those with the intelligence to pass on the challenge, celebrated or relaxed at the Swift Elf Tavern or [[Dawn's Bakery]].
 
 
 
**South Laurelin**
 
 
 
A relatively new construction in the Laurelin proper, this section was created when the decision to put a wall up around the city was enacted, so as to provide for the expanding nation of the Elves, and satisfy their need for housing. Constructed by the High Prince and his team of builders, this section was mostly comprised of housing, with the occasional store or farm appearing.
 
 
 
**Southwest Laurelin**
 
 
 
The newest district to be built, this section had numerous houses and shops. It could be found by following the road left by the Forest exit.
 
 
 
 
 
==== Kramoroe ====
 
 
 
Kramoroe was a town located on the King's Road under the nation of Oren in Aegis. It was destroyed in an Undead attack. Galahar was later built on the site.
 
 
 
'''Features'''
 
 
 
Kramoroe was home to many villagers with new homes built frequently; it was recommended newcomers to Aegis consider Kramoroe a first choice to live in, as there was no tax. However despite the simplicity and charisma of the charming town it was a hotspot for bandits and robbers. Because of the persistent thieves the town had been blessed with all kind of protection spells and a group of dedicated guards called 'The Vanguard' had set up a base of operations. Amongst the Vanguard base, Levant's shop and Brothers Inn, there were other unique features within the town. Kramoroe featured a town crypt which spawned all manner of grisly undead when the sun set; making it an ideal place for aspiring warriors to train. Kramoroe was also home to an expert redstone engineer; who created complicated circuits for a fee.
 
 
 
Kramoroe also had an church at the side of the desert and was part of the Reformed Church, which was one of the biggest churches of Aegis. There was place for around 50 people. The Missionary Army, a part of the Reformed Church was also located here.
 
 
 
'''History'''
 
 
 
Kramoroe began when a group of traveling merchants came through the area and made a small camp where they sold items to travelers going to Oren. They camped there for a few weeks and in that time they discovered that the road they camped near was a good place to set up an inn. In the following days they began to build a small inn.
 
 
 
They soon had to leave since their home land was being invaded by Orcs. But they left one of their people, Sen, there to look after the inn. Eventually he lost contact with his fellow merchants. He started to give out free food and tools to travelers as he thought that he would soon leave.
 
 
 
A few days before he was going to leave, he met a Human by the name of Malco. He was grievously ill so Sen helped him recover at the inn. When Malco had healed he decided to stay with Sen and help him with the inn. Sen was grateful for this, so Sen decided that he would stay and start to expand the inn. A week later a Dwarf by the name of Yorck came to the inn and stayed for a few days. Yorck soon learned that Sen and Malco needed help with the inn, so stayed and began to help out. Within a few months he became a part of the inn.
 
 
 
The inn grew a third time, and for a few months the inn thrived well. Until one morning Yorck tuned on Sen and Malco. He chased them out of the inn, and he and his brother ripped the inn down. Malco and Sen went to the rangers and told them what had happened so the rangers tracked them down and killed them. However the inn was gone so Sen and Malco parted ways.
 
 
 
Malco was not happy with the outcome of the inn, so he left the house he owned and went back to the place where the inn had stood and began to rebuild. It took many months but eventually he had rebuilt the inn. He then he sent a message to his old friend Sen telling him to come and meet him at the inn. When Sen arrived he was so overjoyed with what had been done, he came back to the inn and reopened it with Malco.
 
 
 
Sometime later a Human by the name of Levant came by the inn. He proposed that he open a shop next door; Sen and Malco aloud him to do so. And after he had built his shop another man came by and asked if he could build a home. Again they said yes, so the town stated to grow.
 
 
 
Many years later the town was christened Kramoroe and the High Prince Native of Laurelin came to the town and told Malco (who was now mayor of the town), that he would protect the town with his men if they became a town of Malinor. Malco agreed to this deal and the town of Kramoroe was made a safe haven for travelers on the road to Oren.
 
 
 
After an Undead attack it was left in ruin until rebuilt as Galahar, under the jurisdiction of Oren. Some of the survivors of the destruction created the Nawari Gypsies to continue the mercantile tradition of Kramoroe.
 
 
 
==== Konisberg ====
 
 
 
Konigsberg was a base of power for the Teutonic Order and later capital of the Realm of Hanseti in Aegis. Set far east of the King's Road and most other settlements, the citizens tended to be fairly self-reliant. It was one of the few settlements not to completely fall to the Undead and became a temporary refugee settlement towards the end of Aegis when the Undead overwhelmed several cities in the world.
 
 
 
==== Haven ====
 
 
 
Haven was the city of the Ascended in Aegis. Founded by the Sages after they walked for five days from the center of Aegis, it became a hub of learning, trade and magical study. The White Road was built to connect Haven to Kal'Urguan. The city vanished along with the Sages when they returned to Aeriel.
 
 
 
==== Galahar ====
 
 
 
Galahar was a town on the [[King's Road]] in [[Aegis]]. Built on the ruins of [[Kramoroe]], it was established with a feudal system and came under the rule of <span class="wiki_link_ext">[[Oren]]</span>. Following the Fall of [[Al'Khazar]] it was made the capital of the [[Nations|nation]], and was the site of the violent phase of the [[Phoenix Revolution]]. It became the capital of the new [[Kingdom of Renatus]]. In 1349 it was attacked by [[Undead]] along with [[New Terriko]] and tainted.
 
 
 
 
 
'''History'''
 
 
 
The site on the King's Road that became Galahar was once Kramoroe, which was destroyed in an [[Undead Attacks|Undead attack]] and left in ruin. As the spot lay conveniently on the King's Road on the way to Al'Khazar, it was restored. The new town was based on a feudal system, where several types of castes all had to pay a tithe once a week, save the knights. Galahar was not a large town, although it attracted some attention for its rest features and merchants.
 
Following the blight of Al'Khazar refugees flooded from the city. Galahar received many of them. As the closest [[Humans|Human]] city to the [[Cloud Temple of Aegis|Cloud Temple]] and other nations it was named the new capital of Oren. It grew enough as a result to be called a city rather than a town, with increased defenses and a greater population.
 
In 1341, Galahar was the site of the Phoenix Revolution. [[Enor Sheffield]] stepped down as King of Oren, giving the crown to [[Gaius Marius]]. This was disputed by the revolutionaries, who seized Galahar in response. After negotiations, it was decided that Oren would be split in two, with [[Eze'kiel Tarus]] ruling the Kingdom of Renatus from Galahar.
 
Opposition grew against Renatus and especially against the Phoenix guard stationed in Galahar. A group began to form in heavy opposition of the leader of Galahar (Pius Silverblade) due to his corruption in leadership. The Purge was planned by the <span class="wiki_link_ext">[[Dwarves|Dwarf]]</span> Ingot as a way to cleanse the city of the guards and Pius that had supposedly mistreated them. The attack was bloody for both sides, but those fighting for Galahar were able to hold the city due to the knights, dwarves, and druids who all fought in defense.
 
In 1349, Galahar was attacked by Undead. At first there were only a few <span class="wiki_link_ext">[[Ghast|Ghasts]]</span>, but the attack quickly grew. It seemed that the city would be lost until the Undead casting the spells was slain. The city was tainted in the west, near the Keep. King Tarus decided to evacuate, given that the taint could continue to spread.
 
 
 
 
 
'''Architecture'''
 
 
 
Many of the large and noble homes had stone or stone brick supports on the lower floors. Dark and light wood was used throughout the city. Hedges were also common.
 
 
 
 
 
'''The Castes'''
 
 
 
Lord Knight Commander - The Lord of Galahar and Commander of the Knights, he ruled over Galahar and made the important decisions. He was aided by his Steward and lived in Galahar's castle. Position was famously held by Pius Silverblade (being known then as Gideon Silverblade).
 
 
 
The Steward- Usually chosen from the Knight Sergeants for his skill in not just fighting, but keeping law and order. He aided the Knight Commander in the running of Galahar.
 
 
 
The Knights - Protectors of Galahar and the Higher Caste, they were given a tower or room in the keep for their service, and did not have to pay any Tithes.
 
 
 
Nobles - The Wealthy folk of Galahar, they owned a Noble House. Their wealth and status allowed them to enter the Keep with no questions.
 
 
 
Squires - The "Servants" of Knights and usually children of Nobles, they served the Knights until they were knighted themselves.
 
 
 
Villeins - The Free men of the town, they had bought a House that paid money as a Tithe. They included smiths and fishermen.
 
 
 
Pages - The Guards of Galahar, and servants of the Knights, they were the same as villeins, although they were still eligible to be in the Serf Caste as well.
 
 
 
Serfs - The workers of Galahar, they lived in a house connected to a farm or woodcamp, and as such, they paid tithes in items, until they got enough money to buy a house inside the walls.
 
 
 
 
 
==== Dunwood ====
 
 
 
Dunwood was one of the quaint, little homes of the Halflings in Aegis. Dunwood was a village originally under Oren rule and later declared independence. The Halflings were once the children of Humans and Dwarves, and this odd coupling produced a peaceful sub-race. Its whereabouts was largely unknown to the other races, but not purposely hidden, just conveniently out of the way. It was the largest Halfling settlement in Aegis.
 
 
 
'''Society'''
 
 
 
The people of Dunwood were very protective of their farms and mountain. Visitors to the village were often shooed away. Given their fondness for privacy and lack of welcome for strangers it was advised to meet the Halflings somewhere other than Dunwood. Dunfest was a gigantic festival celebrating Dunwood's massive harvest. Initially created by Petyr Brandybuck to revitalize the empty town.
 
 
 
'''Home'''
 
 
 
A town whose location was little known, they lived in peace amongst nature, farming as their Human cousins do, but within the safe confines of the ground, much like the Dwarf cousins do. Dunwood was a simple village, with hill houses surrounding a small lake, and fields of wheat surrounding them. The Halflings of Dunwood were not ones to mine often, but their cousins, the Dwarves, are well known for it, and thus they have the ability if they so choose. The Mountain of Enduren was located near Dunwood and stood tall over the town.
 
 
 
'''Leadership and Politics'''
 
 
 
Dunwood was lead by the Elders and the Mayor. Only Elders and the Mayor allowed people to live in the town.
 
 
 
Dunwood used to be under the rule of Oren, but when the kingdom split, Dunwood decided to stay independent, as Halflings typically don't enjoy power struggles.
 
 
 
==== Crimson Vale ====
 
 
 
Crimson Vale was a town of northern Oren in Aegis. It fell to the Undead in 1340 as part of their conquest of the north. It was created by the Head Archivist of Oren and Dwarven Baron Juvens. The town was built on the site of the former Snowy Fields, which had previously fallen to the Undead.
 
 
 
==== Celestine ====
 
 
 
Celestine was a small town in northern Oren of Aegis. In 1340 it fell to the Undead as part of their conquest of the north.
 
 
 
==== Alstion ====
 
 
 
Alstion was a town in northern [[Oren]] in [[Aegis]]. It was destroyed by the [[Undead]] and a later snowstorm. The settlement of [[New Alstion]] was named after it.
 
 
 
 
 
==== Cloud Temple of Aegis ====
 
 
 
The Cloud Temple Of Aegis was the house of God and the home of the Monks of Aegis. It was widely regarded as the location of the most powerful magic in all of Aegis. All people were born here regardless of race.
 
Nearby in the forest lay the monastery of the Temple where the Monks lived. The library of the Cloud Temple was also close by. Krugmar and Malinor were the closest nations to the Cloud Temple.
 
The Cloud Temple and all of its occupants were under the supreme protection of God. They did not wage wars nor extend their boundaries. Their role in Aegis was to guide newborns into the world of Aegis. Therefore no nation was allowed to wage war against the Cloud Temple of Aegis.
 
The Temple was a place of powerful magic and considered to be the safest place in all of Aegis from Dark Magic. The symbolic importance of the Cloud Temple was tested many times over its existence.
 
 
 
http://i.imgur.com/12A7HfB.png
 
 
 
'''Death'''
 
 
 
When one was knocked unconscious or severely injured, the monks from the temple were quick to retrieve the body and take it to the temple for healing. Once the healing was complete, one would reappear in the Temple. The monks, much like those of the Wilven Sanctuary of Asulon, were skilled in healing even the most severe of injuries.
 
 
 
 
 
'''The Grand Library'''
 
 
 
The Grand Library, located on the Temple grounds next to the race huts was a collection of books from all over Aegis. It was a place of learning and peace for all races. It's original curator and collection had disappeared long time ago and the Druid Order had stepped in to reopen the library. Efforts were taken to restore the collection to former glory.
 
 
 
 
 
'''History'''
 
 
 
No one knew exactly when the Cloud Temple was created, only that it was at the center of Aegis and the King's Road began off of it.
 
 
 
'''Battle of the Wandering Wizard'''
 
 
 
In 1336 the Wandering Wizard requested aid from Aegeans transporting ancient relics from Al'Khazar to the Cloud Temple. Plagued by Undead, the final battle occurred at the Cloud Temple when the Wandering Wizard was defeated. The Cloud Temple trembled under the power of the Undead and was damaged.
 
 
 
'''Destruction'''
 
 
 
Following the success of the Champions in the Nether to seal away the Undead, Iblees let loose his wrath on the lands of Aegis. He destroyed the Cloud Temple in lightning, flame and monsters, including the rare dragons. With the fall of the final place of sanctuary all hope was finally gone for Aegeans, and they fled to the Verge to escape to Asulon.
 
 
 
 
 
 
 
=== Asulon ===
 
 
 
 
 
==== Ager ====
 
 
 
Ager was a farming town to the south of Arethor in Asulon.
 
 
 
 
 
'''History'''
 
 
 
 
 
Ager was founded when the population of Arethor started growing too large to support itself, and more room was needed for expansion. The town grew out of a small start south of the capital of Renatus, near the northern border of Hanseti. Cheap housing and available farmland to grow reeds, wheat, pumpkins and melons attracted many to live in the town.
 
 
 
In year 38 the Plague struck Renatus. The worst hit areas of the Kingdom were Ager, the southern Cathedral and the slums. Up to half of the population died in these areas, allowing the nobles to increase their control.
 
 
 
Ager was later part of the Holy Oren Empire.
 
 
 
 
 
==== ShadowVale ====
 
 
 
ShadowVale was a small hunting turned tavern village in Asulon. Used by many already for their own private affairs, from honeymoons to guild meetings, Mayor Charles Greymane and his workers did not discriminate and often welcomed a good tale or brawl from the strangers who entered their gates.
 
 
 
 
 
'''History'''
 
 
 
While hunting in the Cloud Forest with some fellow hunters, Charles and his small group found an isolated area of land in the forest, in this area they noticed many of the beasts they hunt gather at the small watering hole. So Charles decided to set up the camp in the small copse of trees that he named ShadowVale and make that his base of operations for his fellow hunters to earn their living, in doing so they attracted a few travelers in their little village including a bard and a farmer to help them with the construction of the village and some crude cobble and mud walls.
 
 
 
While the hunting was great and the strangers that flocked to the newly constructed village were even better, the peace could only have lasted for so long. One dark and foggy night with nothing disturbing the quiet of the simple village folk but the sway of the forest trees; came a slight whistle inside the darkness and shadows of the forest, another sound cut its way through the silent night and then the town sentry grunted falling over the wall into the waiting hands of the stealthy attackers. A few moments passed as the attackers waited for any alarm to go off, as soon as they were sure no one had been disturbed they set to work and began to scale the walls and sneak into each of the houses silently slitting the throats of each the inhabitants of ShadowVale…except one, Charles Greymane was awakened by the screams of a women that suddenly went quiet, as soon as his feet hit the floor he had his quiver over his shoulder and his long bow in his hand, he burst through the door to see one of the attackers laying the women onto the ground and sheathing his blade, but before he could react to the bowman the stranger was dead before he hit the ground impaled by 3 of Charles arrows fired in perfect sequence. Charles then heard a slight shuffling of feet behind him and then blackness fell over him as he was struck against the temple by the hilt of a blade. When he groggily came back to his senses he was tied to a tree outside the gates of his once populated village and saw as the last of the attackers was walking back into the forest, but not before the attacker threw a torch into the village setting it all aflame, Charles watched in sheer terror as all of his hard work was now destroyed along with most of his companions. He screamed out in rage and snapped the twine holding him to the tree, he then fell to the ground sobbing and vowing revenge upon the ones who did this to the fine people of ShadowVale.
 
 
 
A few weeks later the group of attackers was sitting around a makeshift camp in the middle of some grasslands heartily telling stories of their past crimes when an arrow came out of the tall grass and buried itself into the throat of one of the men, he tried to grasp at the arrow but fell dead in seconds. Another three men dropped dead before the others could even bring their hands to their weapons hilts, and as soon as the last of the group reached their hands to the hilts only one remained and he cried out as an arrow struck him in the ribs knocking him off his feet and making him slam his head against a rock making him black out, as he awakened he noticed a strange smell and then found that the smell came from the fire and the burning corpses of his partners in crime. He also noticed a cloaked figure walk up to him and slap him hard across the face saying "You will forever regret what you did", then a cold liquid was thrown all over him and man began to walk away "Oh and here is your torch back" he stated casually as he threw the burning torch onto the pitch covered man grinning as he heard the screams of the man getting less frequent with each passing moment until it was finally silent along the grasslands once again.
 
 
 
A month after the incident Charles was again grinning, but not because of some rightfully given justice, but because his carpenters had finally finished building his new tavern and the men told him that the place was now ready for business. He paid each of them their last amount of pay as they walked past him out the newly built gates of ShadowVale. He was now officially ready to begin his life anew and to bring back the life that ShadowVale once had, he was going to make sure every weary traveler and dweller of the area had a warm place to stay, have fun, or just relax after a hard day of work in the fields. Charles then went to the last of the workers and paid him his minas in advance and told him to pass out the advertisement flyers as quick as possible, it was indeed time for Charles and his tavern The Riggerous Quest to begin making back the time and money spent to rebuild the destroyed village.
 
 
 
ShadowVale was abandoned along with all other settlements of Asulon when the the peoples of the world left on boats for Elysium.
 
 
 
 
 
'''Economy'''
 
 
 
The economy was tavern based with a small amount of individual trading involved, if at any time the tavern ran low on supplies the workers would usually buy the supplies off the current patrons of the tavern or from private merchants.
 
 
 
'''Notable Citizens'''
 
 
 
Charles Greymane- Founder and Mayor.
 
 
 
Dash Rogers- Clerk and Deputy-Mayor.
 
 
 
Logan Boldshoulder- Head Guard and Militia Trainer.
 
 
 
Elrith Palmer- Logan's Second-in-Command of the ShadowVale Guard.
 
 
 
Juliana- Barmaid, Ale Brewer, and trained Physician.
 
 
 
Bethe- Cook and Assistant Barmaid.
 
 
 
Daniella Dragonshade- Assistant Barmaid.
 
 
 
 
 
==== Skravia ====
 
 
 
Skravia was a large northern city of Asulon and the capital of the unofficial nation of Halvaska. Far removed from other settlements, the city was linked to the rest of the world by a boat that traveled between it and the Cloud Temple Sanctuary Docks. Trade in the city was primarily through lumber and ores. Defenses of the city lay in the distance between it and other settlements, and a large wooden wall that surrounded it.
 
 
 
 
 
==== Strigzgoi ====
 
 
 
Strigzgoi was the capital city of the War Uzg in Asulon, home of the Orcs. Like many Orc settlements it was not well populated, as most Orcs prefer life in nomad and clan camps of the desert to living in cities. Like all other Asulon cities, it was abandoned when the realm was left for Elysium.
 
 
 
 
 
==== Normandor ====
 
 
 
The Elder Tree City of Normandor was the second capital of the Holy Princedom of Malinor in Asulon. It was located at the southernmost island at the tip of the Emerald Peninsula.
 
 
 
 
 
'''Introduction'''
 
 
 
 
 
Normandor was one of the largest and most populated cities in Asulon. Jobs, businesses and housing were abundant in the city and surrounding area. All races were welcome to visit and live in Normandor. Citizenship records were kept so that the Elven Council was able to keep track of who lived and worked in the city.
 
 
 
 
 
'''History'''
 
 
 
 
 
This is the Story of how the great Elder Tree of Normandor formed. For generations a powerful dynasty of Elves held a seed. However this was no ordinary seed, this was an Elder Seed. It is said that of all the great trees in Aegis only the Elder Seeds could produce the finest and most magical entities. These seeds were tainted by both light and dark magic and would yearn to reside in the heavens but also, in the Void.
 
 
 
The last know holder of this seed was Bravepaw, now Chief of Normandor, founder of the Elder Tree. Having little understanding of the seeds power, the Gods truly had guided him to unleashing its full potential. Over the long Elvish years and with the considerable gaps between generations, the purpose for the seed had been somewhat lost. All that survived was the tradition to pass the seed on to the new eldest son with the simple words “Light conquers evil, consumes darkness, embraces life and takes root even in the most darkened of places.” Bravepaw had indeed always been baffled by these words, but wore the seed around his neck, instilling in him the protection and guidance of his ancestors.
 
 
 
On his father’s death bed Bravepaw was told, “when The Void surrounds you, look to our greatest source of light,” with those words, passing him into the beyond. The Elder Seed became incredibly sentimental to Bravepaw, he clutched it in remembrance of his father and his fathers before him; it guided him and comforted him, leading him to the beyond.
 
 
 
''[.….]''
 
 
 
Seasons passed, Bravepaw grew mature and wise. He became very close to his elvish companion Genriel, and formed a strong pact with two Elves named Orlanden and Travathian. They eventually came to settle South of Laurelin, in a place named Valenwood. For a while Bravepaw found peace there, but the Seed would always distract him and push him, he never felt truly at home. Following a peace treaty struck between the Elves and the Orcs the four companions were given the opportunity to run an Elvish outpost and have much more autonomy. Bravepaw accepted this position in order to expand the frontier of the Elvish power. He always remained suspicious and vigilant of the new Orchish landlords. A price of 50,000 minas was put on this land, Bravepaw set about to gather the necessary funds, the Orcs giving him one week to do so. However, the Orcs in their treachery, arrived earlier than this to collect it. They wanted a reason to ransack the place and remove the Elvish presence. On arrival Bravepaw had managed to raise the necessary amount and offered it willingly. The Orcs, defeated in their dim-witted plan, turned it down and retreated, attempting to salvage what they would call Orcish pride. Bravepaw decided to take a hunting party to gather food for the outpost. He left two younger elves to pay the Orcs on their return. Supplies were running low and this hunt would be critical to their survival. Fate it would seem, has a wicked sense of irony.
 
 
 
The Orcs were watching; they watched Bravepaw lead his people into the wilds to hunt. They watched the two Elves that were left behind and they watched the sun dip behind the mountains, until it was day no more. That night the Orcs charged the outpost, slaughtering the two Elves, taking the money and setting the place on fire. The outpost had no hope and was scorched from the very surface of Aegis. When Bravepaw returned with his companions they were met by smouldering ruins, the air thick with smoke, the ground covered in ash. The Orcs there told Bravepaw this was the action taken for not paying. Bravepaw used his elvish wisdom to try and reason with them, he had given the opportunity of payment and even left the money. “Cunsidda it compens..compen..compensation” the Orc growled; looking very pleased with himself for mustering the necessary vocabulary.
 
 
 
Bravepaw felt a rage building inside him; he wanted to strike these foul Orcs down now where they stood. He reached for his bow, but something stopped him. He felt the seed beating, beating as if it were his own heart. It calmed him, it filled him with warmth, a vision flew into his head, the void, an island, a distant land, and unlike anywhere he had seen in Aegis. Was this to be his home, was his father calling to him or was the magic of the seed driving him insane? He pondered on this for a moment. An Orc seeing that his hand had reached for the bow lunged forward, piercing his dagger into Bravepaw’s chest. His companions gasped, reaching for their swords, fearing the worst. However, Bravepaw had not been harmed. The dagger struck the seed and the seed had erupted! The Orcish metal dissolved into nothing, corruption spread through the body of the Orc, he squirmed and screamed as he turned into ash, the ash was swept into the wind. The Elder Seed had awoken! The rest of the Orcs seeing the raw power of whatever this was rushed away, leaving Bravepaw and his companions in awe of the events that had just transpired. The Elder Seed was glowing now, it had been given its sacrifice, the glow of the Seed was pulling them, leading them, guiding them. The group would follow its light, to the very end of Aegis if they needed to. They made a pact that day, never to rest, until they had found the home the Seed was leading them to. The group played their part in the evil times to come, the rise of the Undead and the Torment of Iblees. But this, like many things, is a different story.
 
 
 
''[……]''
 
 
 
The Companions boarded an Elven ship on the shores of the Verge. The Seed had brought them here, evil had driven them here. Throughout all they had suffered the Seed still shone bright. It was drawing them across the perilous ocean; it was calling them to Asulon. On reaching the shores of this new land the Seed seemed to glow brighter than ever. They knew, after all these years, they were close. Bravepaw and his companions were loyal to the Elves. They stayed with them, to protect their people, until the Elves stopped in what later became Malinor and where the Elvish City of Elandriel was founded. For a while the Seed dimmed, they stood at the foot of the tree the Elves of Elandriel named the Mother tree, Bravepaw buried the Seed here, not understanding what he should do. They remained there for many Elven weeks, a busy bustling city sprung up around them as the Elves settled into their new home and an Elven Prince oversaw the creation of a new Elven safe heaven. Bravepaw never left the site where he planted the Seed at the foot of the Mother tree. Until one fateful night he awoke.
 
 
 
A blinding light had erupted from where he planted the Seed. The light sent sparks far to the South and he heard a distant explosion. Bravepaw ripped the Seed from the earth. To his amazement it had sprouted! (The mages of Normandor believe this to be simple in explanation; the Seed had simply forgotten how to be a tree! The Mother tree reminded it of this. However, this will be explained in another Chronicle.) Bravepaw woke his Companions and they ran in the direction of the sparks. The Elder Seed glowing brighter than ever before, emitting a single melodic tone the closer they got to the site the sparks had landed.
 
 
 
They came to the sea; across it they saw a shoreline, the top smouldering, glistening in the darkness, surely the sight of the explosion. They swam across the shore, they were close now, and they knew it. They came to the top of the smouldering mass and stared down into the abyss. There a temple lay, surrounded by the darkness of the Void. (The mages of Normandor believe this to have been a sight of Mori ritual and sacrifice to the Void.) Darkness filled their hearts, evil filled their minds, they all dropped to the floor, and the void was consuming their very souls. As Bravepaw’s mind became dark, his vision blurred and his warmth removed, he clutched the Seed tight. In his head he heard the saying his family had always kept true “Light conquers evil, consumes darkness, embraces life and takes root even in the most darkened of places.” Bravepaws mind cleared, he saw….the impossible…the ghost of his father…and his dying words “when The Void surrounds you look to our greatest source of light.” Bravepaws mind cleared, only for an instant, he knew what he must do. He mustered the last of his strength and cast the Elder Seed into the depths of the Void. Darkness filled him. Bravepaw and his companions were but lifeless corpses on the fringes of this foul temple and her Void.
 
 
 
As they lay there, something never seen before happened. Shoots, roots, branches, leaves and vines sprouted from the all-consuming darkness of the Void. Several of the Vines carried Bravepaw and his companions upwards, beneath them a tree like no other was growing. The Elder tree had been born in Asulon! If you remember “these seeds were tainted by both light and dark magic and would yearn to be in the heavens but also, in the Void.” It had found its perfect home; its roots sprawled into and filled the Void, while its branches and trunk reached out for the heavens, beyond the clouds. This truly was the perfect site for the Elder Seed, and this is how the first and indeed only Elder tree came to Asulon.
 
 
 
Bravepaw and his Companions awoke, gasping for air. They were astonished; they had awoken to find themselves on top of the world. Beneath them the Elder tree creaked in the Asulonian winds and the leaves roared. It is not known how long the tree took to sprout, but Bravepaw and his companions were sustained by its light and had been released from the clutches of the Void. They began to climb down its branches and used her vines as ladders. When they reached the foot of the tree, they looked at each other… they had been given their home. Travathian looked to his companions… “Normandor…above sacred land.”
 
 
 
The Elder Tree was visible from much of Malinor. Many journeyed to its shores, drawn by its light. Bravepaw, Genriel, Orlanden and Travathian appointed themselves as Chiefs and Chiefess of all of Normandor, founders, protectors and rulers. They created the first High Council of Normandor to oversee its development. High Magister Kyrenn, High Commander Ithil and High Lord Thrase now sit on the council and oversee many different aspects of its development. They work with the Chiefs to ensure harmony and prosperity across all of Normandor and the Elder Tree. The inside of the Elder tree and indeed the very top became space for many homes and buildings and is home to some of the finest Elven architecture in the lands.
 
 
 
On one fateful day The High Prince of the Elven lands of Malinor decided to journey to Normandor. He had heard many tales of its beauty and tranquility. He had been busy securing the future of Malinor and it was not until now that he had found the time to observe the Elder Tree in all her glory. On arriving at the bridge and meeting Bravepaw he could not believe his eyes. This truly was a place of elven might and power. Its beauty and nature overwhelmed him. He consulted the Elven High Council and talked to the Princes of Malinor. In his wisdom he decreed that the Elder Tree City of Normandor was to become Capital of all of Malinor. The city of the Elves, a bastion of Elvish power, home to the High Council Chambers and would house Malinor’s central Government. The citizens of Normandor rejoiced and celebrated. Bravepaw was appointed as a Prince of Malinor and joined the other Princes and Princess in the Malinorian Government. His Loyal companions and rulers of Normandor were declared as Lords and Lady of the Elven realm. The Elder tree, reborn, revitalized and rejoiced.
 
 
 
Over the years as the Elder Tree has grown, its roots plunging ever deeper into the Void and its branches ever further into the heavens, the tree’s arcane aura has expanded significantly. Many mages have been drawn to this raw arcane infusion and believe tremendous power can be drawn from it. This ultimately has led to the establishment of a Normandorian college of Mages.
 
 
 
 
 
'''Economy'''
 
 
 
Normandor encouraged trade and economic growth within the city. Shops could be purchased at the base of the Elder Tree and many positions were available for Farmers, Miners, Woodcutters, and Excavators. For the gathering professions, pay was done at the end of the Elven week based on a quota of materials being filled. Commission for rare or excess of the quota was also paid. Other professions were paid at similar rates for duties performed. These included event managers, lower council, real estate, and revenue collection.
 
 
 
 
 
==== Roseus Aquila ====
 
 
 
Roseus Aquila was a mountain town of Asulon found by following the Dwarven road from the Cloud Temple Sanctuary. It was located in Dwarven lands. The town had a long history in Asulon and had changed and expanded significantly to meet the needs of the citizens. Like all other settlements of Asulon it was abandoned when the Asulonians fled the realm.
 
 
 
==== Menorcress ====
 
 
 
The caverns of Menorcress are the eternal sanctum for the Mori'Quessir, which served as their nation and capital city. They lived in Asulon for over one thousand years before the arrival of the Aegis survivors and had established a complex society in Menorcress. The city itself was considered one of the greatest labyrinths of the lands; often those that stepped into the city found themselves lost for countless days. When Asulon was abandoned the caverns of Menorcress were blocked off, preventing anyone from entering or exiting. The ultimate fate of the Mori'Quessir and the caverns is unknown.
 
 
 
 
 
'''Noble Families'''
 
 
 
 
 
Each section of the city was controlled by a different Noble Family, each with their own specialties and all ruled over by the Royal Family.
 
 
 
''Duskryn House''
 
 
 
The Duskryn House are, despite their origins have shown themselves more than able to walk the walk as well as talk the talk. A freak experiment from the former Valsharess, Meleresse Miiystra: their unusual heritage as a collective has enabled the Duskryn members a rather unique outlook on the Mori'Quessir society, and has shown much worth with regard to versatility of their talents. From cultural aspects to politics and diplomacy, the Duskryn serve in all fields for the city of Menorcress.
 
 
 
 
 
''Alean’ndar House''
 
 
 
This house's specialty is entertainment and is one of the few male rule families in the city. City happiness, social activities. Owns, runs and operates; taverns, brothels, theatres, inns, gambling dens, fight clubs, races, and the Grand Library. Also plans social events and public shows for the city. Runs the Bardic Collage for the training of Bards who specialize in sings, instrument playing, fortune telling and story telling.
 
 
 
 
 
'''Tiers of the City'''
 
 
 
 
 
The City of Menorcress is made of several tiers or levels that increase in elevation with tier one being the the lowest and where the city entrance is located.
 
 
 
'''Tier One'''
 
 
 
Located on this Tier is the marketplace, information building, apartments, shops mines, docks and slums.
 
 
 
'''Tier Two'''
 
 
 
Homes and business are located on this tier along with the entrance to the Academy Cavern. Notable businesses on this tier are the blacksmith, The Reaver's Dice and the city's most popular bar, The Torchlight Tavern.
 
 
 
'''Tier Three'''
 
 
 
Located on this Tier are more homes, both compounds of the Alean'ndar and Duskyrn Families, and the Bardic College.
 
 
 
'''Tier Four'''
 
 
 
Lastly the fourth and finally tier holds the Citadel, the seat of power in the Mori society.
 
 
 
 
 
==== Mount Ire ====
 
 
 
Mount Ire was a capital city of the Dwarves in Asulon. It was created to replace Khaz'A'Zhar before being abandoned for Karik.
 
 
 
==== Khaz'A'Zhar ====
 
 
 
Khaz'A'Zhar was a city of the Dwarves in Asulon. Founded after Karik was destroyed by Drakes, it served as the capital city for a short time. It was eventually abandoned for Mount Ire.
 
 
 
==== Kal'Dwain ====
 
 
 
Kal'Dwain was a mining colony of Kal'Karik and the hold of the Irongut Clan in Asulon. Great mountains stretched around Kal'Dwain, serving as a natural wall against threats. It was founded by Darius Irongut, the first Head Miner of Kal'Urguan and Kal'Karik. Within the first year in Asulon, Darius convinced Grand King Thorik Braveaxe, current King of that time, to grant them a charter to the mountains for a settlement. Darius Irongut gathered a group of Dwarves including Skippy Irongut, Grabthar Irongut, Arbrek Starbreaker, Grungron Irongut, Spriggar Ireheart and other Dwarves.
 
 
 
The city was eventually destroyed by Drakes and left in ruins.
 
 
 
==== Kal'Karik ====
 
 
 
Kal'Karik was the first capital city of the Dwarves in Asulon.
 
 
 
==== Elandriel ====
 
 
 
Elandriel was the first capital of Malinor in Asulon. It was primarily composed of tall trees which created a canopy that permitted very little light to reach the forest floor. The population of the city decreased slightly when the capital was moved to Normandor.
 
 
 
==== D'Hara ====
 
 
 
Far from the petty fighting and war on the mainland of Asulon, there is an island of Savage beauty. A town has been founded here…
 
 
 
D'Hara was a settlement in Asulon that promoted social and economic development over territorial expansion and religions control. The peaceful message of the settlement attracted some settlers to live and work there but the great distance from other cities meant that it was never as highly populated as those in racial nations.
 
 
 
'''History'''
 
 
 
The idea for D'Hara goes back to the time of Aegis. One very young adventure named Codrik, naive and ignorance in one hand and the fearless lust for adventure in the other, set forth from his home in Al'Khazar with every intention of having the greatest adventure of all time.
 
 
 
Codrik joined a group called the Shad'Rin and later became the leader of this group. The Shad'Rin were a merchant/mercenary clan buying and selling goods and protection service to the highest bidder. After Codrik rose through the ranks to become leader, he used he vast knowledge of mercantile he had learned from his father to make the Shad'Rin very rich and powerful.
 
 
 
In the final days of Aegis, the war with the Undead had hit its peak in both chaos and brutality. Codrik and his fearless brethren the Shad'Rin, fought with honor and valor holding back the Undead horde letting the last of the citizens of Aegis escape onto the great ships and sail across the endless sea where they hoped to find a new land. Codriks last words were orders to his brother Caspian. He told Caspian to take their people and establish a camp far from where the rest of the ships would land. Codrik didn't make it on the ships that sailed across the Endless Sea and was pronounced MIA but everyone feared he was dead. Caspian would never give up on his brother and did what his brother ordered. He hired on strong workers, craftsmen and Farmers to form the D'Hara Company with the intention of settling a town far from the petty bickering, warring and fighting Caspian's brother Codrik foretold would follow the colonization of the new land now known as Asulon by different factions and races.
 
 
 
Then one day after many years of being missing and presumed dead, Codrik returned. He had managed to sail across the Endless Sea in a small boat and made it to the Island of Empyreal and to small town of D'Hara that Caspian and the rest of the D'Haran Company had established. Caspian stepped down as of the D'Haran Company and Codrik was named the new Head of the company.
 
 
 
 
 
'''''Economy'''''
 
 
 
'''Main Exports'''
 
 
 
- Food. Prime cuts of Beef, Pork and Chicken, Cinnamon Honey Rolls, and Spiced Mush Stew. - Iron. ((RP'ed ad Fine D'Haran Steel)) Everything from armor and swords to buckets and tools. - Bows & Arrows. And everything else a hunter or ranger would need.
 
 
 
'''Main Imports'''
 
 
 
Coal, Charcoal and Blazerods
 
 
 
'''Political System'''
 
 
 
D'Hara had a communal democratic dictatorship. A new leader was chosen every eight years. Once elected the leader would choose one council member for every five citizens. This council had the power to impeach the leader and veto any laws or decisions he passed. The leader was obligated to follow the common law and any laws previously set before serving. To change laws there needed to be a unanimous vote from the council.
 
 
 
'''Council Positions'''
 
 
 
- Chief Marshal - Head of Justice and town defense. - Master Keeper - Head of labor and supply requisition. - Peoples Emissary - Head of domestic and foreign relations.
 
 
 
'''Jobs'''
 
 
 
- Lumberjack - Chop trees to make wood for building and charcoal.
 
- Farmer - Gather wheat, melons and mushrooms to make food for the town.
 
- Miner - Mine for cobble, coal and other valuable materials.
 
- Hunter - Hunt pigs, cows, sheep, and chickens for food and supplies.
 
- Shepherd/Rancher - Breed sheep for wool and pigs, cows and chickens for food and supplies.
 
- Builder - Constructs buildings and roads for the town.
 
- Chef - Cooks food the citizens of the town. - Blacksmith - Smelts cobble for building, makes charcoal for smelting and cooking, makes and repairs armour and weapons for citizens.
 
 
 
==== Branborough ====
 
 
 
Branborough was a Halfling town founded by Petyr Brandybuck in Year 1 of Asulon. The location of Branborough was intentionally hidden, in accordance with the naturally secretive nature of Halflings. However, it could be visited by taking the Salty Salmon from the Cloud Temple Sanctuary Docks. The architecture consisted of traditional Halfling burrows, similar to those of Dunwood.
 
 
 
'''History'''
 
 
 
Upon landing in Asulon, Petyr Brandybuck searched for a suitable place for the Halflings, eventually happening upon the verdant area known as the Vale. Over time, more Halflings arrived seeking a quiet life. Slowly but surely, the town prospered.
 
 
 
Petyr left the Vale after eight years, leaving leadership of Branborough to his nephew, Frerry. Like all other towns in Asulon it is presumed destroyed.
 
 
 
'''Society and Politics'''
 
 
 
Branborough was run by one Thane, who accepted any newcomers and oversaw the town in general, and three Elders, who advised the Thane. Thaneship was typically passed down in a family, but Elders were those who had proven their worth and wisdom overtime. There were truly no classes in Branborough, however. The Thane and Elders were of equal standing with all other citizens. Strong community is important to Halflings and parties, gift-giving and other festivities ensure that no one hoards too many resources.
 
 
 
Community is a highly valued part of all Halfling towns. Homes were free, but only given to kind and productive Halflings. There was little conflict between town members, and no chests or doors were locked. Since such a society can hardly exist among other races and peopes, the Halflings are wary of outsiders, though try not to be rude. Citizens of the town did not disclose their location except to other prospective Halflings, for with other races comes conflict and strife.
 
 
 
Most Halflings either fish or farm, but there were job positions such as tailors, painters, writers, and brewers. There was no mining near the town, and lumberjacking only occured in a particular forest away from the town. This was for several reasons; the land and trees offered concealment of the town, and Petyr was a Druid, discouraging the defilement of land from the beginning.
 
 
 
'''Landscape and Architecture'''
 
 
 
The most prominent feature of the town was the Tookwater River, which cut through the very heart of Branborough. The curvy river offered the fastest transportation available and provided a place for both fishing and swimming. However, many avoided swimming as there were rumours of a river monster. These rumours were later confirmed.
 
 
 
Surrounding the river were rolling hills, burrowed out as living quarters for the Halflings. Wild animals could be seen everywhere.
 
 
 
Nearly all of the buildings in the town were circular, a Halfling tradition that dates back hundreds of years to the origin of Halfling culture in Aegis. Non-Halflings frequently find such buildings cramped, but they are a perfect size for their res
 
 
 
==== Arma Luna ====
 
 
 
ArmaLuna was a settlement of Asulon in the Elven lands. It attracted many artistic types such as bards and writers.
 
 
 
Just beyond the horizon, Towards the eastern skies, Stands a tranquil quiet isles, Where ancient wisdom lies.
 
 
 
The singers of songs, and the beaters of drums. March forth the strong Protect our daughters and sons.
 
 
 
ArmaLuna, blessed are we, Home to the peaceful, Humble and Free!
 
 
 
Notable Inhabitants
 
 
 
- Sin Sappheiros - Original founder of the Island of ArmaLuna
 
- Griffith du Mont - Grand Maestro of the Academy of Bards and Minstrel
 
- Kyra du Mont - Head Secretary of ArmaLuna and its Academy
 
- Sean Bradshaw - Master Blacksmith of ArmaLuna
 
 
 
==== Arethor ====
 
 
 
Arethor was the capital city of the Kingdom of Renatus and later Holy Oren Empire in Asulon. It was one of the largest and most populated cities in Asulon. Much of the trade conducted among the Humans passed through the city and there were many active businesses. It is also well known for being rebuilt many times according to the needs of the citizens, the desires of the leaders and after damage from Drake attacks and lightning.
 
 
 
'''History'''
 
 
 
When the boats first arrived in Asulon the Humans headed south of the Sanctuary of the Cloud Temple. The settlers of Renatus claimed the ruins of Celestiran, an ancient Human kingdom. It featured broken and collapsing walls, ruins of docks, houses and a cathedral. It was decided that the city would be restored to create a grand capital for the Kingdom of Renatus.
 
 
 
Construction of the city began immediately. Repairing the walls took greatest priority, since an attack by another nations was considered likely. Work on the middle-class, noble and shop districts also began, as well as the creation of several farms for the people. It took several years before the development of the city took off.
 
 
 
Under the rule of King Godfrey I the city was ordered to be completely redesigned. There were several reasons for the decision, including a large design that was not suited to defend in case of an attack, damage from lightning strikes and extremely bad damage from Drakes. Several new designs for the city were considered before reconstruction began. A smaller core city was designed inside the reduced city walls, with other housing and farms outside. The ruins of the Cathedral and remains of the slums were a good distance away from the main city and closer to Ager as a result.
 
 
 
Following the acquisitions of Seventis, Salvus and Hanseti by Renatus the kingdom was renamed the Holy Oren Empire, with Arethor as the capital.
 
 
 
'''Features'''
 
 
 
The city was divided into districts before the reconstruction. The south of the city contained a cathedral that was restored from ruins. Several large farms were created west of the city, outside the walls. Following the city reconstruction the new city of Arethor was created containing hoses, shops, a bank, the Palace, library and Cathedral of Saint Everard. Some areas of the original city remained, such as the slums and first Cathedral. Other parts were altered for different purposes.
 
 
 
'''Economy'''
 
 
 
Arethor attracted several merchants who set up shops. As the city lay approximately in the middle of the Holy Oren Empire much of the trade within the nation occurred in the city. Representatives from other races frequently went to the city to sell products or make deals for future trade.
 
 
 
'''Architecture'''
 
 
 
The buildings of the city mimicked those of other Human cities, notably Al'Khazar. Most buildings were made of wood and white plaster, with glass panes made by skilled glaziers. The walls were made out various stone materials, as were the Cathedrals. Stone brick was quite common among the newer parts of the city. The slums were made out of highly flammable wood, with open sewers and cracked stone.
 
 
 
'''Surrounding Area'''
 
 
 
The city sat on a large plain. Oceans to the east provided access to the Holy Lands and other nations by boat. To the north were the Greywise Mountains and the road to Salvus. To the south was the border with Hanseti, dominated by snow and mountains. To the west were the great plains used for farming.
 
 
 
=== Anthos ===
 
 
 
==== San'Orka ====
 
 
 
San'Orka was the capital of The War Uzg in Anthos. The city is usually uncrowded as Orcs often leave to live in desert camps or go on hunting trips. When the War Uzg was disbanded the city fell into disrepair as even more Orcs left for the desert.
 
 
 
 
 
==== Vaerhaven ====
 
 
 
Inside the cold and tall snowy mountains of the Dwarven lands on Anthos, was a town which has the name of VaerHaven. It was a hold which belongs to the kingdom of Urguan, but was independent in it's own way. A Dwarf that before owned the town of Silva Insula in Asulon took charge of this new hold in Anthos. He applied the same principals as he did in his old home, and hired friends to lead with him.
 
 
 
'''History'''
 
 
 
At the arrival of the great number of people to Anthos, it was discovered that Ferron was already there. He had been made Jarl of a town, which he called VaerHaven. Of the people he knew already from Asulon, from the town of Silva Insula, he named Rosso, and Killeki as the new councilmen of VaerHaven.
 
The years passed and the town filled. More land even had to be added to the town, so as for new houses to be built. Under the guidance of Ferron the town progressed quite fast, guilds and groups were joining, seeking the refuge of a town which would not condemn them. Of the groups that joined, some were marked, some secret to the ears of the residents, others with full knowledge. Of the guilds that joined the town, the most known were the Fallen. Of those not know, the Dark Brotherhood took refuge in town for a while. Of groups, the Adunians stayed in the town until they were banished by the Dwarves, for many reasons. Another group, one of healers also stayed in town, until the leader started being hunted down by the White Rose, for reasons not well known.
 
Then tragedy. Ferron succumbed to illness and passed away. The golden age of VaerHaven had ended. With the departure of Ferron, a new Jarl had to be appointed. There was a conflict between who should become Jarl, if it should be Rosso, or another candidate. In the end, the result was that Kardel, a long trusted Dwarf was appointed as Jarl. Some years passed without any great problems, but the Jarl had different thoughts about the Dwarven kingdom. When a rebellion started, Kardel joined with it, and VaerHaven became the center of the rebellion. But it was fruitless. After a few years the rebellion was stopped, and Kardel removed from the tittle of Jarl. Instead of him, Rosso, who had then still the title of councilman, was promoted.
 
The glory of the first years of VaerHaven could never again be gained, but Rosso tried his best. For long years no war or fights did not come to VaerHaven. The Dark Brotherhood was never again heard in VaerHaven, but the Dread Knights would still walk around. The war with the Holy Oren Empire started, and VaerHaven joined in. The troops of VaerHaven weren't many, the Glacial guards, created a few months before by Rosso, were not yet prepared to fight. After the lost battle at the Crossings, VaerHaven never again entered war. But problems always existed. The Fallen and another guild of town, the Blood eagles, were considered as problems in the Dwarven nation, and were removed from VaerHaven. The only reason the Dread Knights weren't removed was because they were powerful enough to hold themselves from the Legion.
 
Throughout the years, the Town stayed semi-active. At one time, the king of the Dwarves decided to make Lachlan the new Jarl of VaerHaven, as to let the adunians move in again. It was a very bad idea, and soon the adunians left VaerHaven, taking most of the little weath it had. Rosso was made Jarl again, but the town was dying. Too far from the main lands, with the capital of the dwarven nation having been moved, and with the treat of Onchnach, the town had less and less residents. For a while Rosso almost seemed to disapear from the town for many months, normally seen up north near the elves.
 
One day Rosso decided to leave as Jarl of VaerHaven, leaving it once more to Kardel, before disapearing for a few years. Kardel could not make it as Jarl, and so stated so with the dwarven lords. It was already near the end of the Anthosian Era, and no new real Jarl was apointed, some other dwarves acting as leaders, but without doing much.
 
 
 
 
 
'''Government'''
 
 
 
VearHaven's government is run only by the Council. The Council has a max of four members where one of them is the Jarl of the hold and represents leadership over the council. The other council members have authority over the town, but they can never go against the Jarl's decisions, only able to give comments and suggestions. The council is made of members who trust each others decisions and suggestions, and that know that each other wants and does the best for the Hold. It is the council's duty to manage the town, building, residents and diplomacy, as well as help keep order in the hold at all times.
 
 
 
First Jarl of VaerHaven - Ferron Andvare MacGowan
 
- Council - Rosso and Killeki, with Nienna serving for a while.
 
 
 
Second Jarl of VaerHaven - Kardel Andvare MacGowan
 
- Council - Rosso and Killeki
 
 
 
Third Jarl of VaerHaven - Rosso
 
- Council - Kardel and Ernest
 
 
 
Forth Jarl of VearHaven - Lachlan
 
- Council - Rosso
 
 
 
Fifth Jarl of VaerHaven - Rosso
 
- Council - Kardel (removed), Ernest (dead), Rhonir
 
 
 
'''Laws'''
 
 
 
The Hold of Vaerhaven followed the official rules & laws of the Kingdom of Urguan, the articles of Urguan. One part of the article is specified for the hold, Section G. Otherwise there exists the unofficial rules of the hold:
 
 
 
- No killing
 
 
 
- No stealing
 
 
 
- No destroying
 
 
 
- Respect others
 
 
 
- No changing of buildings
 
 
 
- Fights only in the arena
 
 
 
''OOC laws:''
 
 
 
- No breaking any blocks without rp.
 
 
 
- Only potatoes, pines, mushrooms, vines, carrots, ferns, flower and grass can be grown, as the others plants die in the cold. In special circunstances you may have others plants.
 
 
 
- Don't antagonise other players too much.
 
 
 
- To the older members, help and teach the new ones.
 
 
 
 
 
'''Residency'''
 
 
 
To become a resident of VaerHaven, a new willing member hod to go through an interview with one of the council members. If he was accepted, the member would receive a place to stay without the need for taxes, and the permission to perform the job of his choosing, maybe even receiving aid from the council and town.
 
 
 
'''Landmarks'''
 
 
 
VaerHaven had quite a few landmarks and unique features.
 
 
 
- The Clocktower
 
 
 
The Clocktower of VaerHaven was the biggest in Anthos, giving a clear view to which time of the day it was at the time.
 
 
 
- The Golden Bell
 
 
 
The bell in the bell tower of VaerHaven was as well the biggest one in Anthos, made of solid gold, and created inside the tower, as moving it would be impossible. Ringing the bell was said to be able to be heard throughout all of the Dwarven Nation.
 
 
 
- The Sewers
 
 
 
Beneath the housing, there was a great sewer system that was made almost as a maze. To those who knew how to navigate through it, they could even reach as far as the Dwarven Capital. The sewers were dangerous thought, having what Jarl Rosso called shark bats in it, massive flying black beasts that chewed through stone.
 
 
 
- The Frozen Room
 
 
 
The frozen room in VaerHaven was kept mostly hidden and closed. It was a dangerous room with a very pure and big fragment of thanhium, a substance that freezes everything around it. In that room, a man would freeze to death quite fast. There were stories of dead bodies being kept there, and that the bodies had bite marks on them.
 
 
 
==== Luminaire ====
 
 
 
Luminaire, formerly Leumalin, is the former capital city of the Holy Princedom of Malinor in Anthos. The city is quite large and made up primarily of massive trees that create a canopy which darkens the ground. The forest and the city fell to the attacks of the Black Scourge, and the elves of Malinor moved to a new location near the Equinox Grove.
 
 
 
 
 
==== Lin'evaral ====
 
 
 
Lin'evaral was the city of Haelun'or within Anthos, its population consisted entirely of High Elves. It was the most western city of the Anthos mainland and was accessed from the road on the way to Malinor, along with another route from the west gate of Luminaire. The city was abandoned after attacks by the Black Scourge and earthquakes, which resulted in the population moving to a location known as the Tomb.
 
 
 
==== Kingston ====
 
 
 
Kingston was a large city of the Humans in Anthos that was been part of the Holy Oren Empire and Salvus. It used to be one of the hubs of trade and crime in Anthos but was later closed due to threat of invasion and disease. Later after Salvus left the Holy Oren Empire and the war ended between the Humans and the Dwarves, Salvus reopened the gates of Kingston. Allowing travelers once again to enter and settle down in the city. After the fall of the Empire and subsequent Human kingdoms the city was taken over by Orcs and renamed Gronkkston.
 
 
 
 
 
==== Kal'Azgoth ====
 
 
 
Kal'Azgoth is the capital city of the Dwarven nation in Anthos.
 
 
 
 
 
==== Gronkkston ====
 
 
 
Gronkkston is a city in Anthos, named after one of the most important orcs in its founding, Gronkk . Originally Kingston, it was renamed after being taken over by Orcs. The city contains some original features such as the walls and buildings, although these are largely in ruins. The Orcs, who had been living in a rapidly expanding settlement known as The Trog, decided that they need more living space for their booming population. With the newly formed High Council, consisting of the Targoth, Yazgurtan, and Motsham, the Orcs voted to invade Kingston, the capital city of the Kingdom of Salvus.
 
 
 
Following the fall of the Holy Oren Empire, the Kingdom of Salvus bent the knee to the Grand Kingdom of Urguan however after the death of The Grand King Thorin Grandaxe, the Kingdom of Salvus found itself surrounded and isolated by the Orcs without any allies to protect them. The Orcs saw the Salvians as a vulnerable target that could be easily overtaken by the force of the Krughai.
 
 
 
The Targoth, Pok'Ugluk, and the Yazgurtan, Grool'Gorkil, waited until the Krughai was at its strongest with large stockpiles of weapons and armor. On the 15th of the Deep Cold, 1439, the Krughai along with Dwarven allies bombarded the city of Kingston until its western walls were no more. The hordes of the Krughai, lead by the deranged Gronkk'Gronkk, charged into the city, slaughtering all who stood in front of them. Not a single casualty on the Orcish side came from the onslaught and the city was taken in less than a day.
 
 
 
After the sacking of Kingston, the Orcs razed the interior of the city, leaving the iconic lion as a trophy of their victory. The city has become the center of a revived Orcish culture and trade in Anthos.
 
 
 
Several years after the original invasion and inhabitation, the main population of the Kharajyr race established a small village outside Gronkkston, razing the farms and clearing the fields with permission from Gronkk and the Krughai council. They established the temporary home after a catastrophic volcanic eruption forced the evacuation of the sacred Karakatuan island, pushing them to the mainland.
 
 
 
==== Cloud Temple of Anthos ====
 
 
 
The Cloud Temple of Anthos is the home of the monks in Anthos. Located far west on the mainland, it is one of the most powerful sources of magic in the realm. Those who are injured are taken to the Cloud Temple for healing by the monks.
 
 
 
http://i.imgur.com/LPMjDTS.jpg
 
 
 
'''Features'''
 
 
 
There are several notable features of the Cloud Temple area. The west side opens up to the ocean, while the east holds the gate to the Anthos Highway. Tall cliffs surround the rest of the area, making it difficult to sneak in.
 
 
 
'''Cloud Temple'''
 
 
 
Although the whole area is generally referred to as the Cloud Temple, there is really only one structure that can be called as such. Upon being revived by the monks one will awaken there. Inside are the Well of Life and Pool of Death and Hall of Heroes. Outside but attached to the Cloud Temple are the beacons alongside monuments to Adam Higgs and Maeghan Sterling. These beacons can be seen across Anthos and serve to guide lost souls back to it. The beaconds were moved when the temple fell.
 
 
 
'''Grounds'''
 
 
 
The grounds of the Cloud Temple area cover a good sized area. Paths made mostly of wood wind through quiet birch tree forests. The monks work immense wheat farms, as well as an aviary for birds. There is a map of Anthos, archery range and docks. The temple fell to an attack from the Harbingers, and moved from to the former 'GM' village
 
 
 
'''Library'''
 
 
 
The monks maintain a large library containing many volumes of books, tomes, scrolls and whatnot from throughout Anthos. Most can be read by the citizens of Anthos, while others are kept hidden away. This library is taught to be one of the reasons as to why the Harbingers attacked the temple grounds.
 
 
 
'''Monks'''
 
 
 
The monks of the Cloud Temple serve no nation and hold no political ties. They are tasked with saving those severely injured and healing their wounds, thus saving a large population of Anthos from death. Small populations of monks roam the land of Anthos, seeking those in need of aid. The magic of the monks allows for the healing of the most severe injuries, including missing limbs, burns and decapitation.
 
 
 
==== Castle Greywynn ====
 
 
 
A castle founded by the Teutonic Order during the reign of Emperor Godfrey of the Holy Oren Empire, Castle Greywynn has played a pivotal role in the history of Anthos as being the only known gateway into the frozen North. After standing as a bastion against both Bohra hordes and various evils of The North, Greywynn was largely destroyed in a fire caused by the mad Teuton Hochmeister Jonathan Black. After Greywynn's destruction, the hellish legions of the North occupied the ruins and rebuilt the once proud human fortress as a nightmarish bastion of evil. Two years after the Fall of Greywynn, a coalition of Aegisian armies led by the reformed Orcish nation fought the North-beasts and won in the cataclysmic Battle of Greywynn.
 
 
 
Since the battle, Castle Greywynn has been abandoned, its rubble covered by snow and unnatural ice and its walls crumbling shadows of their former towering glory. Evidence of Orc habitation can be seen amongst the frozen ruins, as well as evidence of the continued activities of the Black Scourge.
 
 
 
Since Greywynn's fall, the way into the lower valley of the North had been open for all to enter.
 
 
 
==== Abresi ====
 
 
 
Abresi was a large Human city in Anthos. Formerly the capital of the Holy Oren Empire, the city had been repurposed over the years. Found in the far northeast of the Human lands, it was far removed from the Cloud Temple of Anthos. The architecture of Abresi was similar to other Human cities and structures include the imperial palace and front gates. The city was one of the most populated in Anthos, with mostly Humans but also citizens of all races. Housing ranged from the slums to the large mansions belonging to noble families.
 
 
 
The Order of the White Rose once occupied a castle within the city center of Abresi, prior to the founding of the Kingdom of Kaedrin.
 
 
 
Abresi was demolished soon after the North Threat was 'Vanquished' from Castle Greywyn, to be replaced with New Abresi. This newer city is infinitely more compact than the original Abresi, and sports a new design, similar to that of Kralta. It's buildings are mostly wooden, with multi-level apartments for housing, and several built in businesses such as The Owl's Hearth inn and tavern, and the New Abresi Clinic.
 
 
 
The route to Abresi splits into 2 separate ways, each lined with warning signs, though one of the routes have proved safer then the other. It's a common sight to see bandits along the way, stopping travelers or traders entering the city, looting them of their goods.
 
 
 
 
 
 
 
 
 
=== Athera ===
 
 
 
==== Petrus ====
 
 
 
The City of Petrus served most notably as the capital of numerous Human powers in Athera - the Imperium of Oren, the Kingdom of Oren, the Mardonic League, and the Reformed Kingdom of Oren, respectively.
 
 
 
An incredibly developed city, Petrus was a major economic hub and the center of Humanity's commerce. From the lavish Royal Palace in the upper reaches of the city, the various kings and emperors of humanity held their rule. With the exception of perhaps only the Mardonic League, it is generally held to be true that he who held Petrus was the legitimate ruler of Oren, and Humanity as a whole.
 
 
 
The city served as a focal point of the Schism War, and was ultimately the deciding factor in the War's end, when it was handed over by Godfrey Horen (Often called Godfrey of Petrus) to King Andrik Vydra, thus enabling the creation of the Reformed Kingdom of Oren.
 
 
 
Petrus was partially enveloped by the Ebunad river, as well as a mountain range to the north, which held the famous Godfrey's Peaks. It was one of the major centers of the Cannonist faith, being host to St. Thomas Cathedral, and was the location of many notable events in recent human history, such as the Crowning of Andrik Vydra. Along with the rest of Athera, Petrus was completely destroyed in 1513.
 
 
 
 
 
'''Notable Figures'''
 
 
 
 
 
Aleksandr Carrion "The Baby Crow" - The last King of Oren who ceded the city over to Godfrey Horen after being betrayed by his trusted advisers and military guard.
 
 
 
Godfrey Horen - Leader of the Mardonic League and major member of the Schismatic League during the Schism War, Godfrey led Petrus into a state of economic and social ruin after taking it over from Aleksandr Carrion.
 
 
 
Andrik Vydra - Founder of the Reformed Kingdom of Oren, he established his Kingdom after taking back Petrus from Godfrey in the Schism War, and was crowned in St. Thomas Cathedral.
 
 
 
 
 
'''Gallery'''
 
 
 
 
 
The lavish Royal Palace in the midst of a feast, one of many held during the various reigns that took place in its halls. The Palace was known for the exuberant luxury that was put into its creation, and generally recognized as being one of the major dividing factors between the Nobility and Peasantry of the city which caused it so many woes.
 
 
 
http://i.imgur.com/U3co2vi.png
 
 
 
St. Thomas Cathedral during the crowning of King Andrik Vydra, the reunifier of Humanity. Vydra can be pictured in the far right of this artist rendition of the event.
 
 
 
http://i.imgur.com/Ftc5wPq.png
 
 
 
 
 
==== Rivel ====
 
 
 
http://i.gyazo.com/bbea46fd695e7df6c7a9db3c0a2203af.png
 
 
 
 
 
Rivel is a floating city located on the edge of Athera floating above the abyss.
 
 
 
It became accessible to the Descendant Races in the year (September 22) before being claimed by The Undead. The city then became abandoned once again.
 
 
 
 
 
'''Ancient History'''
 
 
 
Rivel was an isolationist mageocracy. The books imply that the ruling class of Spellcrafters were elven, humans were second class citizens and orcs were slaves thought to possess but animal intelligence. While Rivel did not interact with the Aegean Kingdoms to any great extent they did have spies, and were more alert than the majority of the Descendant races of Iblees's activities. When the Ironborn dynasty fell a few months before the year 1300 (commencement of LotC 1.0) they realised Iblees would likely step up his plans.
 
 
 
They were soon approached by a figure calling himself the Radiant Man, who promised them both heightened power and a solution to the threat posed by Iblees. A few of the Spellcrafters joined the Radiant Man and from him received powers akin to those received when one follows an aengudaemon. With him they traced the history of the Forgotten Dwarves. They uncovered the Hall of a Kal'Varak and sent many of its tomes back to Rivel for study. There they learned the location of the Hall, and travelled north. At this point they found the Seal's flaw: it required souls for power and the entirety of the Forgotten Dwarven civilisation had not been enough.
 
 
 
The Radiant Man encouraged his followers to repair and activate an army of constructs built by the Forgotten Dwarves. The construct army attacked Rivel and massacred most of the population. They were driven back and destroyed, but the city was left in chaos. When Rivel marched to the Hall in retaliation they found the giant door shut, the way sealed, and no signs of life.
 
 
 
Rivel was destroyed with the fall of Aegis. The city was mostly held together, magically floating over the abyss, but without food they were doomed to starve. The Spellcrafter Archon, leader of Circle of Governance that ruled the city, acted in desperation and sacrificed the surviving traumatised underclass in order to survive as a creature analogous to a lich.
 
 
 
 
 
==== Oakhearth ====
 
 
 
http://i1229.photobucket.com/albums/ee463/ohsnap6/Oakhearth1_zps235c1f6d.png
 
 
 
''Oakhearth, 3rd of The First Seed, 1486''
 
 
 
'''''Oakhearth'''''
 
 
 
Oakhearth is a village located between Annil'sul, Embermoor and The forests of Aldrallan The village was founded on 18th of Snow's Maiden, 1468. Oakhearth is surrounded by a thick forest and a swamp along with the ruins and remainings of old structures. Oakhearth currently has four cottages and one Tavern along with a livestock and a small farm.
 
 
 
 
 
'''History'''
 
 
 
Oakhearth was founded by Noach Hughes, A forester who had spent most of his time exploring the surrounding area.
 
 
 
Years passed before more people started to settle down in Oakhearth and four houses were raised along with a tavern. During his lonely years, Noach started explore the ruins and the old structures in the forest and heath nearby. The remainings of a Dark Cultist Cemetery and several Barrows are the reminder of the evil influence of Cultists and Undead in Athera. Both of these places are haunted and long forgotten.
 
 
 
The ruins of a small chapel can be found in the Heath south of Oakhearth, a journal found in one of the bookcases revealed that the chapel was pillaged and destroyed in 1471 in a raid lead by a group of undead worshippers.
 
 
 
After a time, it became apparent to those who knew of Oakhearth, that its founder had gone missing. Not wanting to see Noach Hughes' work go to waste, two Druids by the names of Garun and Arinislia decided to reside just outside the village. They began keeping a watchful eye over the quaint southern lands, defending it from any evils that sought to disrupt the peace.
 
 
 
 
 
'''Points of Interest'''
 
 
 
'''The Stalactite Caves'''
 
 
 
Deep beneath Oakhearth lies a natural formed cave, Water used to drip through the mountain and hollowed out a system of tunnels and caves. Nature has taken over and the cave is overgrown with moss, fungus, grass and vines.
 
 
 
http://i1229.photobucket.com/albums/ee463/ohsnap6/Cave3_zps7b5519ad.png
 
 
 
'''Cultist Ossuary and Catacombs'''
 
 
 
The stalactite cave also revealed the hidden catacomb used by Dark Cultists. Future excavation will reveal what purpose it served and why it was abandoned.
 
 
 
 
 
http://i1229.photobucket.com/albums/ee463/ohsnap6/Catacomb1_zps0d2403cc.png
 
 
 
 
 
==== Gimblewood ====
 
 
 
Gimblewood is a secluded village where the race of the halflings dwell. The village was founded upon the halflings landing in Athera among the other races. Unlike any other city on the continent, the village is quaint and hilly. It is surrounded by a thick forest and centered around a large lake. Above the small burrows of the hobbits looms a massive mountain, nicknamed The Lonely Mountain.
 
 
 
'''Governing Body'''
 
 
 
Upon landing the halflings were led by three elders, Fumble Willowbottom, Rupert Herbwallow, and Petrus Frondor. After a few years of dwelling on the continent Rupert stepped down and Garmel Fitzgibbon took his place. Garmel's time as Elder wasn't very long as soon the village voted to abolish the Elder System and replace it with the more fitting (and simple) Mayor system. The Mayor upon this switch was Fumble Willowbottom and his Sherriff was Thimble Clearwater (Both halflings from Anthos).
 
 
 
'''Housing'''
 
 
 
The halflings of Gimblewood live in cozy holes in the ground known as burrows, much alike the burrows in the past each one was made to be cozy and comfy, most handcrafted by Milo Herbwallow.
 
 
 
'''Festivals and Holidays'''
 
 
 
The halflings of Gimblewood host numerous festivals throughout the year. And a few celebrate holidays of halfling culture. Pumpkinween, Knoxmas, and the Knoxgiving Fest. Some festivals include Gimblefest, Lakefest, and Halfling Fest.
 
 
 
 
 
=== Vailor ===
 
 
 
==== Kal'Valen ====
 
 
 
TBM
 
 
 
==== Kal'Ordholm ====
 
 
 
TBM
 
 
 
==== Kak'Akash ====
 
 
 
Kal'Akash is the current capital of the [[Dwarves]] in [[Vailor]]. The city is located in north of the western snow mountains of Vailor. It was founded in the year 1513.
 
 
 
‘’’Geography’’’
 
 
 
Kal'Akash was settled inside of a snow capped mountain. A small mountain path is used to gain entrance to the city. Aside from the main gate, the only other exit would be the small river canal running through the middle of the city and out the side of the mountain.
 
The city of Kal'Akash was settled by the Dwarves of [[Athera]] in the year 1513. The Grand King Balek Irongut and his loyal builders constructed the city from a large empty cave in a cave with promise. Many other guilds and organizations followed the Grand Kingdom of Urguan into settling the land around Kal'Akash. An ancient runic golem was found to the south of the city with knowledge of the past dating back to [[Asulon]]. A giant named Armin was soon discovered to be living on top of the mountain Kal'Akash is settled under, becoming a quick ally to the dwarves after a duel with the Grand Marshall Jorik Grandaxe. The dwarves and the giant made an agreement to aid each other in times of need, whether it be the city needing defending or the giant requesting help.
 
During the year 1515, the city was attacked numerous times by an unknown bandit group with unknown motives. All that is known about them is their exceptional battle prowess, being able to defeat an unprepared legion of about twenty foot soldiers with seven good men. A joint military practice was held with the [[Orcs]] of the Iron Uzg to correct problems found in the legion and increase morality within dwarven ranks shortly after the raids.
 
 
 
Two years later, 1517, Grand King Balek Irongut had been lost in a sea expedition to slay the Devourer. The Sundur Clan had kidnapped the current Grand Marshal at the time, Jorik Grandaxe. The nation was in chaos, and a new election for Grand King was taking place. The three main contenders were [[Skippy Irongut]], Verthaik Frostbeard, and Lathros "Oilbeard" Irongrinder. After three days of tough campaigning, Skippy Irongut emerged as the Grand King of Urguan. Upset at the thought as Skippy as the Grand King, Verthaik Frostbeard along with the holds of Tal'Azwyr and Kal'Krest went against the Grand Kingdom in open rebellion.
 
 
 
The rebellion was named the Mountain Monarchy, led by Verthaik and many other Frostbeards and Blackfists. The rebellion took part in many raids on the dwarven capital of Kal'Akash, but ultimately after a few stone weeks of fighting the rebellion was destroyed by the Legion in 1519.
 
The government of the dwarves is officially known as the Senate of Hammers. Comprised of the Grand King and multiple senators representing multiple clans, the objective of this government is to approve and deny laws based on the general dwarven population's opinions. The Senate of Hammer members can be found
 
The laws of the Grand Kingdom of Urguan are listed in the Articles of Urguan. The Articles of Urguan can be found
 
 
 
'''The Legion'''
 
 
 
The Dwarven military is officially known as The Legion of Urguan. The Legion is an army of both success and defeat dating back to the times of Aegis. Currently the Grand Marshall of The Legion is Belegar Ireheart. The Legion of Urguan can be found
 
 
 
 
 
==== Cloud Temple of Vailor ====
 
 
 
The Cloud Temple of Vailor is the current sanctuary of the monks, currently building structures over ancient ruins. The monks of Vailor are tasked with giving a helping hand to new souls (new players) and returning souls, be with providing history, basic tools and food. The Cloud Temple of Vailor Monks take mortal life over themselves which is why they are heavily accepting donations from the races to help support them when they can build the sanctuary temple to provide more for the races.
 
 
 
http://i.imgur.com/MxGrASJ.jpg
 
 
 
The Grand Library is constructed inside one of the ruins crypts which also houses the restricted section of the library holding dangerous artifacts and books which are kept for historic value but not for the races to touch or see, only the elders and leader of the monks have access to this section of the library.
 
 
 
http://i.imgur.com/mh9kNmA.jpg
 
 
 
The monks connected to the Triumvirate have been giving blessings to use great healing magic to help fallen and injured travelers. Temple monks have tasked themselves under the crypts of the ruins where they draw souls from the planes of neutrality and tasked to revive them back to a mortal being to where they'll be greeted by the Cloud Temple of Vailor monks.
 
 
 
The Cloud Temple of Vailor monks are able to learn different variations of monk magic; Soul Healing, and Alchemical Healing. They each hold the same advantages as each other and provide the same amount of healing.
 
 
 
The leader of the Cloud Temple of Vailor monks is Spike Vondar, ascending from initiates to elder in a short time due to the tasks and events he's housed at the monks while working a successful tavern which is the notable shop he's known for. Spike Vondar stepped up into the rank with the decision of the elders for the best monk currently to oversee everyone.
 
 
 
Because the docks were so highly used, so much more than the rest of the Temple lands, the Temple itself was moved to the docks.
 
 
 
==== Goodborough ====
 
 
 
Goodborough is the home of the halflings in Vailor. Tucked away on the peninsula known as the Vale, it is isolated from the going ons of bigg'uns. Its name traces back to the Goodbody family, one of the major halfling families to found Dunwood. Throughout the Vale are statues, each dedicated to one of the most famous halflings. Len, Gimblo, Kip, and Petyr. It is known that every so often a halfling decides to throw a festival, causing the town to bustle with activity in preperation. Bigg'uns, who in normal times do not stray into the Vale, come from all corners of the land to enjoy the famed festivals of the halflings.
 
 
 
'''Geography'''
 
 
 
The village of Goodborough is based around the river known as the Riverwindy. This is a key lifesource of fresh water to the hills and the fields of the small folk. The hills are alive.
 
 
 
Off away from the river and the sea is Petyr's Pond, with Willowwater Way overlooking the place, many halflings cool off during the hot months there. Many hobbits enjoy the game of shogs on the pond.
 
 
 
The sea that surrounds the Vale on three sides expands greatly to touch the other corners of the world.
 
 
 
The woods north of the village are called Hallow Woods, for there is a great fear amongst the small folk that a great many beast and witch live inside, casting spells to taint the happiness of the village.
 
 
 
==== Saltstone ====
 
 
 
'''History'''
 
 
 
The Castle of Saltstone-by-the-Sea was once the seat of House Varodyr, a Knightly House in the Reformed Kingdom of Oren. When Ser Garahel the Sword in the Evening and his cousin Bryce Vimmark arrived in the land that would be the Knightly Fief of Varodyr they came across the cliffs of Alamar and the pillars of land that would be the foundations of the Castle to be built.The Castle was commissioned by Ser Garahel in the year 1514, approximately a year after the Descendent Races landed in Vailor. The Castle is of unique design in Oren and perhaps different to any fortress in the known world, designed by Master Architect and Geologist Prince Leufroy Ashford de Savoie over the course of several years. Once the designs were finished the Castle was raised over the course of three years in remarkable speed due to the oversight of Lord Arstan Bedell who assisted the process of raising the Castle. The Castle was finished with all its towers in the year of 1518.
 
 
 
Eventually the Castle’s original owner Ser Garahel vanished soon after the conclusion of the Dukes War leaving his only heir and cousin Bryce Vimmark to take up ownership of the Castle and its surrounding lands. Guy de Bar named Bryce the Baron of Alamar and Lord of Salstone during his brief reign. Bryce was raised to become the Viscount of Alamar once John Frederick of House Horen. Bryce attempted several times to form a bustling community in the lands of Alamar and around the Castle of Salstone but eventually his efforts ceased after he was charged with treason and met his end through an assassin's blade.
 
 
 
The Castle sit unused for many years, the Imperial House taking ownership of the Castle and its lands through its blood ties with House Vimmark, dust settled, buildings went into disrepair and things looked bleak in the Castle and in Alamar. Soon though the first born son of Bryce ascended to Knighthood through the will of John Sigismund of House Horen, reversing the charges brought against Bryce posthumously and granting the Fief of Saltstone-by-the-Sea to the now Ser Maric Vimmark, naming him Protector of Alamar. Now the Castle and its land has life in it once more, as Ser Maric was raised to become the Grand Knight of the Empire, restoring the Order of the Red Dragon choosing to house the Orders Chapter of the Lion in his lands, restoring Salstone and Alamar once more as a Military Outpost.
 
 
 
Most recently in Orenian Political Events  the Castle of Saltstone was used to house the Northern Diets in the years leading up to the Rebellion lead by Alexander Staunton.
 
 
 
'''Description of the Castle'''
 
 
 
Designed to be a Northern Outpost to defend against possible invasions from the North or raids from the Isles of Ostavar, the Castle’s design is unlike any other. Spread across from the Cliffs of Alamar to three pillars that go out towards the Waking Sea. Each of the Towers of Salstone act as their own Keep, setting up stages of defense should the Castle come under siege. However before all that one must breach the Burning Gate that grants the only entrance into the Alamar territory as all other routes are blocked by the Vimmark Mountains. Once past the Burning Gate you are met with Ocran’s Bluff, the first Keep of Salstone, named after General Joseph Ocran’s tactical brilliance during the Renatus Rebellion in Athera.
 
 
 
Once past the Keep of Ocran’s Bluff if one can pass its defences they must cross a narrow bridge, before any attacker would stand the Stormcrown Citadel, its front face designed specifically to house archers to make any crossing into the Citadel nigh impossible without catastrophic and pyrrhic loss for any besieger. In this Keep is housed the Lord's Hall and Throne of Alamar for the sitting Lord to hold Court in whenever the need arises. Within the Lord’s Hall is a feasting hall that can house many guests, the Castle itself might be one of the safest venues for Nobles to hold events.
 
 
 
Moving on if the attackers or visitors to the keep would pass the Stormcrown Citadel they’d meet Dragon's Hearth, its defences not as harsh nor as strong as the past two towers but by no means are easy to traverse. Here the residences for the important occupants of the Castle are, along with the food stores of the Castle. Chambers for the Lord's any anyone of import are housed in the first level, the lower levels of this Keep being used for storage of weapons, food and anything else. The Last Pillar of Salstone is aptly named “The Saltstone” due to the high concentration of Salt Rock on the Pillar of land, it serves as a Lighthouse and a quiet spot for prayer if the need arises.
 
 
 
'''Geography'''
 
 
 
The Land of Alamar is that of a Northern Climate, harsh winters that incur heavy snowstorms occur and many flock behind the walls of the Castle so that they may not freeze to death. During the other seasons of the year, weather can be described simply as cold and wet, although not freezing outside of Winter. Snows remain around the lands of Alamar all year round in the areas of higher elevation, the land itself is mostly elevated with hills and mountains, although forests are are at the foot of the cliffs that surround the land.
 
 
 
One of the defining traits of Saltstone is the fact the land has huge deposits of rock salt that are in the lands, allowing limited mining and exporting of salt to all place across Vailor.
 
 
 
'''Government'''
 
 
 
Saltstone has no official reigning Lord as of right now, de-jure it is ruled by the Emperor as he holds the title to the lands but as of de-facto rule Ser Maric the Beastmaster of the Horen Cadet Branch of Vimmark is the ruler and holds the Castle as his Knightly Fief. The Knight Captain of the Chapter of the Lion holds sway over Ser Maric.
 
 
 
'''Society'''
 
 
 
There are few civillains living in Alamar or inside of the walls of Saltstone, most are Ordermen of the Chapter of the Lion, the Code of Chivalry holds significance here as many Knights now take up residence in the Castle, influencing the rulership and lifestyle of those living in the lands.
 
 
 
'''Laws'''
 
 
 
The Imperial Laws of Oren apply in this land, the Code of Chivalry is also held up as part of the Law.
 
 
 
'''Religion'''
 
 
 
The Official Religion of Saltstone is the Church of the Cano
 
 
 
== Minor Realms ==
 
 
 
=== The Verge ===
 
 
 
==== New Oasis ====
 
 
 
New Oasis was a medium sized village located in The Verge, found fairly close to the entrance tower. Like the rest of The Verge, the creatures that constantly threatened New Oasis were significantly more threatening than those found in Aegis itself. Blazes and Magma Cubes made surviving fairly difficult if they were were left to cluster for long periods of time. Despite the dangers, New Oasis was one of the most populated areas within the Verge and is often remembered as a hub for socialization. Like the rest of the settlements in Aegis and The Verge it is unknown if New Oasis still stands and what sort of condition it would be in.
 
 
 
The architecture of New Oasis was somewhat similar to that found in Al'Khazar and other Human settlements. Buildings usually consisting of stone walls rather than Al'Khazar's white wool walls, with log frames and slightly over-hanging wooden roofs. Homes consisted of two to three floors, the dimensions of each house ranging from 10x7 meters to 12x9 meters. The town's structures consisted mostly of residential housing, a single reasonably sized tavern and a large inn, though the inn seldom saw visitors as most travelers would be unable to survive in The Verge for long or would rather purchase a house.
 

Latest revision as of 11:31, 17 June 2021