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Territories | Link Map
Posted: Wed Apr 04, 2018 9:31 pm
by Jade
The northern expanse beyond Ne'haer is fraught with perils and dangers in between, from rivaling settlements that neighbor the great city to geological wildlife that make can make travel dangerous for the unprepared and the unwary.
The Salt Lake -
To be Developed
The Red Caves -
To be Developed
Sarkanis den Nogg - An ancient observatory, considered abandoned, located on the fringes of Lysoria's northern region.
Territories | Link Map
Posted: Mon May 07, 2018 8:14 am
by Chronicle
The Anari River is what separates the North and West expanses of the area surrounding Ne'haer, and even though the settlements here are few their location is based in the richest parts of the land.
Morandi Deep Mines - Yurrova's most important asset by far, the mines stretch deep into the earth below the city.
Sol Duc Lake - A beautiful landscape located just within the outskirts of Yurrova.
Territories | Link Map
Posted: Mon May 07, 2018 8:18 am
by Chronicle
To the South beyond Ne'haer is the Willow Woods and a couple of settlements neighboring the city, though patrols can be spotted close to the city throughout this vast expanse; there are still dangers many should be aware of when travelling the roads in between.
Moseke's Landing - A flutterbus service that departs to and from Desnind regularly.
Old Sow's Ear - Probably the most cozy tavern located within the city of Treth.
Treth General Goods - Treth General Goods is located in a prime location in the center of the village.
Treth's School - This is the school where the children of Treth go starting at the age of five arcs.
Willow Rangers Outpost - A private base of operations for the Willow Rangers, who patrol the wilderness of Ne'haer's region.
Seraas en Avellach - Seraas en Avellach, often simply called "Seraas", or "Mindrender", is a ruined fortress deep within the heart of the Willow Woods.
Willow Woods Outpost - The guards stand watching the dark forest to the northeast…
Territories | Link Map
Posted: Tue May 15, 2018 6:47 am
by Chronicle
The bodies of water surrounding Ne'hear are also ripe for exploration, for those daring and skilled enough to venture their depths. There is also a remote island that can be reached from the city by ferryman, if one finds themselves wary of braving the vast waters of the East alone.
Isle of Estryn
To be Developed
Ebondell - A once rich town ruled over by a lord arcs ago, this is now a quiet, poor fishing town.
Territories | Link Map
Posted: Tue May 15, 2018 7:18 am
by Chronicle
Credit goes to Nymph
It was evening when she stepped into the quiet shadows of the forest outside of Ne’haer. Once again, she had beaten the rumors and whispers across the ocean. Her target was not the bustling city itself. They had plenty of tourist attractions to draw in the vulnerable, heavy pursed travelers. No, she sought a relatively quiet place to build her final landing. Truth held promise. She traveled along the road to the small village with little except her staff, the furs on her body, and a cloak on her back. The journey was quick for her accelerated speed and she was soon upon the quiet, sleeping town of Treth.
Why she had chosen Treth exactly, no one would ever be sure. Maybe it was for the safety of those within the larger cities. After all, her behemoths would probably feel the need to circle as they glided down to the landing. The gusts of their wings could be damaging to the creatures, buildings, and landscape. Treth was small and inland enough that it would most likely go undamaged. Pulling her hood tighter around her face to prevent onlookers from recognizing her, Moseke quietly slipped through the center of town towards the beach.
Ne’haer was a religious city, and it would have been easy for one of her disciples to notice her trade mark figure if she walked about uncovered. The thump of her staff on the cobblestone was the only noise to mark her coming and going. Soon, that thump dulled as stone turned to dirt and then to sand. Once more, the water was attempting to lap at her toes. Moseke never once allowed the liquid to touch her feet. The wet dirt was enough to quench her thirst for the ocean. As the Immortal of stone and earth, she left the free moving realm of water to Chrien. At least, when she wasn’t raising land masses from it.
She jammed her staff into the sand before slowly raising her arms before her, the cloak pushing backwards off her shoulders as she did so. The stone plateau rose, dripping, from the ocean below. Fish flopped on the top before managed to wiggle their way of the edges. Water ran down the stone steps towards the stone pier that stretched out to Treth. It was about a break or so by boat from the mainland. Enough distance to avoid any significant gusts from the beasts wings. Moseke smiled.
Her mission was just about over. Now it was left to her disciples to bring the beasts.
Territories | Link Map
Posted: Tue May 15, 2018 7:21 am
by Chronicle
Credit goes to Tei'serin Nji'ryn
The Old Sow's Ear is Treth's local tavern. It is a popular spot for natives of the village, and farmers from the surrounding farms alike to come and relax. The food is simple fare, but good, as are the drinks. And all of it is produced locally.
Travelers who come to Treth on business can rent a room during their stay. There are five rooms available for rent. The rooms are small, and simple, but clean, and reasonably priced. Baths cost extra, as does renting a stall in their stable, or pasture room for a horse.
The tavern boasts of entertainment at each meal. They have a skilled bard who lives at the tavern, and local musicians will often come and perform in exchange for a free meal. It is a good way for them to get a chance to perform in front of a crowd, and begin to build a reputation for themselves.
Note: Self Moderation is allowed with this location & NPC's
Territories | Link Map
Posted: Tue May 15, 2018 7:38 am
by Chronicle
Credit goes to Tei'serin Nji'ryn
Treth General Goods is located in a prime location in the center of the village. Everyone who lives in or near the farming community comes here to buy their supplies. You won't find anything fancy here, but the small store always has an ample supply of basic goods needed for life in a small farming community.
Note: Self Moderation is allowed with this location & NPC's
Territories | Link Map
Posted: Tue May 15, 2018 7:40 am
by Chronicle
Treth's Community Schoolhouse
Credit goes to Tei'serin Nji'ryn
This is the school where the children of Treth go starting at the age of five arcs, and continuing until they graduate at the age of seventeen arcs. Although attending school is mandatory for all children, it is understood that Treth is a farming community. As a result, the older children are often absent for trials at a time to help their parents with planting and harvesting their crops if their parents are farmers. But that does not mean that they are not responsible for making up any time that they are absent. Each child who is absent for any significant amount of time is responsible for learning anything that is taught in their absence. Whether they choose to learn the material on their own, or attend special make up classes is up to them. But they will be tested on the material taught during their absence before they are allowed to graduate.
The school is located at the edge of the community. Its primary purpose is the education of the future generations of Treth. But the school is also used as a community center. If the school bell is rung outside of normal school breaks, it means that an emergency has occurred, and all who hear it will gather at the school to learn what happened, and offer aid.
Note: Self Moderation is allowed with this location
Territories | Link Map
Posted: Tue May 15, 2018 7:47 am
by Chronicle
Credit goes to Incubus
Seraas en Avellach, often simply called "Seraas", or "Mindrender", is a ruined fortress deep within the heart of the Willow Woods. Little of it is known to outsiders, though what is clear to those who frequently wander these dangerous woods is that Ne'haer... actually fights over this area, wedging fortifications around it in the form of a military base. They battle with alien-like creatures, with the dwellers of the Willow Woods (such as the Sylvithia and Lurkers) and even among themselves; the ruin seems to be the epicenter of a flurry of insanity and strange events. Those who have managed to enter the ruin despite the danger and government restrictions have discovered that the place is crowded with paranormal events and horrific dangers, even by Willow Woods standards.
It is much as a nightmare as a reality. Entities of all shapes, sizes and intentions lurk the halls and prey on the minds of others. The powerful become powerless, the wise become fools. What is known by Ne'haer is that Seraas is perhaps one of the greatest and most intriguing ruins in all of Idalos, and that what lies within could very well change the future of Ne'haer . . . and beyond that.
Self-moderation is allowed; however uncovering the greatest secrets of this location requires either moderation or approval!!
Territories | Link Map
Posted: Tue May 15, 2018 7:53 am
by Chronicle
Credit goes to ?
Beyond Ne'haer's northeastern gates stands the ominous Willow Woods. These woods are home to an enormous population of deer, something that keeps the hunters coming back. However, at night, these woods turn deadly while mysterious screams and young laughter can be heard from the depths of its darkness. Any who venture into the woods may find unique and rare herbs, wildlife, and some answers to the mysteries that plague the willow woods.
There have been rumors of people going missing in the woods, however, nothing has been documented and/or confirmed by government officials.
Notes Regarding Outpost
The outpost is located a few miles down the northeastern road. The willow woods are about 2 miles away from the outpost.
There is a bed in the captain's office. Its his room/office basically. The armory is where the guards keep most of their gear. You can imagine it however you like to but just remember that this is an outpost so it won't have everything and might possibly be lacking is a lot of things. There is a small garden behind the structure as well as a small stable area to the right of the structure.