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IMPORTANT INFO
Applications Open
1 role available

If you are interested in applying or have started working on a sheet, feel free to let me know :) This makes sure if someone else applies for the same role that you're working on that I wait until all interested parties have sheets in and everyone gets a chance at the role.
Hidden 7 mos ago 30 days ago Post by Mjolnir
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R E I G N . O F . T H E . U S U R P E R

Amidst a royal summons, the noble houses of Aethoria scheme and seduce to secure their legacy—or seize control of the realm. The Black Citadel has become a gilded cage where love is a weapon and deception is the fastest path to the throne.

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For over three decades, King Rowan Storvane has been hailed as the "King of the People," his reign a golden era defined by unparalleled peace and his passionate dedication to the lowest ranks of the Ninefold of Aethoria. Yet, even in the opulent halls of the Black Citadel, a storm is brewing. Rowan’s benevolence, while adored by the masses, has bred dangerous resentment among the eight powerful noble families. They whisper that his focus on the downtrodden has blinded him to the necessities of rule, leaving the realm vulnerable and the traditional power structure eroded. With the air thick with political tension and the King's children now of age, the time for subtle maneuverings is over.

In a desperate gamble to secure his beloved dynasty against mounting dissent, King Rowan and Queen Valenya have issued a monumental decree: for the six months between the Summer and Winter Solstices, all eight noble Houses are summoned to the royal residence in the Valley of Kings. Here, under the watchful gaze of the royal family, a whirlwind of feasts, balls, and intrigues will unfold. The prize? The hands of the royal children, and a secured claim to the most powerful lineage in Aethoria. The young royals have until the final snows of the Winter Solstice to choose their partners, or their parents will make the choice for them.

This is not a summer of romance, but a high-stakes arena where deception is currency and every dance, every whispered promise, is a move on the political chessboard. Old feuds are poised to reignite, forbidden romances threaten to destroy alliances, and every guest is prepared to lie, scheme, and backstab their way closer to the throne.

Which House will rise, and who will fall when the Crown is the ultimate prize?





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R O W A N ' S . R E C K O N I N G

The conflict that elevated King Rowan Storvane to the throne of Aethoria is known to historians as The War of the People's King or the Usurper's war in recent years. It was a brutal, swift rebellion ignited not by political ambition, but by the personal and systemic cruelties of King Leoric, the Unyielding.

Leoric's reign was a slow famine of the spirit, characterized by crushing taxes and the callous stockpiling of royal grain stores while the people starved. The breaking point arrived not with economics, but with blood: Leoric's murderous impatience for a male heir led him to brutally execute his barren queen, followed by a tyrannical demand for noble concubines. When Rowan’s family was violated—first by the taking of his sister, Rhea, and then by the treacherous murder of his brother, Roric, during a duel of honor—the final, bloody chord was struck.

Rowan Storvane raised the banners of revolt, rallying those disgruntled by Leoric's oppression. The war began as a desperate march south towards the royal capital, the Valley of Kings, but it stalled violently. Rowan's forces were trapped and facing annihilation at the King's Fist, when fortune arrived from the sea. The aggrieved Lord Sovereign of the Phorian Coast, long betrayed by Leoric, offered a lifeline: a full military alliance in exchange for the hand of the Lord Sovereign's eldest daughter, Valenya, and her immediate ascension as Queen.

For the sake of his men and the cause, Rowan tragically forsook his own love and agreed to the political marriage. The final, decisive stroke was delivered by a coordinated assault. While Rowan’s embattled troops launched a frontal attack through the King's Fist, the Phorian fleet sailed into the Bay of Kings, landing forces to execute a perfect pincer maneuver and seize the vulnerable Valley of Kings. Leoric was overthrown, and the Storvane dynasty was born from a mix of popular fury, tragic sacrifice, and a calculated alliance sealed by a reluctant wedding vow.
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A E T H O R I A
Aethoria is the continent and its associated islands on the western side of The Kraken Sea. It consists of nine holds: Thornvale, Gloomfen, Sunderlands, Salt Spire, Harrowfield, Lost Coast, Stonefallow, River’s End and Ironcrag. These lands make up the united kingdom of The Ninefold of Aethoria, which is currently ruled by King Rowan Storvane.
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K A R T H O S
Karthos is the continent and its associated islands on the eastern side of The Kraken Sea. It consists of ten vastly different kingdoms or freelands that are often at war: Turia, Rime Barrens, Nethyr Shadowlands, Keshite Plains, The Free Companies of Valen, Synod of Myr, The Sultanae of Zamar, Thayar Reach, Phorian Coast, and Volskor.
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T H O R N V A L E
capital: valley of kings
ruling lords: house storvane
prominence: seat of the king
writer: @mjolnir
geography: A mountainous peninsula with limited access to the Valley of Kings by way of the King's Fist, a narrow land bridge, or The Bay of Kings, an isolated bay only accessible through a narrow straight. Known as the most defensible location in all of Aethoria and location of the Black Citadel.
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G L O O M F E N
capital: dunhollow
ruling lords: house varrow
prominence: carpentry
writer: @mjolnir & @Sleepy Tani
geography: A rough terrain of marshy wetlands that sits on the opposite end of The King's Fist, home of King's Gate and last defense before reaching The Valley of Kings by land. As the closest hold to Thornvale, it is often that the High Steward resides here.
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S U N D E R L A N D S
capital: ashmar
ruling lords: house al'seren
prominence: spices & minerals
writer: @Qia
geography: A vast and flat desert land with the hottest and driest climate in Aethoria. The Lords live on the far outstretches of the peninsula in beautiful oasis gardens. It is one of the wealthiest holds due to its strong trade agreements with Karthosian nations.
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S A L T . S P I R E
capital: greyharbor
ruling lords: house surname
prominence: salt mining & royal fleet
writer: available
geography: An island in the middle of The Kraken Sea, this hold is home to the royal fleet and naval power of Aethoria. It is not a land of much profit, often getting funds from the crown, but does have a moderate bit of exports from salt mining on the shores.
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H A R R O W F I E L D
capital: everdell
ruling lords: house tyrcell
prominence: agriculture
writer: @CabbageAngel
geography: The largest hold in Aethoria, it is compromised mostly of vast plains of rich soil and has the most fertile land in the kingdom. Their crops feed over ninety percent of the Ninefold with a fair bit still sent to market in Karthos making this the most prosperous hold in the kingdom.
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L O S T . C O A S T
capital: blackcove
ruling lords: house ganasen
prominence: trade
writer: @webboysurf
geography: A land with countless seaports while also being within close proximity of six of the other holds, the Lost Coast is the mercantile epicenter for all of Aethoria. With no exports of their own, they garner their wealth through import and export taxes, and trade agreements.
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R I V E R ' S . E N D
capital: brackmere
ruling lords: house kenra
prominence: fishing & hunting
writer: @AmongHeroes
geography: A north facing coastal land with a fair bit of plains and smaller forests, this hold is a haven for hunters and fishermen alike. While most of their prey feeds their own people, a bit of their exports help feed the colder lands like Stonefallow and Ironcrag during their long winters.
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S T O N E F A L L O W
capital: tarn's rest
ruling lords: house velmorra
prominence: masonry
writer: @Rockette
geography: One of the northern most holds in Aethoria, this is a harsh land full of bedrock unable to be sown for crops. Most of the hold is covered in mountains or forests and is almost constantly under a blanket of snow all year round. This unforgiving land is also the northern most capital in the ninefold.
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I R O N C R A G
capital: ironhearth
ruling lords: house járnbjørn
prominence: smithing
writer: @Sleepy Tani
geography: The coldest and northern most hold in Aethoria, this large island is almost in a constant state of winter. They have close ties and share a similar lifestyle to those who live in Stonefallow, but also have a sizeable fleet, third largest behind the royal armada and the Lost Coast's merchant ships.
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N O V A R I A N . F A I T H

The Novarian Faith worships the Nine primal forces of reality. They are a loose, inclusive polytheistic religion that is widespread throughout the realms. Most shrines and basilicas to the Novarian faith are nine sided, domed structures with their entrances facing the East. Each side of the structure typically includes a reliquary, altar, or depiction of its associated nature. The Novarian faith does not hold regular services, instead practiced through seasonal festivals or personalized rituals. It is uncommon for many to worship a singular force in perpetuity, though many may keep a small pendant or sigil of one of the forces on their person if their occupation relies heavily on a single force.

novar - novarian priest ..... novess - novarian priestess ..... high novar / novess - the leader of the novarian faith

B O R E A L . The Tempestuous Winds
The governing force of storms and change. It is chaotic and ever shifting, yet a tool that can be used for travel or to stoke flames.
.U M B R A N . The Final Dusk
The governing force of darkness. It represents the ending of the day, the ending of life, or that which is best obscured from view.
L U X . The Dawn of Creation
The governing force of light and life. It represents creativity, and knowledge. It is simple, ordered, and absolute.
.R I M E R A N . The Northern Frost
The governing force of the cold and winter. It represents stagnation and a lack of growth, and can be a harbinger of death and decay.
L A C R A . The Waves of Life
The governing force of water and birth. It represents ordered change, natural progression, and checked expansion.
.I R A . The Scorching Destruction
The governing force of summer and fire. It is representative of desolation, unchecked growth, and unbridled emotion.
S O L U N . The Giver of Grain
The governing force of plantlife and agriculture. It represents the farmlands, the home, and the balance between animals and plants.
.F E T I L S V E L O X . The First Blade
The governing force of conflict. It represents industry and war, and is one of the two humanistic forces.
V E R T U S . The Lawbringer
The governing force of authority and order. It represents regulations, punishment, and justice. It is one of the two humanistic forces.
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H I G H . C O U N C I L

H I G H . S T E W A R D . the king's right hand . | . lord daemric varrow
H I G H . M A R S H A L . the master of arms . | . lord darron velmorra
H I G H . M A G I S T R A T E . the master of law . | . lord cassian goddard
H I G H . A D M I R A L . the master of ships . | . vacant
H I G H . B U R S A R . the master of coin . | . nasir ganasen
K E E P E R . O F . S E C R E T S . the spymaster . | . ser torin kenra
K E E P E R . O F . F A I T H . the crown's connection to the faith . | . novar athanasius mercy
K E E P E R . O F . S C R O L L S . the master scholar and physician . | . dunstan farraday
C A P T A I N . O F . T H E . G U A R D . the captain of the king's guard . | . declan storvane

None of these roles need to be filled with player characters, but the option is open if anyone is interested. When the RP starts, whatever roles are open will be filled with NPCs.

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I M P O R T A N T . T E R M S

T H E . S O U T H . S E A . the sea that rests to the south of Aethoria
T H E . S E R P E N T . S T R A I T . a network of straits that connect The Kracken Sea to the South Sea
T H E . K R A C K E N . S E A . the sea to the west of Aethoria between it and Karthos
R A V E N S . O F . T H E . C I T A D E L . or 'ravens,' coined term for the king's guard due to their black cloaks

... more to come as needed
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R U L E S

. M A T U R E . C O N T E N T . This RP is heavily inspired by Game of Thrones, as such, if anything from the books or show bothers you, then this RP isn't for you.
. A D V A N C E D . I value quality over quantity. There is no minimum length for posts, but we strive for posts to be active, and help progress the scene, which generally needs to be at least a handful of paragraphs.
. N O . O N E . I S . S A F E . This is a fantasy, political intrigue RP, so death can and will happen. We always ok this with the writer, but you should come into this RP with the expectation that some of your characters could die.
. P O S T I N G . S P E E D . This RP will have slower posting expectations than other RPs due to the volume of characters people will likely be controlling and the heavier expectations on posts since this is very character driven. If there hasn't been a post in a month I will likely reach out, but how I handle prolonged silences will vary on a case by case basis. Communication is key. I am far more understanding if you keep me in the loop.
. G H O S T I N G . I have a zero ghosting policy. If you are MIA for a prolonged period of time from the RP and discord, I will reach out to you, but without a response in a givem window of time, you could be removed from the RP.
. A S K . If you don't know how a writer would feel about something, if you want to try something with the plot, or whatever else, just ask. I'm always happy to help however I can.

A P P L I C A T I O N S

. D I S C L A I M E R . This RP is very character driven, relying on writers to add drama and intrigue through characters' motivations and goals. Because of this, and the RP being advanced, I will be highly critical and picky about accepting applications. If there is an open role it does not guarantee you will get the spot. Any roles that are open upon RP launch will be filled with NPCs.
. C H A R A C T E R S . You will be controlling a major house that is the lord over one of the available holds. While the focus is more on the children, you are free to play the parents as little or as much as you'd like. Currently I am restricting one household per writer, but you're welcome to have as many characters or NPCs (extended family, handmaids, guards, etc.) as you'd like. Possibilities of more can be discussed down the line.
. C H A R A C T E R . S H E E T . Rather than filling out separate sheets per each character (child), characters sheets will be house based. You can use my sheet/template if you'd like or your own, but it should include the following information: house name, hold, sigil, house words, every family member that will be at the Black Citadel (parents & kids generally), faceclaims (period accurate preferred, but I'm flexible), brief description of each character (paragraph or two with personality traits and pertinent information), hexcodes for playable characters, and any other important information. (Use my sheet for reference in case I missed anything lol)
. A D D I T I O N A L . R E Q U I R E M E N T S . Along with the house character sheet, please include a list of at least five goals or motivations that your characters will have that will add intrigue and drama to the RP. Because this story is mainly character driven, it's important to know you have plans to add plot threads of your own. Also please include a sample or links to some of your posts to give me an idea of what your average posts look like. Lastly, while the High Council roles will likely be mostly NPCs, if you're interested in any of them, please include that as well, along with the reasoning behind it.
. S U B M I S S I O N S . All applications should be sent by DM to @mjolnir. Roles are competitive. You are free to message me with questions or to let me know you are working on an application.
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Hidden 7 mos ago 7 mos ago Post by Mjolnir
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T H E . B L A C K . C I T A D E L


Nestled in the Valley of Kings, surrounded by Mount Briar, lives the Black Citadel. This castle was named for the dark mountainous stones it was built from and carved into. While its exterior boasts a tall and intricately crafted keep, it is deceptive, for its size is nearly triple what is known or seen from the outside. During its construction, thousands of masons not only built this commanding fortress, but also carved into the mountainside, expanding deeper in Mount Briar and creating a vast network of ornate rooms. After Rowan overthrew King Leoric and seized the crown, he oversaw a secret excavation to create a labyrinth of tunnels through the mountains as emergency escape routes and strategic military access so that if a war ever came to his doorstep like it did for Leoric, he couldn’t be outmaneuvered in the same way.

The public facing part of the citadel houses the common parts of a castle: great hall, royal bedchambers, high council chambers, the citadel library, royal basilica, greenhouse, various lounges and studies, and an additional fifty guest bedchambers. Deeper into the heart of the mountain is the breathtaking cavern ballroom, the royal armory, treasury, and dozens of additional bedchambers. Lastly, the undercroft is home to the guard barracks, apothecary, infirmary, prison, and food stores.
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S T O R V A N E . H E R A L D R Y

Throughout the citadel there are countless sigils, coats of arms, and other heraldry for house Storvane, often in the form of navy blue banners embroidered with a silver owl. Even what might feel an excess is significantly less than the number of golden eagles that used to cover the walls of the castle.
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T H E . G R E A T . H A L L

The busiest and most frequented room in all of the citadel is the Great Hall. It is a long stone room with a towering cathedral ceiling adorned in ornate chandeliers. The walls are lined with three massive hearths on either side that bathe the room in warm and a soft glow. A navy runner splits the room in two, leading up to the throne which is accented by large windows and a stunning view of the Valley of Kings. While this room’s major function is for greeting the public or making an address, it is also outfitted with tables for grand feasts.
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C O U N C I L . C H A M B E R S

The High Council’s chambers is a smaller and more intimate room nestled higher up in the citadel and closer to the King’s personal quarters in the central tower. The room’s architecture feels like a smaller piece of the Great Hall and even shares a similar view of the valley. A few fireplaces line the room but the heart is a large circle table at the center of the room. When Rowan became King, he did away with the old rectangular table, transitioning to the traditions of Stonefallow where there is no head of the table but every man was seen as an equal.
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C A V E R N . B A L L R O O M

The shining jewel of the Black Citadel is the Cavern Ballroom. Where the traditional castle meets the mountain is a stunning round ballroom that opens up to an expansive cave with a waterfall fed by the snowcaps and an alpine lake atop Mount Briar. Said to be a rare sight unlike anything else in the Ninefold, people often think it is a myth until they lay eyes upon it themselves.
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O V E R L O O K . C O U R T Y A R D

Tucked between two towers, resting above the entrance to the citadel is the Overlook Courtyard. While the courtyard does not offer much beyond a decorative fountain, what it lacks in adornment it makes up for in a breathtaking view of the Valley of Kings and the surrounding Mount Briar.
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C I T A D E L . L I B R A R Y

The citadel library is impressive by most scholars' standards. It is a large, two story library filled to the brim with books, tomes, scrolls, and all other forms of literature. Aside from a handful of colleges throughout the kingdom, this the largest privately owned library in Aethoria. It houses such an extensive collection that it is rare the Keeper of Scrolls must seek texts from outside sources.
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G R E E N H O U S E

The citadel’s greenhouse was originally created for ease of access to necessary herbs and other plants for medicinal purposes. Over the years, while it still serves that purpose, it is also one of the attractions that gains a lot of attention from those who visit the Black Citadel along with the ballroom. The greenhouse is built out of the side of the mountain and houses a large variety of flora from all reaches of the kingdom.
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N O V A R I A N. B A S I L I C A

Even though there is a larger temple in the heart of the Valley of Kings, there is also a royal Novarian Basilica built into the citadel. While it doesn’t compare in size to the city’s temple, it is far more grand with elaborate stained glass windows and hand carved statues depicting each of the Gods.
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G U A R D . B A R R A C K S

The barracks are nothing particularly special or fancy, but knights from the farthest reaches of Aethoria claim that the King’s Guard Barracks are the nicest and most homely quarters most of them have ever seen. Each guardsman gets their own bed and trunk for their personal belongings. The barracks has a roaring fire at all times and the men are fed large, hearty meals. Branching off from the main room there is a practice room with archery targets and dummies. There is also a private bedchamber for the Captain where he has his own single bed, fireplace, and writing table.
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K I N G ' S . C H A M B E R S

At the top of the highest tower of the Black Citadel are the King’s Quarters. To no surprise this is the nicest bedchamber in the castle, with the best view. Contrary to what others might assume, it’s fairly modest in size, but is decorated with gilded chandeliers, a large fireplace, and an ornate canopy bed. And while this room is home to both the King and Queen, it is rare for both of them to share it at the same time.
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D E C L A N ' S. C H A M B E R S

Modest in comparison to what most might assume for an heir’s room, Declan’s bedchambers were nothing exceptionally grand. While he now resides within the guard barracks in the Captain’s Quarters, King Rowan insists on keeping his son’s room exactly how he left it. He has offered that Declan can still stay in his room on multiple occasions, but since abdicating and renouncing his titles, he doesn’t feel it is appropriate for him to live like a Prince when he isn’t one. Although on rare occasions when no one is around, he sometimes finds his way back to his old room.
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D O R I A N ' S . C H A M B E R S

A stark contrast to his brother’s room, Dorian’s bedchamber is a cesspool of drunken debauchery and fornication. If it’s ever clean, it doesn’t last for long. Servants clean frequently, to no avail. It’s not uncommon to find a naked body or three passed out and strewn about the bed. And anytime someone comes to his room it is littered with more wine bottles, the bed clothes disheveled, and the stench of sex still pungent in the air.
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M A E V E ' S . C H A M B E R S

A bedchamber to rival her parents, Maeve has expensive tastes and wants nothing short of the best. Everything in her room is ornate with elaborate hand crafted details created with the utmost skill and intricacies. Everything is so perfectly kept and decorated that it looks like a room from a dollhouse rather than a place someone lives. Servants come and clean it twice as regularly as Dorian’s chambers, but while you cannot tell a difference in Maeve’s room, if a hair is out of place she will know.
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R H E A ' S. C H A M B E R S

Having been under lock and key for nearly a year, Rhea’s room has turned into her safe haven. While it is a mess, it isn’t from alcohol and lovers like Dorian, but books, musical instruments, and other forms of entertainment to amuse her. At some point over the last year she took it upon herself to paint the walls in an attempt to bring some of the outdoors in with her. It’s a bit messy and cramped, but one of the few places where she doesn’t feel her mother’s prying eyes.
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G U E S T . C H A M B E R S

While guests’ bedchambers lack personality, they offer all of the comforts any noble should be accustomed to. Every room has a large bed, a fireplace, some seating, a writing desk, and various storage for all their belongings. While every chamber can vary to an extent from room to room, every need should be accounted for, and if not it can be retrieved for them upon request.
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T H E . F R O S T H E A R T H . K E E P


Perched upon a wind-scoured ridge above the frozen valleys of Ironcrag, Frosthearth Keep stands as both refuge and reminder of endurance. The Járnbjørn family has ruled from its gray granite halls for generations, their family crest etched above the gate. The keep’s thick walls and narrow windows make it a fortress against the relentless northern cold. Inside, warmth and stone intertwine: every chamber boasts a hearth of carved basalt, and the heart of the keep is its grand sitting hall, where the family gathers beneath beams blackened by centuries of smoke. A vast library lines one wing, and in the central courtyard, soldiers and kin alike train among the snowdrifts, while a small walled garden clings to life beside them, its hardy herbs and pale winter blooms a quiet testament to resilience. Though the winds howl endlessly beyond its walls, Frosthearth Keep endures, unyielding, solemn, and ever-burning against the cold.
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V A R G S T A D


Set deep within the shadow of the jagged Ironspine Mountains, below Frosthearth Keep, Vargstad, the capital of Ironcrag, is a city built from stone, smoke, and steel. It clings to the valley floor like a forge-born beast. The air is thick with the scent of coal and the glow of molten metal; even in winter’s deepest freeze, the city breathes heat. The Great Forge is the blazing heart of Vargstad, part temple, part workshop, and wholly sacred to the people of Ironcrag. Built from black granite and veined with iron supports that gleam like dark rivers in the firelight, it stands at the city’s center, its great dome visible from nearly every street.

Inside, the Great Hall of Flame dominates the structure: a vast, circular chamber crowned by a massive dome of darkened steel that traps the warmth and smoke of countless forges. At its apex, a clever system of gears and pulleys allows the dome to open to the sky, letting the heat and sparks escape in a fiery plume on clear days. Beyond the dome lies an open courtyard, cobbled in dark stone and ringed with water troughs and quenching barrels. Here, finished works cool in the icy air, and traders inspect goods before hauling them down the mountain passes. Statues of past Forge-Masters, grim, soot-faced figures wrought in iron, stand guard around the perimeter, their gazes fixed forever toward the peaks that gift the city its lifeblood of ore. The people of Vargstad say that when the dome is open and the forges roar, the mountains themselves glow red in answer.

The Great Forge is a living flame that binds its people in purpose and pride. Smithing is not merely a trade here, it is a calling. The streets echo with rhythmic strikes as apprentices and masters work iron, steel, and the rare “crag-ore,” a strong, enduring, bluish metal found only in the surrounding mountains. Houses are hewn from dark granite and timber, their roofs steep and shingled with slate to bear the heavy snows. Narrow alleys wind between workshops and taverns, where the glow of forge-fires flickers through shuttered windows at all hours. Despite the cold and the grit, Vargstad hums with life.
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H V A L V I K . H A R B O R


Carved into the jagged northern coastline below Vargstad’s mountain pass, Hvalvik Harbor is the beating maritime heart of Ironcrag. Sheltered by two vast, rocky arms that thrust into the gray sea like the jaws of some ancient beast, the harbor is one of the few places along the island’s coast where ships can find calm waters amid the roaring northern tides. The bay’s deep natural basin and proximity to the capital made it the ideal home for Ironcrag’s proud and formidable fleet. Hvalvik is a smaller city of stone and salt, its docks paved with black granite.

The Iron Fleet, Ironcrag’s naval might, makes its home here. Sleek longships, their prows shaped like bears, line the harbor’s inner walls, each bearing the sigil of the Járnbjørn family, a mark of the island’s enduring power. Beyond them, traders from the southern kingdoms barter for metalwork, saltfish, and the famed Crag-ore forged weapons, their brightly painted vessels a stark contrast to the blackened hulls of the northern fleet.

At the harbor’s highest point rises Stormwatch Keep, a stout fortress of dark stone overlooking the bay. Its beacon fires burn through the thickest fog, the same family for as long as the lighthouse had been formed tending to it's flames at all hours of the day and night, guiding ships home through the treacherous coastal shoals. Below it, taverns and sailors’ halls line the wharves, alive with song, stories, and the clamor of trade long into the frozen nights.

When the fleet sets sail, locals say Hvalvik roars like a living creature—the sound of drums, creaking timbers, and the crash of surf echoing against the mountains. It is a city of toil and tide, the lifeline of Ironcrag’s wealth and its first defense against the dark horizon.
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T H E . D U S K S P I N E . R E A C H E S


A vast, brooding forest that stretches across Ironcrag’s central wilderness, the Duskpine Reaches are a sea of towering black pines whose needles drink in the sunlight. Even at midday, the forest floor lies in perpetual twilight, blanketed in moss and frost. Wolves and elk roam the depths, and travelers speak of pale lights flickering between the trunks, whether spirits or tricks of the mist, none can say.

Old logging trails wind through the trees, long reclaimed by root and snow. The wood harvested here is dense and dark, prized for shipbuilding and weapon hafts, but the weather makes such endeavors perilous, so it is rare and heavily sought after. Loggers are only able to venture into the Reach during the few days where there are clear skys.
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T H E . I R O N S P I N E . R A N G E


The Ironspine Range forms the jagged backbone of Ironcrag, a chain of mountains that thrust into the clouds like broken blades. Their peaks are veined with ore and perpetually cloaked in ice, feeding the forges of Vargstad and the wealth of the Járnbjørn line. The mountains are riddled with mines, some thriving, others abandoned and swallowed by the dark. Avalanches echo like thunder across the valleys, and in the highest passes, ancient runestones mark the routes of the first settlers.

Few climb higher than the goat paths and watchtowers, for it is said that the wind atop Ironspine carries the voices of those who never returned.
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T H E . G L O O M R A V I N E S


Cutting like scars through the foothills of the Ironspine Range, the Gloomravines are a network of narrow chasms and plunging gorges carved by ancient glacial melt. The walls drip with ice and shadow, their depths filled with the roar of unseen rivers. Mist hangs heavy here, and echoes play cruel tricks on the ear, a man’s own voice might return to him as something unrecognizable. Hidden within these ravines are caves where hermits, smugglers, and outcasts dwell, living on meat turned into jerky, mushrooms, and meltwater. It is whispered that the oldest ravine, the Wyrmcleft, descends so deep that its bottom touches the roots of the world.
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T H E . I R O N C R A G . S E T T L E M E N T S


Hjarnvik – Port and Fishing Town: The second-largest port in Ironcrag, focused on fishing, salt-curing, and trade with nearby islands. The town is built of timber and stone, with stilted wharves extending into the frigid water. Fishermen tell tales of sea spirits and whirlpools beyond the bay.

Bjørnholm – Northern Watchtown: A fortified outpost and harbor for the northern fleet that overlooks Hjarnvik. Its inhabitants are hardy sailors, hunters, and naval recruits. Known for its cliffside beacons and signal fires. Surrounded by small forests and ice-covered hills.

Orestead – Mining Village: Small but bustling, with a population of miners, smiths, and their families. The village is founded at the base the Ironspine Range. Tunnels lead deep into the mountains, rich with iron, silver, copper, and crag-ore. Miners’ songs echo through the ridges, and miners leave small offerings for the “Heart of the Mountain.”

Rimefall – Mountain Hamlet; Small population of herders, hunters, and mountaineers are settled in the high valley's of the Ironspine Range. Known for producing hardy livestock, goat cheeses, and cured meats. The hamlet is often cut off in winter by snow, giving rise to strong community bonds and fierce independence.

Gloamreach – Ravine Settlement; Within the Gloomravines’ upper ridges a small, reclusive community of hermits, smugglers, and mineral prospectors thrive. Houses are carved into the cliffs and connected by rope bridges. They are secretive and wary of outsiders, living by the legends of the ravines and the strange whispers of the stone.

Herbsgate – Northern Garden Village; Foothills near the Ironspine Range, where sunlight breaks the snow early in the day, known for its winter-hardy herbs, medicinal plants, and small greenhouses. Residents trade herbs and remedies with other towns. Some villagers are rumored to practice old forest and mountain folk magic.

Smeltford – Forge Town; In a town in the eastern valley near iron mines and a river for waterpower, hosts smaller, specialized forges and workshops that supply Vargstad and coastal ports. Known for bellows, tools, and war gear. Houses are blackened by smoke, and the town smells of coal and molten iron.
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I R O N C R A G . F O L K L O R E . & . L E G E N D S
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T H E . A S H W O L F . W A T C H E S


Hunters tell of a great white wolf that roams the Reaches during snowstorms, the Ashwolf, its fur stained gray with ash, its eyes burning like forge coals. In the old days, before Ironcrag’s forges burned, the Ashwolf was said to be a spirit of balance, sent by Vertus, punishing those who hunted for greed and guiding those who took only what they needed.

According to legend, a lost child once followed the wolf through a blizzard and returned days later, unharmed, carrying a pine branch that never burned in flame. Even now, some woodsmen leave the first kill of winter out beneath the trees, whispering thanks to the Ashwolf so that their fires might not die in the coldest nights.
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T H E . L A N T E R N . B R I D E


When the mists roll low through the Duskpine, travelers sometimes claim to see a pale figure wandering between the trees — a woman in a tattered wedding cloak, carrying a lantern of flickering blue light. The old songs name her the Lantern Bride, a spirit searching for her betrothed who vanished into the forest centuries ago.

They say she calls softly to the lost, offering warmth and a way home — but those who follow her light are found days later, frozen and smiling, with frost upon their lashes and pine needles in their hair. The woodsmen say: If you see her light, bow your head and look away. Love that lingers in death is not the kind that lets go.
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W H I S P E R I N G . B O U G H S


On windless nights, the forest hums, a low, droning song that rises from the pines themselves. The elders claim these are the voices of the first folk, those who lived in Ironcrag before the coming of kings, whose spirits fled into the trees when their flesh grew cold. To hear the song clearly is a blessing or a curse, depending on who you ask: some say it grants a gift of foresight, others that it steals the listener’s voice forever. There are those in Vargstad who still hang carved wooden charms on their doors, shaped like circles with detailed and personalized runes chiseled into them, to keep the whisper-song from entering their dreams.
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T H E . W Y R M . O F . T H E . D E E P


Long before the Járnbjørn line, when the world was still cooling, a great serpent— Vethrung the Hollowcoil, was said to dwell beneath the Ironspine peaks. Its scales were iron, its breath pure frost, and it slept coiled around the mountain roots.

Miners who dig too far beneath the oldest ridges claim to hear the sound of scales scraping in the dark, or a slow, echoing hiss that shakes the lanterns on their hooks. A saying among the mine-folk goes: If the walls begin to breathe, flee — for the Wyrm is turning in its sleep.
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T H E . F L A M E . T H A T . W A N D E R S


High among the crags, shepherds and hunters sometimes glimpse a flickering orange light moving along the ridges at night — the Wandering Flame. Some say it’s the spirit of a miner who found the Heart of the Mountain and stole a spark from it, doomed to carry it forever as penance.

Others claim it’s the soul of a mountain god’s messenger, leading the worthy to hidden ore. Many have tried to follow it; none have ever returned. The light still wanders, and the old saying goes: If the mountain lights your path, pray it is not your pyre.
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T H E . H E A R T . O F . T H E . M O U N T A I N


It is believed before the first miners ever walked the rugged slopes of Ironcrag, the mountain was not silent. The Ironspine Range was alive, pulsing with a heartbeat that could be felt in the very bones of the land. The Heart of the Mountain is the source of all iron, silver, gold, and the famous crag-ore, within the island, but it is much more than just a vein for shapely metals— it is the heart of the world, the pulse of creation itself. The old legends tell that long ago, the Gods Lux and Rimeran, shaped the mountains to protect the lands and provide for the people. They made the Heart of the Mountain to be a source of life and wealth, but one that demanded respect.

The cave, which leads down into the darkness of the mountain’s heart, is a labyrinth of twisting passages, jagged rock, and shadow. Its entrance is an enormous archway of stone, shaped like the open jaws of a wolf, its teeth sharp and fanged. The locals call this entrance the Wolf’s Maw, for it is said to be a gateway into the very soul of the mountain. The first miners who dared enter the Wolf’s Maw were not foolhardy adventurers, but men and women who understood the land and its rhythms. They were guided by the ancient knowledge of the mountain, passed down through their ancestors.

According to the Miner’s Pact, the mountain would offer its riches to those who respected it and took only what they needed. The Pact was simple, but it was one that was believed it could not be broken without consequence: Take only what you need, and the mountain will provide. Take greedily, and the mountain will take what is owed.

To the people of Vargstad, the Heart of the Mountain is not just a physical force, but a spiritual one. Each year, the people of Vargstad gather at the mouth of the Wolf’s Maw to celebrate the Ritual of the First Hammer, a sacred ceremony to honor the Heart and ensure the mountain continues to give. The ritual is led by the High Smith, a revered figure chosen by the people for their skill in forging and wisdom in dealing with the mountain’s spirit. The High Smith stands before the Wolf’s Maw with a hammer created in the Great Forge, a new one each year that the High Smith spends months upon months craftiing, a symbolic weapon for their pact with the mountain. The ritual begins with a chant, passed down from ancient times:

"Heart of the Mountain, we honor thee,
In iron and stone, our legacy.
We take what is needed, and give what is owed,
To the Heart, whose pulse is the blood of the road."

The High Smith then strikes the Ironstone, a sacred anvil created by their ancestors, placed at the entrance to the Wolf’s Maw, using the hammer. This blow is said to call upon the Heart’s power, and it is believed that if there is no answering rumble, it is the mountain’s way of acknowledging the pact and granting the miners the right to continue their work. The Heart of the Mountain is believed to not just be a source of wealth to the people of Vargstad; it is the lifeblood of their culture, their beliefs, and their very survival.

It is both a giver and a taker, a force that demands respect and gives power in return. For the people of Vargstad, their lives and livelihoods are forever tied to the Heart— its pulse, its rhythm, and the great wolf that guards it. To honor the mountain is to honor their ancestors, their craft, their Gods, and the very soul of Ironcrag itself.
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N O T A B L E . T H O R N V A L E . L O C A T I O N S
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V A L L E Y . O F . K I N G S

The capital of Thornvale is the largest city in the hold and one of the few settlements scattered throughout the harsh mountains. It is nestled in the large valley at the heart of Mount Briar at the end of the Bramble Weave. A majority of the hold’s citizens resided within this city or on the small bit of farmland that surrounds it, scaling the low ends of the mountain. On the far side of the city, built out of the side of the mountain and overlooking the valley, is the Black Citadel and home of the King. This location has proved to be the most defensible location in all of Aethoria and the optimal seat for the King due to its natural fortifications and limited entry points.
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M O U N T . B R I A R

Mount Briar is the largest and most treacherous mountain range in Aethoria. It covers a majority of Thornvale leaving most of the land wild and untamed. The hold got its name from these mountains which stretch up into the sky like sharp snow covered thorns. Most of these peaks are said to be so steep that it is nearly impossible to scale except by the most skilled climbers. A majority of this range is uninhabited aside from the native wildlife and the rare homestead.
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B R A M B L E . W E A V E

The Bramble Weave is the main waterway that cuts through the sharp peaks of Mount Briar. This river was named for the way it is woven throughout the mountain range, carving one of the few paths of safe travel through the harsh terrain. It is a deep and fairly wide river that connects the Valley of Kings to the Bay of Kings and is often the major route for visitors, travelers, and trade in and out of the valley. While most of the subsequent offshoots of the river have different names, they are often called ‘Threads of the Weave.’
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T H E . K I N G ' S . F I S T

The only other entry point into the Valley of Kings besides the Bramble Weave is a land bridge that connects Gloomfen to Thornvale called The King’s Fist. While a majority of the Fist is easily traversible, the point of contention is where the land bridge funnels into the mouth of Mount Briar. Anyone seeking to reach the valley by land must follow the single path that cuts through the mountain and its entrance is a heavily guarded choke point. While most of the hold is left wild and unmanned, the Fist is the most heavily guarded fortress in all of Thornvale, stopping most attacks and insurrections before they start.
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K I N G ' S . G A T E

On the opposite side of The King’s Fist, resting on the border of Thornvale and Gloomfen is the King’s Gate. This is more of a fortification or extensive barracks rather than a proper city. Similar to how the Fist is the only way by land into the Valley of Kings, the Gate is the only way into the Fist from the marshlands. This garrison is manned by guards from both Thornvale and Gloomfen and is governed by the High Steward in defense of the King. All who wish to travel to the valley by land must pass through the King’s Gate and the King’s Fist alike, making it a treacherous path for any who oppose the crown.
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T H E . V I S E

The Vise is the narrow water channel that connects the Bay of Kings to the South Sea. It is the singular water entry point that eventually leads into the valley. It got its name for the way the land curves around the bay and pinches the channel like a vise or pincer. This narrow thoroughway also acts as the sea equivalent of The King’s Fist.
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E A S T . & . W E S T . W A T C H

On either side of The Vise are two garrisons that man the channel and monitor all sea travel in and out of the Bay of Kings. These settlements are built out of the side of the rocky cliffside that overlooks the channel. They are named East or West Watch, respectively, for whichever side of The Vise they reside on but both garrisons are identical in most ways. There is no easy way to travel between the Watches as the only thing connecting them are the large iron chains used to halt ships that attempt to pass without permission. If anyone wishes to visit the other Watch, they must cross the channel by boat or take the long and arduous journey around the bay by land. There are boats specifically for the Watchers for this exact purpose… Or ravens.
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B A Y . O F . K I N G S

The Bay of Kings is the major water source and home to the only port for Thornvale that rests at the mouth of the Bramble Weave. It is a large landlocked body of water that could be easily mistaken for a lake if it wasn’t for the channel that passes through The Vise connecting the bay to the South Sea. All travelers that arrive by sea enter Thornvale through The Vise and into the Bay of Kings. Most trade that comes into the hold comes by ship through the bay, so water travel is quite frequent and it is common for most visitors to arrive by boat as well.
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T H E . K N O T

Situated at the mouth of the Bramble Weave and on the edge of the Bay of Kings is the large harbor city called The Knot. This is the only other major settlement in Thornvale aside from the Valley of Kings and houses the major ports for the hold. Nearly all trade comes in and out of The Knot. Most merchants rarely travel deeper into the Vale, often trading off their goods to local merchants who then make the journey up the Bramble Weave to the valley. Otherwise, most people who come into the Bay only visit The Knot, so it sees a lot more foreigners or travelers from other holds compared to the Valley of Kings.
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T H E . B L A C K . R O S E

While the Valley of Kings is home to many brothels, there is only one of note that is spoken of amongst the wealthy, King’s Guard, and even some of the nobles. Most citizens of the city know of Madame Lyssa and The Black Rose. It is the most reputable brothel in all of the valley, garnering only the most extravagant of visitors. Commonly called The Rose by those who frequent it, this house of ill repute is almost always teaming with off duty guards. If you can’t find them in the barracks, it’s a safe bet you’ll find them beneath silk sheets and distracted with fairer company at The Rose.
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T H E . R A V E N ' S . N E S T

Similar to brothels, there are dozens of taverns throughout the valley. And while it isn’t uncommon to find people frequenting other locations, The Raven’s Nest is the most popular and often at max capacity most evenings. It rests on the edge of the river where the Bramble Weave opens up to the valley making it the first tavern travelers come across upon entering the valley via water. At some point it had a different name, but due to how often the King’s Guard, or Ravens of the Citadel, spend their time there, its name was changed decades ago to reflect that. The Nest is also the finest tavern in the city and often used to house servants and guards of visiting nobles who are not given quarters within the citadel.
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Hidden 7 mos ago 7 mos ago Post by Qia
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N O T A B L E. L O C A T I O N S. O F. T H E. S U N D E R L A N D S
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THE RIVER COLONIES OF ASHRAYA
The River Colonies of Ashraya form a vibrant, green lifeline along the northern border of the Sunderlands, a stark contrast to the severe and sun-scorched dunes that dominate the region. Sustained by the cool, constant flow from the Harrowfield highlands, this waterway carves a miraculous path of fertile land through the heart of the arid wastes. It has naturally become the primary intersection where the prosperous, green-dominated cultures of the north engage with the severe, tradition-bound societies of the deep desert.

This entire region grew from a precarious string of military outposts and simple irrigation stations into the thriving web of commercial towns it is today. Heavy-laden barges journey southward, carrying essential goods like harvested grains, crafted pottery, sturdy lumber, and bundles of healing herbs. These northern shipments meet Al’Seren caravans arriving from the desert interior, loaded with precious cargo such as pungent spices, expertly worked metalwork, brilliantly colored fabrics, and intricate stonework. This constant exchange transformed a once-disputed border territory into an indispensable hub for international trade, political discourse, and the quiet blending of cultures.

At the center of this activity rests the city of Ashraya, an architectural marvel built upon the river's broad delta. Its design features elegant, sweeping terraces of pale stone and a network of orderly canals that direct water to bustling docks, vibrant market squares, and countless agricultural plots. From first light until the stars appear, the city's quays are a cacophony of activity, with vessels from across the continent unloading their wares, creating an unceasing rhythm of commerce beneath the vast desert sky.

A system of well-maintained roads stretches south from Ashraya, first connecting to the official capital, Ashmar, before branching into secure, fortified highways that delve deeper into the desert toward the Al’Seren stronghold of Azrahir. This network ultimately ends at the coastal powerhouse of Zareen Port, where goods from the overland routes are transferred to mighty seafaring ships. The security of this entire logistical corridor is maintained by a visible presence of garrisoned watchtowers, mobile patrols, and heavily guarded river crossings, all serving to deter bandits, mitigate regional conflicts, and protect travellers from the inherent dangers of the desert environment.

In the modern day, the River Colonies stand as a powerful symbol of meticulously maintained equilibrium. This prosperity is not accidental; it is enforced through shrewd administration, strictly enforced commercial laws, and relentless diplomatic engagement. Their success represents a hard-won and ongoing collaboration between vastly different peoples, all united by their shared dependence on the river's sustaining flow............................................................................................
THE CAPITAL CITY OF ASHMAR
Ashmar stands as the administrative and symbolic core of the Sunderlands, a capital city strategically positioned where the great river begins to dissipate into the smaller channels that bring vitality to the parched land. The entire settlement is constructed from a distinctive, pale stone that seems to absorb and reflect the relentless sunlight, and its layout is a masterclass in defensive design. It is built in a succession of tiered levels, each fortified ring serving as a protective barrier for the next, visually representing the practical and guarded nature of desert civilization.

The apex of this structure is the Hall of Suns, a monumental complex that functions as the region's central seat of administration and a repository for the historical records of the desert's elite families. While House Al’Seren holds ultimate sovereignty over the Sunderlands, Ashmar is also the seat for a collection of lesser nobility and influential river families. These figures maintain their hereditary titles and a degree of local influence, but their power is intentionally structured to never rival the overarching authority of the ruling house, creating a controlled ecosystem of allegiance and subtle rivalry.

This careful design reflects the city's two primary functions. On one hand, it is a grand arena for the pageantry and intricate ceremonies of statecraft. On the other hand, it is a supremely functional bastion, engineered to endure both military threats and the existential challenges posed by the merciless environment that stretches in every direction. The very walls of Ashmar tell a story of a people who have learned to thrive not by conquering the desert but by mastering the art of persistence within it............................................................................................
THE OASIS CITADEL OF AZRAHIR
Emerging from the immense, arid plains of the desert, the Oasis Citadel of Azrahir appears as a shimmering vision of pale stone and radiant water. Its foundation is a legendary, crystal-clear aquifer, a source of life so potent it has sustained this fortress for countless generations. This stronghold functions as the ancestral home of House Al’Seren and the symbolic core of their rule.

The citadel's profile is defined by its ascending tiers, brilliant white towers, and an intricate network of waterways that channel the spring's bounty throughout the complex. These reserves, along with shaded courtyards and luxuriant gardens nurtured within its walls, create a sheltered paradise where flora and fauna prosper, utterly isolated from the harsh conditions outside. It is within these secure halls that the Al’Serens safeguard their most valued treasures: ancient knowledge, sacred traditions, and the meticulously kept genealogies that form the historical record of their lineage.

From a tactical perspective, Azrahir is virtually impregnable. The endless, shifting dunes provide a formidable natural defence, and the few routes leading to its gates are labyrinthine pathways, a secret geography known only to trusted allies. Any hostile army would find itself defeated by thirst and disorientation long before its banners were visible from the citadel's walls. It is from this position of ultimate security that the house directs its power, issuing the licenses that permit great caravans to travel, brokering the agreements that control commerce, and sending its envoys to distant lands.
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ZAREEN PORT
Carved into the dramatic meeting point of the desert cliffs and the Kraken Sea, Zareen Port operates as the indispensable maritime gateway for the entire Sunderlands. Its deep-water harbours are a constant spectacle of activity, filled with vessels distinguished by their distinctive copper-hued sails. The coming and going of these ships is orchestrated by the constant ringing of signal bells, whose echoes bounce between the massive, sculpted stone quays.

The port's prosperity is the stuff of fable. It serves as the critical terminus where overland caravans from the deep desert unload their precious commodities—such as fragrant spices, uncut gemstones, religious artifacts, masterfully crafted arms, and vibrant pigments—onto deep-draft ships destined for global trade. In return, it acts as the primary entry point for foreign innovations, manufactured goods, and occasionally, dangerous new ideologies entering the realm.

Beneath this prosperous and orderly surface, however, lies a grittier and more pragmatic reality that cements the port's true value. A network of smugglers operates through its shadowed wharves, intelligence agents trade confidential knowledge in its dimly lit taverns, and commissioned privateers—officially sanctioned by discreet patrons—protect Al’Seren shipping lanes while systematically dismantling competition.

For generations, Zareen has functioned as both a defensive bulwark and an instrument of economic force. No other southern power can match the naval advantage it provides, and no external kingdom would risk confronting the city that commands the commerce of the southern seas, making it the unassailable linchpin of House Al’Seren's dominion............................................................................................
THE BRONZED EXPANSE
The Bronzed Expanse is a vast territory defined by its searing temperatures and sands that possess a distinct, metallic radiance, gleaming like a field of polished brass under the oppressive gaze of the sun. For ages, this region was dismissed as a sterile and unconquerable wasteland, its value remaining hidden until generations of determined effort unlocked its secrets.

This immense and unyielding environment now hosts a sophisticated logistical web of reinforced strongholds, supply depots, and carefully charted roads—an infrastructure carved out through immense sacrifice. It is here that the legions of the Sunderlands conduct their training, mastering the arts of survival, swift tactical strikes, and combat in a terrain that naturally eliminates those lacking the necessary physical and mental fortitude.

Throughout history, the Expanse has functioned as both a protective barrier and a proving ground. In earlier eras, it was a haven for raiders, sand-pirates, and lawless clans whose attacks strangled the vital commerce of the south. Through a series of persistent and often brutal military operations, these hostile elements were systematically driven into the deepest and most remote corners of the desert, finally permitting merchant trains to travel its length in relative security, guarded by the disciplined ranks of the desert legions.

While its immense scale and severity remain, the Bronzed Expanse today stands as the most critical strategic terrain in the Sunderlands. It is a living testament to a fundamental truth: that authority over the desert is not given but earned by those who have endured its trials and learned to thrive within its harsh embrace. True command belongs only to those who have paid for it in sweat and resolve.
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THE WYRMWAY
Beneath the scorching surface of the desert stretches the Wyrmway, an archaic and sprawling labyrinth of subterranean passages whose beginnings are lost to antiquity. The very rock of these tunnels seems to defy nature, embedded with threads of pure gold and strange, glass-like stone that imply a formation under impossible, searing conditions.

This hidden highway creates a secure conduit between the inland territories and the sea, completely bypassing the perils of the sands above. For centuries, it has facilitated the clandestine transit of invaluable goods, sensitive communications, and the rapid deployment of forces, forming the most protected logistical channel in the Sunderlands. Access to its depths is a fiercely guarded secret, entrusted only to a select few guides and operatives bound by unbreakable vows.

Foundational legends tell that the first Al’Seren patriarch was guided to this discovery by a great serpentine entity of sand and flame, an apparition that offered dominion to those with the courage to seize the power buried beneath the dunes. Regardless of its veracity, the Wyrmway has become an indispensable pillar of the region's authority, directly enabling its economic prosperity and ensuring its resilience against threats.
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B R A C K M E R E



Situated at the fork of the Trorane River Delta, and a mere stone’s throw from the Bay of Kaen and the North Sea beyond, Brackmere is equal parts fortification, fishery, trade hub, and tannery. Animal hides and game meat flow from Brackmere Wood, the Plains of Relai, and even the basin of Cragehollow to pass onto the ships of the Blue Fleet, and beyond to trading ports across the north. These same ships of the trade fleet bring in the plentiful fish of the Glasrial Coast to be smoked and salted for distribution to the citizenry of River’s End, and as far afield as Stonefallow and Ironcrag. Brackmere is a bustling place, known for relative safety, economic opportunity, and as a sanctuary for those looking to spend their coin on sweet-stalk vodka and Kenran ale. As a fortification Brackmere is formidable, being surrounded on three sides by the Trorane River fork and the navigable delta on the fourth. A siege of the city is only traditionally possible by traversing the four stone causeways, known as the Four Stags, that lead to the city’s main gates. Though the delta is navigable, however, the final outlet of the Trorane River as it feeds into the Bay of Kaen is prone to blockades. To help protect against this vulnerability, the oceanside fortification known as the Sable Spire was constructed.
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S A B L E . S P I R E



Built by the forebears of House Kenra known as the Line of Tror, the Sable Spire is a small combination lighthouse and fortification used to protect the inlet of the Bay of Kaen and the Trorane River. In recent generations it has also come to serve as a shrine to the governing force Lacra, with pilgrims ranging from across River’s End to pray and ask for blessings of the Waves of Life. Situated at the fork of the Trorane River Delta, and a mere stone’s throw from the Bay of Kaen and the North Sea beyond, Brackmere is equal parts fortification, fishery, trade hub, and tannery. Animal hides and game meat flow from Brackmere Wood, the Plains of Relai, and even the basin of Cragehollow to pass onto the ships of the Blue Fleet, and beyond to trading ports across the north. These same ships of the trade fleet bring in the plentiful fish of the Glasrial Coast to be smoked and salted for distribution to the citizenry of River’s End, and as far afield as Stonefallow and Ironcrag. Brackmere is a bustling place, known for relative safety, economic opportunity, and as a sanctuary for those looking to spend their coin on sweet-stalk vodka and Kenran ale. As a fortification Brackmere is formidable, being surrounded on three sides by the Trorane River fork and the navigable delta on the fourth.
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A V I L O R E . E Q U E S T R Y



Located near the southern foothills of Brackmere, Avolire Equestry serves as the hub of husbandry for the vaunted Brackmere Iron-Hides. Run by the wealthy Rambullet family for twelve generations, the Equestry is one of the largest complexes of its kind in all of Aethoria. Boasting dozens of stables, pens, tack lodges, and housing for its extensive staff of trainers and craftsmen, Avolire Equestry is a small village in its own right. Beyond the primary economic exports of River’s End—namely fish and game-stock—the sale of Brackmere Iron-Hide horses throughout Aethoria accounts for a significant portion of the wealth flowing into the province.
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F O R T . T W O B R E W



Fort Twobrew is a fortified game and hide–processing hub located at the northeastern edge of River’s End, less than half a day’s ride from the Stonefallow border. Hunters and hidesmen use Fort Twobrew as a staging point for expeditions into the surrounding forests and mountains. The fort has long been a point of contention in the dealings between River’s End and Stonefallow, with the latter claiming that the fortification serves as a base for Kenran-sanctioned poaching parties that range into Stonefallow lands. This accusation is vehemently denied by House Kenra and Lord Garrick. Nonetheless, Fort Twobrew has seen its fair share of battles between the forces of River’s End and Stonefallow retainers.
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