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Territories
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Ironridge

Lysoria

Hyran

Bayward

Yurrova

Millstone

Cycres

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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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Ironridge
AREA INFORMATION
PH

Weather

Demographics

Religion

Trade

Education

Culture

Government

Alliances & Enemies

Regional
  • Cycres:
  • Hyran:
  • Ironridge:
  • Lysoria:
  • Millstone:
  • Ne'haer:
  • Treth:
  • Yurrova:
International

Crime

Slavery

Magic

Things to do in Ironridge
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Lysoria
AREA INFORMATION
PH

Weather

Demographics

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Trade

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Regional
  • Cycres:
  • Hyran:
  • Ironridge:
  • Lysoria:
  • Millstone:
  • Ne'haer:
  • Treth:
  • Yurrova:
International

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Hyran
AREA INFORMATION
A hopeful alliance to add to Ne’haer’s territory, Hyran is governed by yet another noble House, The Marthels. Though Hyran is technically considered a large estate, most look at it as a very expansive village or small town due to the number of settlers around it. It sees its fair share of visitors and has shops and resting spots for travelers as well as its own military to protect themselves from local threats, mainly the Ironridge and their quiet, yet useless advances. However, the House of Marthel doesn’t wish to dabble in the affairs of politics. Their rural life out in the forests contains their peace and happiness and they do not wish to jeopardize this by taking on other's burdens. Hyran continues to trade with Ne’haer in exchange for a proper education for their citizens and employment opportunities. The House Marthel understand there is not much coin to be made in their lands except off the material they export.

Hyran, on the inside, appears much as a realm under quick and considerable development as more and more of the populous grows into the shoes of an efficient engineering class. Hyran is filled with tall walls, sturdy and well-maintained fortifications, and impenetrable townships surrounded by difficult terrain operable only by its people. This is, of course, significant to its history - one of being invaded, sought after, and assaulted arc after arc.

The people of the realm are known for their sturdiness, quite sensibly, and their undying determination. Hyren, as they are called, are an insightful and energetic group. Many of their towns are populated with ridiculous shacks and local restaurants, innovation in the simple things a core to the territory and its people.

On the coast of the region, there are swaths of colorful fishing towns, inter-exchanging with the more rural hunters and farmers of the more populous interior. Hyran as a region is growing only more inter-connected, and as a result of their centralization, the fabric of the inter-woven communities has slowly begun to change and expand. What this means for their nobility and regional alliances, is still yet uncertain.

Weather

The weather within Hyran is similar to Ne'haer's, particularly with its considerably close placement on the world's axis, but with a few minor differences throughout the cycles. Hyran is known to be, in truth, quite pleasant throughout the spring, fall and summer. It does not grow exceptionally hot, and instead tends towards windy days that erase much of the discomfort from the heat.

However, during winter, this same windiness is often dangerous and can lead to icing and freezing temperatures. Cylus in Hyran is notably worse than in Ne'haer, and thus many people are confined to their homes for the whole of the season. Any who do not properly ration their crops suffer for it as a result of the winters, though on the flip side, the other seasons tend to be very easy to live within, and crops flourish.

Demographics

Around 900,000 people dwell in the realm of Hyran, a permanent yet growing population. As Hyran is a peaceful area with a considerable rural and family-driven populous, the region is fast growing, with a considerable amount of suburban development ongoing on the western end of the region. In terms of race, the Hyren - or the people of Hyran - are mostly homogenized, though with some minor alterations due to their location and history. As a result of their homogenization and isolation, they typically do not favor the unique races of Idalos, and tend to fear the eastern ones especially: Qi'ora, Avriel, Ithecal, Eidisi, and - ironically - the Ellune, who they believe bring frost and misfortune.

40% Human
35% Biqaj
10% Mixed Race
5% Lotharro
3% Mer
7% All other races

Religion

Like Ne'haer, Hyran is quite religious, though not as much as the City of Religion itself. There is a considerable secular population within Hyran, and also large populations following typically under-represented Immortals. The people in Hyran primarily worship Pier and Pre, Ymiden, Vhalar, Thetros, Karem and Aeva. They believe strongly in family and passion, thus Thetros, in justice and fairness, thus Pier and Pre, they revel in the beauty of summer and fall, thus Ymiden and Vhalar, and follow the belief in hunting as a valuable part of life, with animals treated as sustenance rather than game. Karem, as a result, is a natural pick.

The people of Hyran also have a significant history with steel and weaponry, and much of their past has formed over centuries of being invaded and colonized by other realms. They have fought with virtually all of their present neighbors in the past, and even (long ago) the Lotharen Horde. They owe much of their current survival to Aeva, who long ago offered them great weapons of protection and the technology behind better fortifications. As a result of this, both Hyran and Ironridge share a common deity - though the foundation of their worship is different, and they do not take it to the same considerable extreme.

Due to the open nature of the Immortals that they most often follow, the people of Hyran - themselves - are rather open among their own people, though the same cannot always be said of outsiders.

Trade

Hyran - typically isolated - does not engage in much trade. Mostly, they export to Ne'haer, and trade excess goods with them in exchange for programs offering education and integration into the city's businesses. In many ways, Hyran trades to Ne'haer as a subject would its master - they rely on the much larger power for a considerable amount of their development, wealth and growth, and so virtually anything that Ne'haer requires can be extracted from Hyran. Typically, this includes lumber, furs and pelts, agricultural produce, stone and minerals.

Education

The people of Hyran typically go to Ne'haer to be educated, and much of this occurs only in adulthood. As a result, the populace is fairly uneducated, mostly learning trade vocations within their familial generations.

Typically the people of Hyran are educated not by school, but by labor, and the most common fields are agricultural, military, and engineering-based. Engineers are a large portion of Hyran's population, developing and maintaining their relatively modern and solid infrastructure. As a result, there are at least some small engineering 'universities' in the realm, in particular the Walled City, bringing in some wealth from other regions as well as inviting bright minds into Hyran - many of whom often stay.

Culture

The culture of Hyran is one of family, community and togetherness. They are isolated, but within their own bubble, the people are rather satisfied... explaining much of why they do not wish to be involved with the politics of the region. Hyran is highly familial, focused around large families and inter-generational wisdom. There is an odd proclivity towards ancestor-reverence within Hyran, with many large temples and even villas built to revere the dead patrons and matrons of both the noble families and commoners within the region.

Otherwise, Hyran is very unique. The fashion trends towards the animal, with fur coats and hunter's garbs common among many. The people in many of the rural townships and villages appear quite strange, typically noted for their odd exuberance and excitable personalities. They are very passionate and entertaining people, though at a community level. One will not typically happen upon a booming town center, but in every corner of every town there is always an ongoing or scheduled festivity.

Festivals, as such, are a huge portion of Hyran's culture - notable in their devotion to Vhalar. Many towns have statues and inscriptions of Vhalar in their squares, and around these statues they will typically lay advertisements for upcoming events. They are joyous people, and strangely optimistic. In truth, however, Hyren know that they are caught between a rock - Ne'haer - and a hard place, Lysoria... and Ironridge. They celebrate their trials as if they are final, because in all truth, they may be.

Government

Hyran is governed by an absolute monarchy, currently lead by House Marthel, though with several smaller Lordships within the realm. The Lord of House Marthel deigns himself the Marquis of Hyran, with smaller Counts and Barons ruling over sections of the area. As a result of this balance of feudal rulership, Hyran is governed fairly stably with a hands-on nobility that often acts quickly in the face of conflict and issue.

Policies are normally decided by the Court of House Marthel, and are enacted without immense warning or even consideration. As a result of this, there has been - of late - some discontent with the government, particularly as there are many within the population that do wish to swear to one side or the other, which is a policy that the Marquis refuses to decide upon. The inaction by House Marthel is seen as weakness, and as such, many disapprove of their Lords... and more each trial.

The current Lord of House Marthel is an unmarried man, age thirty-four, Bryant Marthel.

Alliances & Enemies

Regional
  • Cycres: Cordial
  • Bayward: Unfriendly
  • Ironridge: Very Unfriendly
  • Lysoria: Neutral
  • Millstone: Neutral
  • Ne'haer: Cordial
  • Treth: Cordial
  • Yurrova: Neutral
International

Crime

Hyran does not see much crime, largely due to the self-contained nature of the communities, and the many (but small) townships scattered about. As many people in Hyran live in townships of only a few hundred people, word of crime spreads quickly, and even the act of stealing groceries can result in a perpetual stigmatization. Where crime does occur, it tends to be as a result of organized groups not attached to any particular township.

Inversely, and equally due to the small, divided communities of the region, there are some groups of marauders - typically assembled by dissident Highwaymen - that ravage whole villages and hamlets. The noble retinues of the realm have fought a long war with organized bandit enclaves, but no easy path to victory has yet appeared. Most of the region's crime occurs largely on the northern coast, due to the unregulated nature of Hyran's borders, with much of the northern soldiers sitting within forts and training in preparation for invasion, rather than enacting the lawful will of the Marquis.

Slavery

Unlike Ne'haer, Hyran does allow slavery, though typically in the form of indentured servants that fall prey to unethical businessmen and foreign contractors working largely on the developing coastline. Genuine, generational slaves are rare, and are quite taboo. Most citizens within Hyran actually oppose slavery, due to their communal nature, but with the wealth and nobility acting contrarily to this fact, the practice remains legal.

Magic

As an isolated realm, magic is considered quite intimidating, particularly considering their virtual non-history with it. There have been no prominent mages that have operated within Hyran, for good or ill, though many have done so behind the scenes. As a neighbor to Lysoria, a pseudo-haven for West Idalos' mages, Hyran is naturally predisposed to worry about magic... but only for the purpose of their own defense. Magic is seen, on the contrary, as at least operable and even functional within societies... equally due to the presence of Lysoria upon their doorstep.
Things to do in Hyran
  • Looking to be certified as a world-class engineer? Consider learning within the Walled City, one of the Western world's foremost centers of industrial learning!
  • Seeking a coat with a long kill count? Check out Dandy Lions for furs only found on vicious predators.
  • If you're in need of self-inflicted pragmatism, Castle Volkov is sure to install any who enter with generations of anti-noble sentiments, upon witnessing the generally dysfunctional court of nobility.
  • For anyone looking for West Idalosian mall-life, the Rook acts as a leading center for both businesses and the paranoid, with all of your shopping done safely away from any impending foreign armies.
  • The Fat Cat, simply put, is one of the jewels of Hyran and must be... slept in. While you're there, don't forget to eat in the fanciful open-aired restaurant Serendipity.
Community
  • The Rook - The Rook is a massive white brick fortress allegedly built by the Immortals, which hosts a large quantity of businesses inside of its walls, acting similarly to a market but with few stalls and more permanent businesses. The Rook sits on the fringes of Hyran's capital township, and acts both as a place of bartering and buying as well as a tourist attraction.
  • The Eye - On the western coast of Hyran is a large fishing and tailoring settlement known as Hailen, known for its bright mixture of colored homes and pleasant winds, but additionally an 'Oracle' within Hyran. The Eye, the establishment in which she operates, is said to have mystical properties - and any who come to see the Oracle, Meena, are typically touched in 'supernatural ways'. As a result, the establishment is near-constantly flowing into the streets with wealthy and curious patrons, though the scholarly minds of Hyran have denounced the woman and her craft as drivel.
Food and Lodging
  • The Fat Cat - The Fat Cat is the largest tavern in Hyran, located between Castle Volkov and the township. It typically acts as a location for noble visitors, business partners and prominent engineers, and thus maintains incredibly high standards despite its density. The interior, and exterior, of the building are both largely black in color - making it unique and instantly notable upon seeing it from afar. Inside, the dark theme continues, with dim lighting and the occasional performance from melancholic singers.
  • Serendipity - A classy dining establishment located on the west end of the Fat Cat, Serendipity is a place typically reserved for fanciful dinners between nobles and other aristocratic individuals. They primarily serve rare or well-cooked meats with an ensemble of locally farmed fruits and vegetables.
Business and Shops
  • Dandy Lions - Dandy Lions, a fur and pelt seller within the Rook, is a large seller of exotic pelts and rare fur clothing. They were initially named due to their extravagant Constellion coats, which propelled the outfitter to national prominence. Now, they typically work with elite hunters who find and slay the more dangerous mammals of Western Idalos, crafting their remains into handsome attire for the wealthy.
  • Pig Parchment - Pig Parchment is a leatherworking establishment located near the Rook, within Hyran. They sell furniture, armor, clothing, and other things as well as offering repairs and maintenance on any leather based gear. Pig Parchment is not typically known for any unique innovations, though they are a rare example of a 'franchise', as there are several businesses of the same name within Hyran due to creative differences between brothers.
Government/Political/Educational
  • Castle Volkov - Castle Volkov, the seat of Hyran and House Marthel, is a large fortress within the eastern interior of the region. As it is not surrounded by any considerable castle-town or city of governance, it mostly hosts the relatively few members of House Marthel, as well as their servants, chambermaids, slaves, militiamen and advisors (as well as their families). Castle Volkov serves more as an administrative capital than anything else, and while it does preside over the township of Hyran, the true economic center of the realm lays further to the west.
  • The Walled City - The Walled City is one of the largest engineering education centers in Western Idalos, and is a secluded compound that spans across several smaller rivers, with short bridges inter-connecting the areas of developed grassland, and a large set of walls surrounding each of the many points of this large enclave. In total, more than a thousand engineers are educated within the Walled City at any one time, with many laborers and university-aspirants dwelling in small townships outside of the walls, seeking work at the hands of the entrepreneurs that emerge from this place. This is - certainly - the educational heart of Hyran, and a great economic bulwark for the realm.
Huge credit to Alistair for the work on this write up.
word count: 2675
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Bayward
AREA INFORMATION
Considered by some to be a smuggler's town for drunken pirates, the realities of living in Bayward can be quite different to what most expect. After pirates took back the city of Bayward from Ne'haer, Crux Dregoon settled himself in the head seat of a council. While Bayward can be a rough and dangerous place, especially with the unhidden drug industry that brings in most of the town's income, it may not be quite as lawless as one might expect at first glance. For all that, though, Bayward and Ne'haer seem to have a never-ending struggle for power in the region.

The scent of sea and salt is intense inside along the old docks and twisted streets of Bayward. The sun shines brightly over the dilapidated buildings and into the dusty streets, which are littered with drunks, whores, and market stalls.

Wrapped around the Mahogany Bay like an eel coiling around its prey, Bayward is a crescent-shaped city boasting a substantial (but transient) population of pirates, traders, beggars and layabouts. It is a veritable hotbed of capitalism, crime and carousing.

Still, the place is not without its charms. The call of the sea mingling with the cry of the gulls gives a feeling of coming home to one’s proper place in the world. Long, white beaches glow in the day’s light. The feel of the breeze and the taste of the air are like lost memories brought back from long ago. Many seafarers are glad to call Bayward their port.

Weather

The climate in Bayward is incredibly similar to the weather in Ne'haer. However, being further south, it tends to run a little warmer than Ne'haer, and has more of a propensity for hot, sticky storms in the warmer seasons. Snow comes less often in the Cold Cycle, but ice is a real problem, often landlocking ships during Cylus.

Demographics

Around 900 000 people live in Bayward, and it's one of the few places in all of Idalos that truly have no racial prejudices - on an official level. If you are able to come and work, Bayward is open to all. Of course, individuals might oppose to seeing an Avriel walk free, and might spare a glance or two towards an Aukari, but on an official level, no one will say anything at all.

30% Human
25% Biqaj
15% Mixed Race
5% Mer
25% Melting pot!

Religion

Contrary to the northern city of Ne'haer, Bayward has a rather lax attitude towards the worship of Immortals. As a city, they do not feel as though they owe their allegiance to any one god, or indeed the lot of them. However, personal faith is not discouraged, though the majority of people in Bayward would laugh at true devotion.

That being said, there is an undercurrent of superstition in Bayward, particularly amongst the seafaring folk who live in the town. Almost compulsively, offerings tend to be given by pirates and sailors alike to certain gods before a voyage - more out of fear of incident on the journey than true faith. U'frek, Cassion, and Chrien receive the most attention for this reason.

Over many of the poorer houses hang strings of herbs and trinkets that are believed to ward away negative spirits. It's said by many that Bayward smells distinctively of the sea, shit, and superstition.

Trade

If you're looking for work, and aren't too particular about the type or legality of said work, this is the place for you. Take a walk to one of the many taverns, and you're sure to run into someone who will do business with you - just be sure to go armed. The Trader's Market is a good place to begin, if you have a loud voice.

Bayward is the central hub of the spice trade from the Rhakros. Apart from that, it brings in the majority of luxury goods from Rharne and Rynmere - silk, jewels, and exotic literature (much of which is questionable in nature).

Bayward's primary exports are arms, ships, naval equipment, fish, and beer.

Education

As one might imagine, schooling in Bayward is far more lax than any other place in the region. Schooling is available from ages seven to twelve arcs, but it is not compulsory, and is more trade based than theoretical. In fact, it can be said that schooling in Bayward is more of a trade school. Students are exposed to many different trades and are often snatched up as apprentices by their twelfth arc. Only around sixty percent of children in Bayward actually attend school; predominantly, they will work with their families in their businesses, or pick up additional work to support their families.

Culture

Government

Autocratic! No taxation!

Alliances & Enemies

Regional
  • Cycres:
  • Hyran:
  • Ironridge:
  • Lysoria:
  • Millstone:
  • Ne'haer:
  • Treth:
  • Yurrova:
International
  • Augiery:

Crime

Slavery

Magic

Things to do in Bayward
  • If you're thirsty, head down to one of the many pubs, such as the Black Dove or the Anglers Alley. Start a brawl for laughs.
  • On a date? Try the Widow's Walk for the finest dining available - they've got candles in wine bottles, even! Or, you could take a romantic stroll down Haverton's Pier and look at the stars. The beach is also a nice place to walk, but look out for broken bottles.
  • Go swimming or fishing in Cessandra's Oasis, and enjoy the cool shade of trees.
  • Head to the Trader's Market to pick up goods, window shop (or, rather, stall shop), sell things, or just get jostled by the crowd.
  • Gamble away your day's wages with a trip down of the Anglers Alley, or just get guttered in the Hold.
  • Low self-esteem? Feel better about yourself and your station in life with just one trip under deck of The Mad Queen.
  • Shop for exotic potions and herbs at Shook's Apothecary.
  • Look for a position aboard a pirate ship - or even a legit ship, if you're desperate. There are plenty of willing employers, and lots of captains with low standards. Or, if you're of sufficient funds, think about purchasing a ship of your own and hiring a crew!
Community
  • Trader's Market - A bazaar like none other, the Trader's Market is where anything and everything from across Idalos can be found. Even in the daylight, merchants hawk black market goods that would otherwise be illegal elsewhere. Nothing is unattainable for the right price, but that doesn't make searching it out safe.
  • Shipyards - While Ne'haer is better known for its reputable and skilled shipwrights, Bayward's own specialize in weaponry and ships for battle. There are a few repair services, but often the Shipyards are known to be just as much of a black market for sea vessels as the Trader's Market is for everything else.
  • Haverton Pier - A tourist type attraction if ever there was one. The Pier extends out into the bay, lined with stalls and stands, before stretching into lantern lights and seating. It’s a lovely place to see the stars, or to take your date for a walk.
  • Cessandra’s Oasis - Go swimming or fishing in Cessandra's Oasis, a beautiful little cove hidden in the bay away from the main hub of the city, surrounded by the cooling shade of palm trees and white sand.
Food and Lodging
  • The Widow's Walk - Fine dining at its lowest. The Walk is what Bayward can consider fine dining, provided you’ve never dined anywhere in the world ever. Rats can often be seen scurrying across the floor.
  • The Hold - Bayward's only decent place to stay. The hold offers rooms for all walks of life, and can also order up company from The Mad Queen. There is a small tavern on the ground floor, which has become a bit of a meeting place for locals (I’ll meet you at the Hold for a drop of brew?)
  • Angler's Alley - An entire street devoted to gambling and gaming. The shops here are open faced, offering cards and dice and all sorts of ways to loose your nel.
  • Black Dove Tavern - A less than savoury establishment, offering both alcohol and drugs to help its patrons relax. The Dove also offers up pleasures of the flesh, but is no Mad Queen. Partake in these pleasures at your own risk.
Business and Shops
  • The Mad Queen - Low self-esteem? Feel better about yourself and your station in life with just one trip under deck of The Mad Queen. A brothel built into the bowels of a once famously feared pirate ship.
  • Rutger's House of Pain - Located in the Mahogany Harbor itself, this large floating structure isn't a house so much as a huge arena built from the retired hull of a once-beautiful galleon. This is a place of entertainment where vicious pit fights between both gladiators and free people are bet on and watched over copious amount of alcohol and drugs.
  • The Medicine Hut - With so many ways to get hurt in Bayward, one would think there'd be plenty of places to get patched up. Most of them are questionable, but the Medicine Hut is run by an ex-Order of the Anduith and a Sev'ryn, the pair both reliable and knowledgeable regardless of their questionable pasts.
  • Ue's Smithy - The best smith in town, Ue and his young daughter Clara are well-respected in Bayward. Clara is an ornery child, but already quite the savvy negotiator, while her father Ue makes blades that have no rival in all of Western Idalos.
  • Shook's Apothecary - The term apothecary is used loosely about Shook's, for one can buy whatever medicine or drug of choice they're looking for at market price. Shook's is known to have things nowhere else could possibly have, and it's rumored if he doesn't have what you're looking for, he's willing to make something custom for a price.
Government/Political/Educational
  • Miss Scyrene's School - To Be Developed
Huge credit to Muse & Khymarah for the work on this write up.
word count: 1693
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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Yurrova
AREA INFORMATION
PH

Weather

Demographics

Religion

Trade

Education

Culture

Government

Alliances & Enemies

Regional
  • Cycres:
  • Hyran:
  • Ironridge:
  • Lysoria:
  • Millstone:
  • Ne'haer:
  • Treth:
  • Yurrova:
International

Crime

Slavery

Magic

Things to do in Yurrova
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Food and Lodging
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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Jade
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Millstone
AREA INFORMATION
Millstone has quite a large population, however, they do not intend to expand their walls or numbers as Ne’haer did. This town is governed by the Lord and/or Lady that is elected into the political seat. Residing in this town are a number of wealthy individuals that are able to trade well beyond Ne’haer and even hire their own military. Though it’s small, the military within this town is enough to keep it safe from outside enemies. The town itself focuses on a number of things, though the center of their skills revolve around crafting items like clothes, jewelry, weapons, and armor. This town is not lacking entertainment, nor shops or rest spots for travelers. They do tend to raise prices for things rather high and if one isn’t too careful, they may end up getting ripped off. A number of people come to settle in Millstone, most of those people being nobles from the Kingdom of Rynmere. If they don’t settle, they may tend to buy housing in the town. There are a number of large, finely built houses that sit empty due to this.

Being a town that is small in size compared to its neighbors, the privilege of living here tends to be somewhat exclusive. Besides the nobility and the wealthiest business owners, the only people that live in the town proper are those who work for the nobility and business owners. In this way, access and privilege is distributed by the strict control of a select few. This allows the city to function almost as a sanctuary from the surrounding region. Within its stone walls one will find expensive restaurants, fine goods, skilled tradesmen and women, and a well trained, well fed, and well paid private military- The Millstone Battalion. The streets are clean and gardens abound, providing a pleasant fragrance to the air. In many ways, it is a private paradise, and is often used as a place for nobility to escape the troubles of life elsewhere.

But Millstone is not simply a locked away sanctuary. It is also a place of immense opportunity for anyone with the right skills. Nobles will be nobles, and the nature of the upper class has not changed despite being moved about to different places in Idalos. There are many noble houses in Millstone, and all of them vy for power, prestige, and wealth. Almost every noble in Millstone is on constant lookout for remarkable individuals to serve as vassals- a job that can pay very well for one who knows how to earn their keep. Still, such opportunities are not given to everyone. The poor and the beggars of Millstone live in shantytowns outside the walls, a place known by locals as The Outer Ring, entering when they can to find work or hoping to catch the eye- and the purse- of a sympathetic noble of philanthropic merchant. Some nobles actively oppose the exclusive nature of their city by offering work and housing to this lower class. Others see it as a great opportunity to find help for less scrupulous needs. In the end it boils down to this: In Millstone, everyone is either a pawn or a player, and all would do well to keep that in mind.

Weather

Millstone experiences much of the same weather conditions as the region at large, with the notable exception of its much diminished tropical storms, due to its distance from the sea.

Demographics

Millstone holds a modest population of around 150,000 individuals, including those outside the walls. It is a human dominated city by a wide margin, though officially there are no policies regulating any race at all. The exclusive nature of entry into the city, however, has left the reigns in the hands of a group of largely human nobles, leading to a large degree of homogenization inside the walls. However, outside the gates is a surprisingly diverse mix of races, all united by poverty.

Human 50%
Biqaj 15%
Mixed Race 10%
Lotharro 10%
Melting Pot 15%

Religion

Millstone is not the center of religion and worship that Ne’haer proper is, with a focus on immortals that represent the more black and white concepts of life- and those that apply most to the people of Millstone themselves. The most commonly worshipped immortal in Millstone is, of course, Chamadarst. Pier and Pre, Vri, Vhalar, and even Raskalarn are common objects of worship. Oddly enough, religion is very free in Millstone, and short of calling down Faldrun or Lisirra, you’ll likely not be looked upon differently by the authorities. However, it pays to know the household deities of choice for the various noble houses, being a powerful way to win their favor- or make them your enemy.

Trade

Millstone is the end destination of many a merchant. From lavish eateries, to masterwork tailors and smiths, to some of the finest jewelers on the western continent, the people of Millstone have expensive tastes that only the best goods can satisfy. For this reason, all merchants are welcome and the Eastern Trade Route that runs through Millstone is rigorously protected, the only regular exterior deployment of the city military. Trade, quite literally, makes the world go round in Millstone. This non stop demand for fine and specific goods also props up a more unique industry within the city: Finders. Somewhere between courier and concierge, Finders are individuals who brave the world in search of very specific objects, ingredients, and substances requested by those wealthy enough to pay the lofty wage attached to the profession.

Imports aside, Millstone also sits atop a thriving export enterprise, shipping its fine goods all over Idalos, supplying much of the wealth that keeps the city thriving. Clothing, jewelry, weapons, and armor are the primary exports, with Millstone craftsmen providing some of the best quality goods available. Most mastercraft items in the region were made here.

Education

Within the walls, education is quite normal and most children are tutored in a variety of subects from an early age. Even amongst those beneath the nobility, there is a strong culture of apprenticeship, and almost all youths inside the city walls reach adulthood with either a strong education or a marketable skill. Outside the walls, the only education anyone receives is circumstantial, and most have none to speak of.

Culture

The culture of Millstone proper is one defined by a kind of willful ignorance of the outside world. The nobility are consumed in their own worlds, their games, and their power struggles. People enjoy their decadence and wage their little wars with one another, manipulating the lives of those unfortunate enough to be involved as a sort of pastime or sport. When not engaged in such manipulations, the people of Millstone can often be found enjoying their luxuries. The city is packed with fine merchants, restaurants, gardens, and libraries. There are also the business owners of Millstone, who have amassed their wealth both by plying their craft with excellence and by ingratiating themselves to the nobility. Oftentimes, to open a business in Millstone is a foolproof road to success, as anyone setting up shop here has the attention of a very wealthy and powerful audience. In many ways, to live in Millstone is to live in a separate world from the rest of Idalos, save for those occasions when the outside world reaches its hand over the walls.

Outside the walls, the culture shifts dramatically. Many here find work performing manual labor or very basic tasks in the city and make enough to live but no more. Crime is more present, as is the danger of outside threats. Ironically, the outer ring of shantytowns provide an extra layer of protection for the lords and ladies of Millstone, offering a physical buffer as well as an easy target for thieves and monsters. The spirit of the people here has greater variance than inside the walls. Many are, as the poor so often tend to be, content with their lot. But just as many are voices of animosity towards their wealthy neighbors.

Government

Millstone is led by the Lord or Lady of Millstone, an elected individual who holds power for life or until a vote of no confidence is made by the collective Lords and Ladies of Millstone. Beneath the Lord is the Millstone Aristocracy, a group comprised of all residing heads of house in Millstone. This group is half civil leadership and half political cabal, managing the city, but often with selfish motives. The aristocracy is currently led by Lord Marion Montey, an elderly man in his late 60’s who has led the city for over 30 years. While for many, their faith in him is absolute, others whisper that old age and sickness are diminishing the accomplished Lord, and that it may be time for a new ruler to ascend the throne.

Alliances & Enemies

Regional
  • Cycres: Indifferent
  • Hyran: Dislike
  • Ironridge: Indifferent
  • Lysoria: Amiable
  • Bayward: Disdain
  • Ne'haer: Amiable
  • Treth: Amiable
  • Yurrova: Amiable
International

Crime

Depending on your point of view, crime is quite rare within the walls. The highly trained and numerous members of the Millstone Battalion keep a tight rein on the city and its residents and visitors. Petty thievery is almost nonexistent. However, there is a thriving underbelly lying just beneath the surface, and an extremely dangerous one for one reason alone: It is sanctioned. Hidden behind a web of bribes and espionage, career criminals thrive in service to the noble houses, selling secrets, stealing heirlooms, and generally getting their well paid hands dirty for their clients. The most notable organized faction in Millstone is known as The Sin Eaters, aptly named for the endless secrets they hold by virtue of having performed so many jobs for so many of the local houses.

Outside the walls, crime is rampant and, aside from brazen murder, rarely kept in check. Thievery is commonplace and many must literally fight for a living. Here, the Battalion operates in what largely amounts to an ‘observe and report’ capacity, intervening only in the case of either capital crimes or obvious threats to the inner city. Most guards outside the walls are stationed on the main roads leading into the city, ensuring that neither monsters nor common rabble get in the way of the cities thriving trade.

Slavery

Surprisingly to some, bold faced slavery is not prevalent in Millstone. Despite the two faced nature of the city, most believe quite strongly that good work deserves compensation. However, in keeping with its nature, there is a very prevalent workaround that satisfies the ethical qualms of the upper crust: indentured servitude. This is a very promising offer for both parties and is, for most, the only way they will ever escape the outer ring of the city. In exchange for a home and job inside the walls, men and women will work, sometimes for free, for as much as ten arcs. Upon completion, however, the rewards are lucrative. A home, bought and paid for, inside the walls, and a permanent position or even a business loan from the noble family that they contracted with. This also serves to build very strong loyalty towards their benefactors, a fact that is not lost on the nobility. Almost every business in the city has strong ties to one house and offers them discounted services, preference when it come to speed of service, and often serves as one more pair of eyes and ears. This is also a lesser known key to the seemingly perpetual wealth of the nobility- many times these contracts include a dividend requirement from the future business, allowing them to effectively sit at the head of large business empires.

Magic

Magic is viewed neutrally in Millstone for the most part. Aberration and Necromancy are outlawed in particular. The primary question asked of anyone with magic or a mark in Millstone is this: "What can you do for me?" The utility of a magic will often determine its level of acceptance.
Things to do in Millstone
  • Visit any of the numerous fine dining establishments- if you have the coin!
  • Take a walk around The Endless Gardens, the finest and best maintained collection of flora in the region, situated in the center of the city and spanning thirty lush acres.
  • Stop in at The King’s Court: Millstones most popular tavern, complete with musical entertainment!
  • Looking to earn some coin? Head on over to The Headhunter, home of the Millstone Finders Association and keeper of many a contract.
Community
  • The Temple of Chamadarst - A temple dedicated to the most popular deity in the rich city, this place is home to the priesthood of Chamadarst and serves as a popular meeting place. Well funded and filled with many small rooms and catacombs, many disputes are settled and contracts are penned here, away from the prying eyes of legitimate authorities. In Millstone, the term “Temple Contract” has even been coined to refer to an agreement made in secret.
  • The Endless Gardens - Occupying the center of the city, the gardens are a 30 acre plot of land that houses a vast array of flora from all over Idalos, some grown in the open and some in specialized greenhouses, even housing an underground exhibit containing certain species of flora not amenable with sunlight. A not insignificant portion of city taxes go toward the upkeep and expansion of the gardens, and it is one of the primary employers of particularly skilled botanists not just in the region but the continent. A single, stone path runs from the entrance into the front of the garden before breaking off into many paths, swirling and interconnecting throughout for easy access.
Food and Lodging
  • The King's Court - A large, two floored tavern built amphitheater style with a stage for performers of all kinds, The Court is the most popular tavern in the city for good reason. One can seldom enter without being treated to either the musical stylings of a local artist or an amusing act from a performer or troupe. Many would call the food and drink secondary, and The Court is often used as a destination for dates or a place to break the ice in negotiations.
  • The Royal Coffers - One of the finest restaurants in the city, this establishment is one of the few in Millstone that can boast being a good value, even with the inflated prices. None have ever reported dissatisfaction, or anything less than true bliss, after a meal at The Coffers.
  • Georges Place - Quaint in name only, Georges is one of the finest inns in the region, boasting rooms bigger than the houses of most commonfolk and the finest amenities.
  • The Pit - For those beyond the walls who need a place to stay that doesn’t cost a cycles salary, there is The Pit. Offering food, drink, and boarding with the rare promise of safety and security thanks to a staff of brutish bouncers. The Pit takes its name from the real source of its popularity and income amongst locals- the fight club that operates out of the actual sinkhole behind the inn.
  • Crazy Jacks - The only place to eat outside the walls, if rumors are to be trusted. A one man establishment operating out of a small shack, the owner and namesake is said to be a savant in the kitchen who fell out of favor with the nobility after once being the finest chef in Millstone. Nobody can figure out the secret to his seemingly simple and even common dishes, he is simply superior. If you can bring him the proper ingredients for a fine meal, it is said that he’ll be eternally grateful- though still not free.
Business and Shops
  • Millstone Exports - The aptly named company has a near monopoly on the export industry, handling the majority of shipments leaving the city, either by caravan or boat. Once a small upstart, the then small business grew rapidly into the juggernaut it is now by aggressively claiming contracts and gradually absorbing the crews and clientele of competitors. Now nearly uncontested and well armed, the only shipping companies that stand in their way are either well funded, bold, or just plain stupid.
  • The Steele Advantage - Run by Joseph Steele, a renowned local smith and armorer, this is the place to be if you’re in search of quality weapons and armor. Steele is even available for custom jobs if the price is right.
  • Edasha's Cauldron - The best known alchemical shop in Millstone, commonly associated with their invigorating potions and substances, largely trading in aphrodisiacs and vitality potions. For those with the extra coin, however, a whole world of possibilities, both ethical and un, is revealed.
  • Lotsa Stuff - Somewhere between a well organized heap of junk, a thrift store, and a barterers dream, Lotsa is the prime spot outside the walls to get what you need. Nel is rarely even considered here, however. The proprietors of this establishment are more apt to make a trade than a sale. Everything here is for sale and if you can’t haggle, you will be taken. However, for those silver tongued individuals, much can be had.
  • Drei's Remedies - The only medical establishment in the outer ring that is clean enough to be legitimate, Drei’s offers affordable medical care for a fair price. Patrons of this business need only mind the endless eccentricities of their physician, whom many speculate has a brain addled by overstepping, too many of his own drugs, or some combination of the two.
  • The Headhunter - Home of the famed Millstone Finders Association, The Headhunter is an unassuming place, making its home in a small meeting hall. Here, lining the walls, one will find contract requests from nobility, some anonymous and some not. These requests vary wildly, from small trinkets, to very specific requests for captured flora and fauna, to artifacts and more. One does not need to be a "finder" to take a contract, but rather success in fulfilling contracts earns you a place amongst them. Anyone can accept a contract, but will first be warned that returning to Millstone without your quarry is a dubious idea at best.
Government/Political/Educational
  • The High Table - The town hall of Millstone proper and the place where the Lord of Millstone holds court. Citizens may come here to voice concerns, levy legal charges, or simply seek to win favor in the eyes of the nobility.
  • The Tutors Guild - A dedicated guild of educators with a broad array of skills to draw from, most of the nobility of Millstone employ at least one member. The Guild Hall houses Millstones largest library, open to the public free of charge. This guild is notable for its willingness to employ mages to teach those so inclined, though they maintain a strict policy of not permitting initiation by their members.
  • Last Call - What appears to be a simple tavern on the outskirts of the outer ring of the city is, in fact, the defacto town hall. Though there is no true hierarchy of government here, prominent figures in the community will often meet here to decide the direction of those loyal to them, as well as furthering their designs to infiltrate the city and take the upper crust down a notch or ten. Individuals may come here after dark to raise issues for discussion, as well as seeking assistance, direction, or even employment from leaders in the community.
    Huge credit to Han for the work on this write up.
word count: 3257
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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Jade
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AREA INFORMATION
PH

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Demographics

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Trade

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Culture

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Regional
  • Cycres:
  • Hyran:
  • Ironridge:
  • Lysoria:
  • Millstone:
  • Ne'haer:
  • Treth:
  • Yurrova:
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Things to do in Cycres
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word count: 60
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
User avatar
Jade
Prophet of Old
Posts: 1517
Joined: Thu Oct 02, 2014 9:51 pm
Race: Prophet
Profession: Prophet
Renown: 0
Office
Personal Journal
Templates
Wealth Tier: Tier 1

Featured

Contribution

Milestones

RP Medals

Staff

Miscellaneous

Events

Territories | Area Information

Treth
AREA INFORMATION
PH

Weather

Demographics

Religion

Trade

Education

Culture

Government

Alliances & Enemies

Regional
  • Cycres:
  • Hyran:
  • Ironridge:
  • Lysoria:
  • Millstone:
  • Ne'haer:
  • Treth:
  • Yurrova:
International

Crime

Slavery

Magic

Things to do in Treth
  • TBA
  • TBA
  • TBA
Community
Food and Lodging
Business and Shops
Government/Political/Educational
word count: 75
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"All we have to decide is what to do with the time that is given us.”J.R.R. Tolkien
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