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1City Information Empty City Information Wed Apr 21, 2010 11:35 pm

Saken

Saken
The Artificer

Boarglenn Clan


Abdgor

The city of Abdgor rests atop the highest mountain in
Silvenar, Mt. Morior. It is home to the Dwarves whom
are reknowned for their spirituality and their wide
expansive commerce. The city itself has many open
areas carved in on the sides of the mountain which
make up most of the markets and housing, and it also
has three massive, yet heavily guarded stone entrances.
There are only two stone paved paths that lead down
from Mt. Morior, from which the city rests atop of.
One which winds its way down directly towards
Daigrul, and there is a path that goes through a couple
other smaller mountains towards the Silverset city of
Epios, above and below ground. The third entrance to
the core of the sprawling trade city, is actually an
entrance for mages and flying mounts only. It is also
positioned in a way that archers can cover both the
East and West entrances. Inside the core of the city,
the halls are all very brightly lit, in contrast to the
Dwarves who live in the dimly lit city of Cyrogu. The
Dwarves of Abdgor also adorn their heavily lit walls
with many banners and spiritual symbols. Their most
respected symbol is a pair of boar tusks creating an
"X". This symbol can also be seen painted on any
Dwarf in Abdgor who'd prefer a shield over a second
axe or hammer. It is also embroidered in the high
ranking officers' capes. The Abdgor people are far
more spiritual and magickal oriented then the other two
cities. The only Dwarven mages hail from Abdgor,
usually spending years of their lives at the peak and at
the center of the city, honing in on the power of their
souls. Abdgor's leader is the young Lord Davrim Orefist.

Cyrogu

The city of Cyrogu is nestled in a bowl-shaped depression
inside of a mountain. The center of this sprawling city hold
three ivory towers arranged in a triangle to keep watch
over the city. Surrounding these towers is a collage of
live stock, people, tents, and wagons. Along the walls of the
bowl shaped depression are stacked homes for those who
prefer the life above ground, while still accomidating for
travelers, merchants, and foreign diplomats. Most of these
stacked homes are cube shaped and are connected with
many ladders, ramps, and stairs. Towards the North, a
massive construct of lumber, stone, and intricate metal
machinery makes up the entrance to the main hall of the
underground city. The great hall has several side halls
leading to pockets of carved or naturally formed caves
which mostly hold village sized housing for the Boarglenn
of Cyrogu. There is also such pockets that have many mills
and forges built in them for production and manufacturing.
There is also a few pockets which cintain giant warehouses
for stockpiling weapons, armor, and separate warehouses
for stockpiling food and other such supplies. All of these
pocket districts have natural spring fed wells except for the
mill and forge pocket, which ensures the purity of the natural
spring. There leader is Lord Logrii Rockvein.

Daigrul

The city of Daigrul looks over Daigrul Lake, a strong contrast
to the serene waters and the war bred citizens of Daigrul.
Massive stone walls lined in an assortment of cruel twisting
metal and wooden spikes keep the thought of fear on the
minds of any visitor to this great Boarglenn city. Within the
dark stone walls was the birth of a revolution, and the birth
of a great leader to lead the entire population of the
short and stout men and women of Silvenar. Besides
being a feared city and the start of a great nation,
Daigrul is also a traing ground for warriors, and some say
more so then a city for living in. The number of places to
train, practice, spar, buy or repair weapons and armor rivals
the number of homes within this city. Another unique fact
about this city is that it is the only Boarglenn city where
the above ground city is bigger then the below ground city.
The Boarglenn here are all very enduring, especially in one
of the most enduring regions of the Silvenar Island. In the
Winter season, the snow blankets the entire city, but life
still persists. Even with a mind so set on battle and blood shed,
the Daigrul citizens are very chipper and caring of their own.
And in its own right, with such an attitude set imbedded in
this city, the number of taverns is quite high as well, nearly
one on every corner, above and below ground. The entrance
to this underground city, is far less impressive then those
of Abdgor, and Cyrogu. Being made of more wooden supports
and pulleys then massive stones, however it is home to the
warmest spot in the city... the forges of Daigrul. Always
burning, always producing some of the greatest pieces of armor
every worn by the Boarglenn people. Not a single citizen of
Daigrul is without one of these works of perfection. The city
and the entire Boarglenn race is led by King Rorig Boarglenn.

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2City Information Empty City Information Wed Apr 21, 2010 11:35 pm

Saken

Saken
The Artificer

Nexin


Narsis

The city of Narsis is a hub for all melee based denizens of
Naexithos. Where size matters most in this massive city,
the Overlord is king, and rightly so. The smaller citizens
of this city are still highly valuable to Narsis' success.
Without their overwhelming numbers, the city wouldn't
have been built so quickly, nor would it retain its near
perfect condition, as if it was still only a year old city.
It is a city of height, power, and with that, there are
many towering ebony spires, purple crystals protuding
from the tops and bases of them. These towers are
very sturdy, with wide bases and many support columns
hold up a city as an Overlord would hold up a boulder.
Where the city isn't being built higher into the sky, there
are many buildings built in rows for housing the Nexin
populace. These buildings are also built of an ebony stone,
and slabs of purple tiles cover the roof tops. Most of the
city architechture follows this color scheme, the Nexin
home world was like this too. The purple crystals that
adorn there towers in Narsis and other cities were used
to store spiritual energy which warded away great beasts
of the wastelands of their old planet, now they are used to
do the opposite and hold favor with the dragon they worship
in this world. Among the rows of ebony and purple housing
buildings, there are also half submerged domes covered in
the vibrant purple crystals. These domes are training areas,
most often holding gladiator-like fights with only the
audience of fellow training peers. There is only one wall in
Narsis, and it is the wall on the outside of the city, while the
rest of the city is naked against the Shores of Ufols. The
wall has two entrances, and both are heavily guarded and
have heavily enforced arched doors to keep invading
armies out. Yet the massive black ships of the Nexin fleet
ward away any naval attacks. Huge ships, the biggest in
the entire world. Yet where size conquers, speed is a lacking
instrument to the Nexin's navy. This is why the Nexin
battleships are always docked or seen sailing near their own
cities. These ships are both long and wide, two dozen
32-pound cannons on each side. They have three massive
sails that are needed to even move at all with such
tremendous size and with such a devistating arsenal. The
leader of Narsis is an Overlord named Zyox Nazryn Ovexios.

Naxis

The city of Naxis is the center of the clash of science, magic,
and grotesque thoughts. Being such a horrifying place
of experimentation, it is also the home of the Order of Dawn.
The Order of Dawn is one half of the Naexithos Duality, the
half that brings the most fear in the hearts and eyes of
their enemies through the use of necromancy and grotesque
abominations brought to life to serve the Dawnblades and
Necromancers that dwell within the inner temple corridors.
The inner temple corridors are seen only by the eyes of the
Dawnblades and Necromancers, others are not permitted to
enter. Those who have been there out of class, have had their
eyes harvested out, which in turn are used for their
monstrosities. While the now eyeless adventurer is subjected
to servitude in the outer corridors, where some are used
as test subjects for the perverse scientists of the temple. The
outer corridors serve as gathering areas for the other classes
who arn't allowed deeper in. These areas are all paved in
black stones, while the many archways and columns that
adorn doorways, entrances, stairways, and hallways are
built in a crimson marble. Surrounding the entrance to the
temple, are all of the homes to the citizens of the city. All of
the buildings below the temple are dwarfed by the temple,
which stands two hundred feet above all rooftops within the
city. There lies one main road through the city, and the sides
of this road are open for trade from many merchants. As the
road meets the mix of the stone built walls and natural
mountain walls, there lies but one entrance to the city. It is a
very narrow entrance, so funneling enemy troops would be
quite an easy task. Another means of defence is that there
is one hundred yards from the wall to the city dedicated to
burying the fallen comarades of the Nexin; which, if in a dire
time of need, the Dawnblades and Necromancers may
animated several corpses to scare and fend off invading enemies.
The leader of Naxis is Zyox Nyxoth Xator.

Necrom

The city of Necrom is the place of origin for the Nexin on
this world. They came through a single portal, and since
then, they've built more since then, to be able to more
easily transport their people and resources from their
home world, Naexithos. This city is more so a quite
large temple, and it is where the Order of the Dusk
was originated in. The Order of the Dusk is one half of
the Naexithos Duality, the half that live to bring more
chaos in the world of Sylvira. They are the highly
respected Summoners and Duskblades who slave
over crystal powered gateways that lead to their
crumbling homeworld. Within the deep depths of their
temple, the only ones allowed are those with written
consent from the head Summoner, the Zynx of the city.
Outside of the pyramid-like temple, is a city that is the
size of a small town rather then anything else. There is
no real merchant quaters, nor much for entertainment
for the terrifying Nexin who enter through the portals.
However the rest of the city is built for housing new
coming, returning, and the Nexin who make Necrom
their permanent residence. There are few barracks halls,
but these black stone-topped buildings are the largest
among the city, besides the temple itself. There are two
of them at opposite ends of the city, one in the North
West, the other in the South East. The city entrance is
at the North East, made up of some of the heaviest and
most durable stones ever put to use in a Nexin
construction. They were meant to last for eternity, and
thus far, prove what they were destined for. Being
the oldest city of the Nexin race on Sylvira, Narsis
appears to be crumbling, yet all of the structures have
stood since they were built, and not a single one has
collapsed due to war or age. The leader of Necrom is the
Head Summoner, Zynx Niliuxuxos Vuxatoros.

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3City Information Empty City Information Wed Apr 21, 2010 11:36 pm

Saken

Saken
The Artificer

Ra'gada Clan

Grugol

The city of Grugol is a gathering grounds for Shaman
and Witch Doctors alike. It is located in a prime
location; atop an easily defendable hill whose sides
have been chipped away to allow a greater vantage
point for ranged spells, not to mention the gathering
of Hunters who travel in between Grugol and Hrolmek.
The city walls are lacking in most places, due to the
reliance on the jagged cliff sides which act as a solid
spiked wall against oncoming enemies. Where there
are no sharp cliff sides to defend from enemies, there
are layers of wooden palisides, which the Ra'gada have
favored the idea of spiking anything to ward away
enemies. There is one entrance to the city, one
grand entrance which holds as an uphill market place
and entrance to the city, though in the time of war,
the market place is closed up and in years past, when
the Dwarves had attacked, the merchants turned their
stands and stalls into barricades and warded off the
attack, surprising the burly Dwarves at the fierceness
of meer merchant-folk. Centered atop the hill is a great
hall and several large tents surrounding it. The great hall
is a gathering ground for Ra'gada spell casters, for both
gathering knowledge from a small library of tomes and
scrolls and holding meetings concerning the future of
their nation. The tents surrounding the great hall serves
as a housing ground for all of these spell casters.
Surrounding these tents are more sturdy wooden and
adobe homes for the more battle hardened Ra'gada.
There is also a pit dug into the south end of the large
hill, used for gladiator-style matches, most often
involving prisoners or captured creatures. The leader
of the city is High Shaman Ratzyn Bakorg.

Hrolmek

The city of Hrolmek is centered in a wide valley, which
is surrounding by hills on all sides. Yet this massive
valley is entirely filled by this ever expanding city,
which has given it many layers of walls inside the city.
These layers have proven to be great fall backs for
when the city is under siege, providing cover from
enemies no matter how far you have to retreat, and
also most often providing a great come back from an
attack. When not in times of war, many of these walls
are in constant repair, as the city is so over populated,
a lot of it is in disrepair. Also due to its size, it is also a
prime target for enemies, for losing Hrolmek would
knock the Ra'gada clan down a few notches, perhaps
enough to keep them from ever rising up as a huge
threat ever again. However, there are several
entrances to this city, the more noticeably ones being
the areas of the city where homes are built with their
backs up against a hill, for just beyond that hill an
army could attack and plow right through its wooden
or adobe walls. To counter this weakness, the Ra'gada
of Hrolmek are on constant patrol, at all times of the
day, to the point where there are dirt beaten paths
surrounding the city. All throughout the city, there are
homes built everywhere. With so many homes, there
are also several dozen training grounds and pits built
for both sparring and gladiator styled fights to the
death. The Ra'gada use prisoners and captured
creatures for opponents in these gladiator matches.
At the center of the city, there is a massive great hall
where most often meetings are held for the Chieftans,
War Chiefs, and High Shamen and High Witch Doctors.
Surrounding the great hall is the greatest market place
on the entire island by standards of size. It's regular
population of meer merchants can match the size of a
a small army comprising of a few regiments. The
leader of Hrolmek is War Chief Grak Felkorg.

Ormang

The city of Ormang is a model city for the rest of the
Ra'gada cities. It is being built and shaped into a
state of perfection in the eyes of the Ra'gada Chieftans
who plan to hold counsels and meetings in this city once
its new great hall is finished being constructed. Besides
the great hall being constructed, many roads are being
set with new crimson colored stones, wooden and adobe
homes are being replaced by heavier, more sturdy and
beautiful stone homes, which are also of the same color
of the new roads. There is also an irrigation system being
implemented, not only for the city fountains and wells,
but for the several hundred newly planted acres of crops.
Ormang also has a sewer system built to transport all
wastes towards Ormdale Bay. Also the Ra'gada have
adopted the other races style of merchants, by building
shops rather then having entire market squares filled with
a massive population of traders and merchant stands.
Among being a more civilized and liveable city, there is
also a more savage, or Ra'gada oriented area to the city.
Nearest to Ormdale Bay is the war district, which has a
stone built stadium for the ever so popular gladiator
styled fights against prisoners and creatures alike. The
port to Ormang is also quite an impressive construct,
considering the Ra'gada Clan being a primarily land-based
population of warriors. Yet, the Ra'gada in Ormang have
proven to be more then just blood thristy land lovers, and
the sailors of the Ra'gada Navy are quite ruthless and
talented on the high seas as well. They've even managed
to uproot the Syndale Navy who once dominated Ormdale
Bay for centuries. Now the control is balanced out quite
evenly. The leader of the city Ormdale, and the entire
Ra'gada Clan is Chieftan Torug Hrolmek.

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4City Information Empty City Information Wed Apr 21, 2010 11:37 pm

Saken

Saken
The Artificer

Rynguard

Arphain

The revered city of Arphain is the pinnacle of all
Rynguard civilization. It is fixated in the center
of Emerald Bay, just off the coast of the Emerald
Seas. Towering marble structures adorn the skyline
of the Rynguard city. Bustling markets and crowded
streets make up the majority of this city. The city
is not only a place of commerce and residence, it
was also built to be a great fortress. With two massive
towers on its outskirts piercing the horizon of the bay,
Arphain was built to withstand any Naval attack, and
ultimately survive, if not entirely push back the
attacking force. Inside the city, men and women are
seen as equals, unlike other city cultures of the
Rynguard Race. The wide streets are typically filled with
travelers, scholars, apprentices of varying arts, and
patrolling bands of guards keeping the peace. These
guards are usually performing as watchmen for their
day job, and practice in the Eastern Tower at night.
The streets twist and turn a bit more narrow as they
get closer to the port region of the city. The port is a
grand one, many tall buildings and offices to house
many places of buisness for trading goods, incoming
and outgoing. The ships guarding the port are all
typically docked around the outskirts of the ports,
while a good number of other ships are out patrolling
near the Western and Eastern Towers. The ships are
much like the Syndale ships, though without a Sorceror,
Withhunter, or Mystic using their abilities and spells to
propel the heavy ships faster through the water. Also,
they have a few less 32-pounder cannons on each side
of the ship, and instead have bigger, more angular
shaped sails to travel swifter and turn quicker in the seas.
The leader of Arphain, and King of the Rynguard people,
is Arvexios Rynguard.

Ragotaur

The unique city of Ragotaur rests on a small and high peaked island in
the southern reaches of the island Silvenar, off the shores of Ufols.
What makes this island so special is that the blend of architecture of
two opposite races blends together in absolute harmony. The rustic
and natural-made homes and sculptures of the Ra'gada Clan fused
with the marvelous granite and lusterous marble structures of the
Rynguard, whom now occupy this island. In 1,501 the Rynguard
would launch an invasion on the island and take what they believed
to be the origin of their first ancestors, the fight was a bloody one
on the Ra'gada's part, though unbeknownst to the Rynguard, the
Ra'gada Clan at Ragotaur were just hit by a small plague, and were
greatly effected. By the time the Rynguard arrived, the virus that had
caused many to be weakened or killed off, had been disposed of by the
Ra'gada's shaman leader, Yhurl'gar Mungor. Since then, the Rynguard
have preserved as much as they could of the fallen Ra'gada civilization,
in attempts to not anger the green skins enough to come and try and
take it back. Much of the attire and arms worn by the 'Ryngotaur', as
they call themselves, matches that of those Rynguard in Syndale.
Though some have become infatuated with Ra'gada culture and their
weapons and have been known to wear headdresses or re-create their
style of weapons and use them on a frequent basis. The city itself is
also like Syndale, large pink-hued walls surround the main city,
intertwining with mountain high points, where large Ra'gada-like
structures sit as dome shaped watch towers. However, unlike Syndale,
the male population are more dominant in this city. Females typically
have less rights, and females from other Rynguard cities are looked
down upon, and sometimes mysteriously disappear and are either
found dead or beaten severely in an alley or field. The island of Ragotaur
has little to no navy, in fact, their navy is comprised up of mercenaries
and left over boats from Syndale. Their leader is Rynthar Syndos II, the son
of the general who led the strike on Ragotaur.

Syndale

The city of Syndale is nestled at the base of the inactive
volcano, Syndos. It's skies are made up of towering spires
that have balconies circling at high points. Bridges extend
from these balconies, connecting slender towers together
and also keeping the towers secure where they stand. The
buildings of Syndale, like all Rynguard structures ever
built are made of a special pink granite, dainty looking yet
very durable. Most of the tall spire rooftops are pointed and
made of silver, where as the lower buildings have dome
shaped rooftops and are made of gold. The city's streets are
just as lusterous as the pink granite that makes up the
buildings, and never seems to show any form of wear and
tear. Syndale has thick layers of granite walls that tower
above most of the golden dome rooftops. The city is littered
with temples and universities for the many aspiring Rynguard
who wish to learn of the arcane arts and elemental magicks.
The rest of the city is comprised up of housing districts and
thriving marketplaces, though most of these places of trade
are just outside the walls. They make up the majority of the
fair sized port. The ships that patrol the port are heavily armed
slow moving vessels, though with the helping hands of a mystic
or two on board one of the ships, the sailors may find themselves
outrunning just about any ship in the Whitecrest Seas. The ships
have large gaff sails and steel armored hulls painted gold. Their
ships have several heavy 32-pound cannons, with a small array
of grapeshot cannons as well. These ships carry particuarly less
troops then most other races, though the dress of the denizens
of Syndale includes many crimson colored long dresses and
robes made from the finest of silks. These tend to have long and
droopy sleeves, yet fit tight usually around the waist and lower
thighs and down. The soldiers of Syndale are particuarly known
for their golden ornate armor. One can tell the rank of the soldier
by looking just under their chin where a crimson piece of silk is
tied and held together by an ornate pin. A leaf is a private, a tear
is a corporal, a crecent moon is a sergeant, and a flaming sun is
a general. Each pin is made from an array of precious metals. The
females tend to be the one's more dominant in Syndale. Their
leader Lady Lithos has proven female dominance, and makes good
examples of gluttonous power hungry and stupid males by
disposing of them in privately held executions, though the general
public all know this, and believe that these men who try to over
throw her deserve worst then death, because Lady Lithos has given
Syndale the greatest leader they've ever had. The leader of
Syndale is Lady Etheri Lithos.

Eastern Tower

The Eastern Tower represents all Maneguard, Wakemen, Swornblades,
and Halberdiers of the Rynguard city Arphain. It is not the taller of the
two towers, though certainly the most populated and stronger structural
wise. It is built to house many warriors in training and veteran alike. It is
also a massive structure with many facilities to help train and keep these
skilled men and women in shape and battle ready at all times. The Eastern
Tower rests on the Eastern side of the Emerald Bay. The tower is of a
crimson hue all over, the roof is dome shaped and has many battlements
on various balconies. Such battlements include catapults, trebuchets,
cannons, and various small war machines fitted to project volleys of arrows.
The Eastern Tower is under the control of General Alpherion Zyntos.

Western Tower

The Western Tower represents all Mystics, Sorcerors, and
Witchhunters of the Rynguard city Arphain. It is the tallest of
the two marble towers, though the weakest structural wise,
due to its thinner base. It houses many of those who practice
and seek out the magical arts. The Western Tower rests on the
Western side of the Emerald Bay. In conjoined efforts, the two
towers keep Arphain one of the most inpenetratable cities by
sea. The tower is of a cobalt hue all over, with a large spire
adorning the tip of the tower. There are fewer battlements and
warmachines on the balconies of this blue tower, but the amount
of projectile spells which can be launched easily makes up for it.
The tower is lead by a revered Mystic by the name of Voruel Ebyncrest.

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5City Information Empty City Information Wed Apr 21, 2010 11:38 pm

Saken

Saken
The Artificer

Silverset Legion

Emerald Spire

The Emerald Spire is a very magic oriented city, though still
has its foundation of armed combat. The city of the Emerald
Spire resides in the North close to the shores of the Emerald
Seas. However the focus of the city is as the base of Mt.
Emerald; a fairly large mountain whos peak is made up of
large Emerald crystal formations jutting in all different
directions. The few mine entrances that lead into the sides
of the mountain generate most of the wealth in this wealthy
city. There are three entrances to this city; the Western Gate,
the Southern Gate, and the smaller and easily defendable
Northern Gate. The Western Gate leads to coastal farm lands
and eventually to the ports and docks of the Emerald Spire
city. The Southern Gate leads to a few layers of housing for
the people of the city, then to a dual layer of palisades and
thick wooden walls. There is also another gate entrance to
help ensure that unwanted tresspassers will not find their way
in so easily. The Northern Gate is not even big enough to
accomdate a horse drawn wagon to go through, making
defending it the easist of the three. The common attire of the
citizens of the Emerald Spire city majority-wise consists of a
lot of green and dark green hued clothes. Even the Emerald
Crusaders wear green cloth amongst their armor, which itself
is embedded with many specially cut emeralds. The general's
name of the Emerald Crusaders is Arvelos Entreyn. Their ships
are usually sleek and medium armored, and with the use of
spreadsails, they are quite speedy too. Their sails are made
from white cloth with solid dark green squares tiled across the
sail. Their ships are armed with a dozen long nine's on each side,
along with half a dozen 32-pounder cannons on each side. The
Lord who controls the city goes by the name of Lord Variark Renzor.

Epios

The city of Epios is the prized jewel of the Silverset Legion's
empire. The crowned and majestic, large and expansive city that
is the beating heart of an entire nation. Epios' outer layers are
comprised of several farms and their ever growing crops which
fuel a good portion of the city and food for their neighboring city,
Emerald Spire. There are four roads leading into the city. One
from the East, heading towards The Trenches, which is one of
the more heavily patrolled roads due to the neighboring Nexin
influence across the The Trenches and past The Spine. There are
two towers built as check points along this road for better
defence against the Nexin armies. The next road heads to the
South, towards The Spine. It too is a heavily patrolled road
with two towers as well for added security. The next road twists
to the West through parts of the Thorn Ridges and up the
mountains of the region connecting to Abdgor. This road has a
weekly patrol, due to the combined forces of the Boarglenn from
Abdgor and the forces from the capitol city, Epios. The final road
winds around the coast of the Epios Gulf. This road has a patrol
go through once every other week from Epios to Emerald Spire,
then back again, due to the rather calm area, and the lack of
enemies in the area. Besides natural born creatures of the
Island, this road is one of the safest to travel. The condition of
each of these roads deteriorates the farther they are from the city,
smooth stone paths turn to old dirt beaten trails. Yet as they get
nearer to the capitol city, they receive much better upkeep. The
stone roads past the layer of farms and crops becomes far more
traveled, yet seems to be in almost pristine condition. The next
layer is the commerce district, filled with markets of all varieties,
housing stacked upon shops, and several inns and taverns. The
buildings here are primarily made of red or white bricks. While
most inns and taverns stand out by being primarily made of wood.
The layer past the commerce district is comprised of more housing,
all for the most part red and white bricked homes. While speckled
within the housing disctrict, are various government buildings,
with fewer inns and taverns as you reach the center of the city.
The back of the city is the prized port of Epios and the most
busy port of the entire Silverset Legion. Merchant ships are
constantly flowing in and out, loading and unloading goods that
keep the trade rich between its own cities, and the cities of its
neighbors. Their war ships are usually sleek and medium armored,
and with the use of spreadsails, they are quite speedy too. Their
sails are made from white cloth with a gold crown emblem in the
center of the sail. Their ships are armed with a dozen long nine's
on each side, along with half a dozen 32-pounder cannons on
each side.In the center of the city is a prized palace which serves
as thecourt system for the Silverset Legion. It also houses the
leaderof Epios and king of the Silverset Legion, King Agrethan Epios.

Whitecrest

The city of Whitecrest is the pinnacle of all worship and that which
is seen as holy and right in the name of the majestic dragon,
Elanox. It is a very devout city to the dragon which favors the
Silverset Legion and their people. It is mainly comprised of marble
temples and stone walls. A very stark contrast of Whitecrest
compared to the other two Silverset cities, is that there is no
building or home left outside defenceless from the towering walls.
All buildings are quite crowded yet well place and are being
stacked upon each other as the decades pass and the city
prospers. The center of the city is a grand temple with several
other temples placed on its outer layers, built more like towers
then temples, and in actuality house monks and paladins for
a means of defending the Grand Temple as it is called, in
case of an attack against the Temple, which is also seen as
an attack against their worshipped dragon, Elanox. Surrounding
the Grand Temple in a circled perimeter, are layers of homes,
barracks, inns, and unlike most other cities, there are no
taverns in Whitecrest. Instead, time is usually spent training
hard and praying hard. With these principals, the Monk,
Paladin, and the Silverset Legionaire reign supreme and have
been the three key factors in keeping all attacks on Whitecrest
ones in vain. There are only two roads leading out of the city.
One which leads North, towards Cyrogu, winding through the
lower elevations of The Spurcrest Mountains. It is reguarly
patrolled, to ensure no Nexin invaders pierce through the
borders of the Silverset Legion. The second road leads North
West towards the border between the hostile Ra'gada Clan.
There, at the established border between the two races, a
stone paved path meets a dirt trodden path of the Ra'gada.
There are regular patrols on this path as well, sometimes
taking camp near the border, to ensure no Ra'gada attack
seeps through. Their ships are usually sleek and medium
armored, and with the use of spreadsails, they are quite
speedy too. Their sails are made from white cloth with solid
black green squares tiled across the sail. Their ships are
armed with a dozen long nine's on each side, along with half
a dozen 32-pounder cannons on each side. The leader of
Whitecrest is the revered andvery devout worshipper of
Elanox, Jalmerik Orvelius.

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6City Information Empty City Information Wed Apr 21, 2010 11:41 pm

Saken

Saken
The Artificer

Dragoth


Coral's Cove

Around the port city of Coral Cove, on the Whitecrest
Seas, reefs of coral block off any non-Dragoth ship
captain from coming in or out. There is a specific current,
indicated by landmarks known only by the Dragoth ship
captains that will allow their boats in or out. The city itself
is filled with Dragoth ship crews; taverns for the
night after a long, fruitful sail, inns for the regular ship
crews coming in and out, bringing spices and other valuable
trades. Rough stone roads of a dark color make
up the streets and roads of this tropical city. To the direct
east of Coral Cove there is a swamp filled with unknown
creatures in its murky and mysterious fog-covered marshes.
Most ignorant travelers who pass into or close to it don't
come out unscathed, or simply don't come out at all. The
soldiers of Coral Cove come ruthless, though tend to lack
experience with hand-to hand combat. However, only those
in Shipmaster's Watch can rival their mastery of the seas.
Their ships are usually sleek and lightly armored, reenforced
where it is needed, and with the use of spreadsails, they are
quite speedy too. Their sails are made from yellow cloth with
a solid dark green stripe going down the center of the sail.
Their ships are armed with six linkshot cannons on each side,
and also a dozen long nine's on each side. Captain Luthien
Gruene is the man of highest ranking in the port city, and
rightfully so. He was the heir of the city, by inheriting from his
father, the legendary, Ship Master Halifax Gruene.

Cloud's Rest

The city of Cloud's Rest is the jewel of the sea, the apex of all
the operations and heart and soul of the newly born Dragoth
Nation. Born out of civil war, flourishing out of that same
determination that broke the bonds from the Silverset Legion
many years ago. The city itself is far better built in the eye
of the beholder. It is often seen as more of a resort then a
captiol city for a fearsome pirate-like nation of rebels and
sea faring men and women. The center of this beautiful city
is most noteably a large park, a massive garden, and a great
gathering place most often used for giving speeches, housing
a wide open and majestic place of trade, and most oftenly
used as a place of liesure and relaxation from the troubles of
the world, and the unpredictable wrath of the seas.
Surrounding this great garden, are a vibrant yet elusive from
above or afar complex of small roads surrounding several
vine and flower covered homes. Speckled amongst the
several homes, are a few inns and taverns. Past these are
various shops, forges, mills, and warehouses for storing
stolen, or 'aquired' goods as the Dragoth like to say.
Even the ports are quite elusive, built behind natural stone
pillars of earth that block them from view when being looked
upon from all angles besides from the city itself. Their ships
are usually sleek and lightly armored, reenforced where it is
needed, and with the use of spreadsails, they are quite speedy
too. Their sails are made from yellow cloth with a solid dark
green stripe going down the center of the sail, along with a
circle in the top right of the sail of the same color. Their ships
are armed with six linkshot cannons on each side, and also a
dozen long nine's on each side. The leader of Cloud's Rest
and the head captain of an entire Dragoth nation is High
Captain Mero Cloudrest.

Shipmaster's Watch

The city of Shipmaster's Watch is more of a place of hard
work, training, and some what of a hall of fame rather
then a city. All captains ever slain are brought here to be
buried so that all others may pay their respects to their
valiant efforts in the name of the High Captain and his vision.
Many would-be captains come here to train vigoursly, testing
their skills, their abilities are put to the test and their
leadership is built to more then effectively command a ship
crew. It also is a place for building great ships, harvesting
the sturdiest lumber from the nearby jungles to fuel the
Dragoth Navy. The center bulk of the city is covered in cranes
which are used to transfer ships from specialty mills and
repair and manufacturing buildings, which actually on a normal
busy day, dozens of ships will be seen flying overhead in
route to their several destinations. Below on the ground are
several wooden constructed buildings which house the citizens
and the old ship captains who've retired. A good portion of the
city has inns and taverns all over, keeping travel frequent,
and the alcohol overflowing mugs of the sea hardy folk. It
is also here in Shipmaster's Watch where a lot of the precious
metals are brought to to be manufactured and refined for the
Dragoth armies, navy, and for export to select few cities from
other nations. Which of course is always an unstable practice.
Their ships are usually sleek and lightly armored, reenforced
where it is needed, and with the use of spreadsails, they are
quite speedy too. Their sails are made from yellow cloth with
a solid dark green stripe going down the center of the sail.
Their ships are armed with six linkshot cannons on each side,
and also a dozen long nine's on each side. The leader of
Shipmaster's Watch is Ship Master Jalmar Tulkin.

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