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town:aqi_karion [2026/01/22 10:49] Cindertown:aqi_karion [2026/02/02 14:06] (current) – [Shops & Organizations] Cinder
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 Individuals:  \\ (Rare races, Vistors, A few of them but none associated with each other) Individuals:  \\ (Rare races, Vistors, A few of them but none associated with each other)
 Singular:  \\ (Beholder, Mindflayer, Disguised Dragon, etc. Unique person/creature) */ Singular:  \\ (Beholder, Mindflayer, Disguised Dragon, etc. Unique person/creature) */
 +
 +==== History ====
 +
 +**Year 12346, Deepsnow: The Ravaging** \\
 +An Unknown plague came in like a storm and ravage the town and its land. just as quick as it had arrived it had gone. It had turned the land sick and the people with it. the Wood and Stone deteriorated unnaturally and the town quickly became overwhelmed. In the coming months many would die, others left. those that stayed still remain but without critical aid soon the town may become a complete abandoned ruin. \\
 +The Leader's of Uthasil have commissioned the Guild M.M.A.P to Bring the town back to its feet.
  
 ===== Overview ===== ===== Overview =====
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 === Government & Leadership === === Government & Leadership ===
-Who is running this town? Nobles, elects, military and how do they run this town? is their a higher power they refer too? 
  
-There is a Mayor named **Kengy Horswath** who has been the town's mayor for several terms. he is a nice enough person but very aloof and not too keen on serious matters, Most of those go to his right hand assistant.+**Kengy Horswath** \\ 
 +The Mayor of the town is named **Kengy Horswath**. a Full-Blood Orc with a rather dignified stature who has been the town's mayor for several terms. he is a nice enough person but very aloof and not too keen on serious matters, Most of those go to his right hand assistant. \\ 
 +Since the 'Ravaging' Of the town he has been far more flustered and overwhelmed than usual. Beginning to loose hope.
  
  
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 Who or what is protecting this town? big walls? strong soldiers? a lone hero? Who or what is protecting this town? big walls? strong soldiers? a lone hero?
  
-The Town has a single baracks where all the guards and captin gather+The Town is well fortified with watch towers along all corners of its borders. The town is surrounded by forest on all sides so there are little defensive walls aside from some basic wooded piked walls along some areas. 
  
-A natural thick lining of trees+There is a Decently sized Baracks in the south west of the town. across the man made river. Here many houses, barracks and training areas are set up for the guards of town. its more stocked than normal because of the nature of the nation, being one so rich in arcane energy often brings more fierce beasts to the land. Coupled with the high foot traffic it makes sense to have a higher than average guard presence.
  
-It once had wooden pike wall however after the devastation much of the wall was destroyed.+The Forest is home to settlement of Wode Elves who don't take kindly to anything thats not an Elf. There is a history of attacks from Wode Elves in town but nothing that has required further action.
  
-The area around the town is under Simi-Uncommon attacks from Bandits or Wode Elves, however since the devastation the Wode Elf attacks have strangely ceased all together while Bandits have capitalized on the weakened town and have begun taking advantage of it.+The Roads leading into town are un-comonly frequented by Bandits. its common all over Felwind and is often delt with as new groups become active. Most Bandit problems are sorted with Job postings for adventurers. 
 + 
 +**After the Ravaging** \\ 
 +however since the devastation the Wode Elf attacks have strangely ceased all together while Bandits have capitalized on the weakened town and have begun taking advantage of it.
  
 === Geography === === Geography ===
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 Is the town big enough to have districs? if so what are they Is the town big enough to have districs? if so what are they
  
-=== Mines ===+=== Ore Mines ===
  
-The town mines now lay overrunn with monstersits still holds much resource but most of the workers left town since the devisation and the mine itsel is still overrunn with monsters.+The town has a decently sized and very rich ore more that leads underneath eh //Caprian Mountains//. It Is often prowling with monsters of various variety and so the Town employees adventurers on a regular basis to guard miners or cull the monsters within the mines every so offten. 
 + 
 +**After the Ravaging** \\ 
 +The town mines now lay overrunn with monsters and has even been partially collapsed in places. its still holds much resource and is a key asset to the town's economy but it would take a major culling effort to make the mines safe again as well as repairs and of course workers will need to be brought into town and re-hired for the mining.
  
 ==== Shops & Organizations ==== ==== Shops & Organizations ====
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 Shops, Features, Guilds, NPC homes, Player homes ETC The town square, an old tomb, vast vineyards, pristine beach, etc. Shops, Features, Guilds, NPC homes, Player homes ETC The town square, an old tomb, vast vineyards, pristine beach, etc.
  
-=== Tavern === +=== Whip-Ills (Tavern=== 
-Almost guaranteed in every settlement no mater its size. In smaller areas may also double up as an Inn for the rare traveller/visitor.+a rather small tavern for the size of the townIts offten overcrowded but the owner has never made the effort for expansion. Is simple and sturdy with space for live performance and could comfortable sit around 50 people. Several tables are set outside also for more seating. \\ 
 +Though the size is mismanaged, the service is not. A number of waiters and cooks are employed to keep things running smoothly. The owner is often working the bar.
  
-=== Inn === +**After the Ravaging** \\ 
-Highly likely for settlements on well travelled roads. In smaller areas the In is usually party of a tavernIn larger towns and cities there is guaranteed to be one or multiple Inns available with varying levels of qualitySome may offer bath housesome offer in house cleaning of cloths and equipment.+The Tavern was one of the few buildings to escape he brunt of the destructionThough as the town got sick there were less and less customers to serve and te workers started to drop one by one until only the owner remained. Now the Lizardfolk owner is looking to move out of town as quickly as he can, but he needs fundsHe has posted price for the tavern at half what it would normally be worth but even then buyers are no were to be seenHe is getting desperate.
  
 +
 +=== Karion Inn ===
 +A well established and large Inn, with several options for rooms, bathing, and other service options. Its a fair bet tat the Inn is always at least half capacity with the ammount of foot traffic that comes through town. Adventures, Merchants, general travlers and visitors alike
 +
 +**After the Ravaging** \\
 The Main inn lies destroyed, The tavern has a couple of rooms available for rent but not enough for constant tralers or large groups. The Main inn lies destroyed, The tavern has a couple of rooms available for rent but not enough for constant tralers or large groups.
  
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 General store is in need of repair but there is no one to run it. General store is in need of repair but there is no one to run it.
  
-=== Blacksmith ===+**campaign: Mysteries of Fate** \\ 
 +Representitives from the adventuring guild known as M.M.A.P mamaged to see merchants and travlers safetly to town where the first serious work begun to get the town back on its feet. 
 + 
 +One of the first steps was repairing a general store for a [[culture:halfling|Polder]] merchant to settle in 
 + 
 +=== Black-Tail Smithy === 
 +the name **Black-Tail** is well known on this side of //Uthasil//. a Long running smithing family of //Tieflings// run many smiths along te western side of //Uthasil// 
 + 
 Common for settlements to have at least one smith depending on their size. Smaller more isolated settlements may be lacking a blacksmith while anything of a 'town' (1000 to 10,000) or bigger is almost guaranteed to have one. \\ Common for settlements to have at least one smith depending on their size. Smaller more isolated settlements may be lacking a blacksmith while anything of a 'town' (1000 to 10,000) or bigger is almost guaranteed to have one. \\
 All smiths are able to carry out basic repairs and forge basic equipment but for more advanced services such as refinement, enchanting or upgrades or special materials you may need to check with the towns smith if they are capable of more advanced work. All smiths are able to carry out basic repairs and forge basic equipment but for more advanced services such as refinement, enchanting or upgrades or special materials you may need to check with the towns smith if they are capable of more advanced work.
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