All the streets in zone 2 are paved with a smooth water stone pulled form the shore of the lake. Some of the nicer houses have gutters to wash the refuse from the streets down to the harbor, but the lower houses have no such luck at having a free service such as this to clean their streets.
Houses vary from size to size, the smaller houses are closer to the warehouse and waterfront districts in zone 1. With the nicer and much larger houses being toward the better districts of zone 3. These usually house richer merchants or guild officials.
All the streets in zone 1 have been paved with red brick cobble stone. The rain gutters lead down to the dockside and the harbor where the dirt and refuse is washed away by rain and by a Service crew designated by those in the Civic District. Most of the cleaning duties are done at night when the streets are devoid of travelers. Different service crews handle different zones. One is designated for each zone as the duties required to keep up the districts and zones different slightly per zone.
Star lake is the city in which Blackrose Academy is built on. The city was originally a small spot on the way to the school but has grown into a vast city sprawling acorss the island like a weed. The city has been divided into four Zones, each one housing the different districts of the city itself.
There are two “villages” here. They are totally different, yet totally linked.
Avalon is set among the beautiful green rolling hills of the biome. The homes here are right out of a Maxwell Parish or Thomas Kincaide painting, little Tudor styled cottages and a quaint temple. They cluster around the central plaza, which is really just the intersection of three undertravelled Imperial roads (South to Antioch, East to the Villages, NorthEast of GreatRidge road).
This is the Arth component of the Random Villages thread. These are not so random, but the named ones and with a smattering of real randoms
Awhile ago I started a small list of random villages…I think many turned out to be plots, but thought I would throw them out here for fun.
The Tired Traveler’s Tavern Guide (new with alliteration) is the beginning of a compilation of taverns and tavern resources for travelers of all realms, should as they need a place to rest or munch. Whether you need a fully-fledged tavern with history and a table map, or just a name to get you started, this should get you off on the right foot.
A closed fist and an open palm can solve all problems, at least according to the Jack of Irons. If you walk into this tavern, you might just receive both.
Taverns are the love of my life. This post is a compendium of around 100 tavern names, from fine dining to coarse fighting, to use in your campaign or world.
Arshii’j Daru is the capitol of the empire of the Daruni, a jungle state lying to the south of the Holy Land, and home of a staunch Qoruxi state. Waves of invaders have enriched the culture and history of the state and created a powerful kingdom capable of withstanding both the assault of the Qoruxi raiders of the Holy Land and the assault of the Meixingu Holy War.
-WARNING: VERY LONG AND VERY COMPLEX-
Every city and village in this region has a flag tradition. The tradition started here.
Twin Pole, like most Kerrenese cities, are defined by their terrain. Twin Poles is in a deep and broad river valley, with broad color banded walls, built upon one long raised promotory from which two tall "spires" rise. The water is broad, but not too deep around the "island", keeping bothersome the aquatic megafauna to a minimum. (Though the local Dinosaur Watercows are quite dangerous).
Three Pines is a good sized Dwarventi Hold built into the large granite side of the mountain - its heart stone as the Dwarves say. It is not far off the Far Eastern end of the Great Road, along the Kin Side Mountains. At any given time there are about 1100 souls here, so it is not a City by Human Standards, but it is by Dwarven Standards.
This is as close to a “city” as the nomadic peoples get. It is more like a large and fairly permanent camp where various tribes meet within the “neutral zone” of Geon’kic.
This is a city on the border of the two Eleventi States, that of the Northern Ice Elves and the Southern Forest Elves. Though on the Southern side of the border, it borrows heavily from the Northern styles.
Malarith is one of the Wonders of the Manmade world, for its made by Human Hands a long time ago.
To call TearDrop City a city is to be generous. It is one of the largest collections of SkyFolk on the north part of the east coast of ThirdLand. It gains its name from the TearDrop shaped rock on the natural set of the stone pillars not far off shore.
De Maddenville sprawls across a sixth of the island of Banhoesea, and was built when the De Madden Company was young, around a bay that provided a handy deepwater port for traders.
Cambria, for the most part, looks like every other urban area. However, here the concept of Great Buildings has not only taken hold, but it has florished.
THE GNOMES OF UDNALOR: Part I
Upon entering the deep underrealm of Udnalor, one must first pass through the upper halls, which were the residences of the gnomes in days of past glories. Now they have abandoned the fading tapestries to the worms and moles, and an uncanny silence reigns, laid over the oaken tables like the thick layers of dust and humus.
There may be creatures which now inhabit these areas: nests livid with giant maggots, rats and other vermin.
The watchtowers and passageways which lead to the Overground are frequently trodden, however. After all it takes a great many small humanoids to hoist a single giant rabbit corpse back through the fathoms of earth.
The gnomes primarily hunt giant rabbits with bows and arrows tipped with the subterranean poisons concocted by their best alchemists.