Va-Tar: Difference between revisions

No edit summary
No edit summary
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Settlement Infobox
{{Settlements in the Sanctuary Vale Infobox
|Name=Va-Tar
|Name=Va-Tar
|Image=[[File:Terasil - Va-Tar 01.jpg|center|frameless]]
|Type=Deep Road Trade Stop
|Type=Deep Road Trade Stop
|Location=[[Citadel Mountains]] between  Kar-Thal and Zarik-Val, 60 miles from Kar-Thal
|Location=[[Citadel Mountains]] between  Kar-Thal and Zarik-Val, 60 miles from Kar-Thal
Line 6: Line 7:
|Inhabitants=[[Orasian]]
|Inhabitants=[[Orasian]]
|Significance=Rest town and trade point before final ascent to Zarik-Val
|Significance=Rest town and trade point before final ascent to Zarik-Val
|Controlled by=[[Council of Stone]]
}}
}}
{{Settlement Sections
{{Settlements in the Sanctuary Vale Sections
|Introduction=Va-Tar is a small Deep Road town built at a natural crossroads within the Citadel Mountains. It serves as a last stop for caravans heading north toward [[Zarik-Val]] or  the first stop returning south to [[Kar-Thal]]. Known for its warmth, stone inns, and short-term trade booths, it acts as a pause point before steeper climbs or descents.
|Introduction=Va-Tar is a small Deep Road town built at a natural crossroads within the Citadel Mountains. It serves as a last stop for caravans heading north toward [[Zarik-Val]] or  the first stop returning south to [[Kar-Thal]]. Known for its warmth, stone inns, and short-term trade booths, it acts as a pause point before steeper climbs or descents.
|Geography=The town is built into a wide, dry cavern with multiple tiers and a high, arched ceiling. Vent shafts in the stone draw in air from above, keeping the space fresh. A central plaza sits at the meeting of three tunnels—north to Zarik-Val, south to Kar-Thal, and a smaller, less-used eastward road toward abandoned quarries. Lantern light reflects off smoothed walls, and the sound of carts echoes softly through the long halls.
|Geography=The town is built into a wide, dry cavern with multiple tiers and a high, arched ceiling. Vent shafts in the stone draw in air from above, keeping the space fresh. A central plaza sits at the meeting of three tunnels—north to Zarik-Val, south to Kar-Thal, and a smaller, less-used eastward road toward abandoned quarries. Lantern light reflects off smoothed walls, and the sound of carts echoes softly through the long halls.
Line 22: Line 24:
|Dangers and Threats=Tunnel shifts and small collapses are rare but possible. Once a decade, a wall crack appears in the eastward tunnel and is re-sealed. There are also rumors of deeper voices heard during long stays, but no confirmed incidents have been recorded in recent cycles.
|Dangers and Threats=Tunnel shifts and small collapses are rare but possible. Once a decade, a wall crack appears in the eastward tunnel and is re-sealed. There are also rumors of deeper voices heard during long stays, but no confirmed incidents have been recorded in recent cycles.
}}
}}
[[category:Citadel Mountains]]
[[category:Council of Stone Holdings]]
[[category:Terasil]]