Va-Tar: Difference between revisions
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{{ | {{Settlements in the Sanctuary Vale Infobox | ||
|Name=Va-Tar | |||
|Image=[[File:Terasil - Va-Tar 01.jpg|center|frameless]] | |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 | ||
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|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]] | |||
}} | }} | ||
{{ | {{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. | ||
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|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: | [[category:Council of Stone Holdings]] | ||