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m Text replacement - "Council of Stone" to "Council of Kar-Thal"
 
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{{Settlements in the Sanctuary Vale Infobox
{{Settlements in the Sanctuary Vale Infobox
|Name=Va-Tar
|Name=Va-Tar
|Image=[[File:Terasil - Va-Tar 01.jpg|center|frameless]]
|Image=[[File:Va-Tar.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
|Realm=[[Terasil]]
|Realm=[[Terasil]]
|Region=[[Sanctuary Vale]]
|Subregion=Citadel Mountains
|Inhabitants=[[Duranthi]]
|Inhabitants=[[Duranthi]]
|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]]
|Controlled by=[[Council of Kar-Thal]]
}}
}}
{{Settlements in the Sanctuary Vale 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 the final stop for caravans heading north to [[Zarik-Val]] and the first southern checkpoint for those returning to [[Kar-Thal]]. Known for its efficient trade stalls, carved inns, and secure storage, Va-Tar provides a pause before the more demanding stretches of travel.
|Introduction=Va-Tar is a small Deep Road town built at a natural crossroads within the Citadel Mountains. It serves as the final stop for caravans heading north to [[Zarik-Val]] and the first southern checkpoint for those returning to [[Kar-Thal]]. Known for its marketplace, inns, and storage facilities.
|Geography=The town occupies a broad, dry cavern with tiered platforms and a high, arched ceiling. Vent shafts pull air from the surface, keeping the space cool and breathable. A central plaza marks the meeting point of three tunnels—north to Zarik-Val, south to Kar-Thal, and east toward long-abandoned quarry routes. Lanterns reflect off smooth stone walls, and the passage of carts produces a low, continuous echo.
|Geography=The town is nestled in a small protected valley, a natural exit to the KaI-Ir Great Road. A pass westwards leads to the [[Sora Basin]].
|History=Va-Tar originated as a rest hollow for early miners and transport crews. As traffic through the [[Deep Roads]] increased, it was expanded and formalized by Duranthi stoneworkers. Merchants added temporary stalls, and contracted keepers opened inns and vaults for transient use. Though modest in size, it is known for safe passage and consistent operation.
|History=Va-Tar originated as a rest stop for early miners and transport crews. A place open to the sky after a long journey underground.  As traffic through the [[Deep Roads]] increased, it was expanded.
|Notable Locations=* Crossroad Ring – Central plaza where goods are exchanged and resting caravans gather.
|Economy=Va-Tar’s economy is centered on short-term trade, storage fees, and rest services.
* Stone's Home – A cluster of carved inns and communal chambers along the western wall.
* Lockledge – A secure vault section for high-value trade items in transit.
* Cartway Curve – A smoothed ramp leading north, maintained by Zarik-Val crews for heavy cart traffic.
|Culture and Society=Va-Tar is practical and orderly. Locals favor clear terms and structured routines. All arrivals are logged at entry, and visitors are expected to respect communal space and time limits. Hospitality is freely offered, but prolonged stays without stated purpose are discouraged.
|Spiritual Significance=Though not considered sacred, Va-Tar maintains a quiet alcove near the Crossroad Ring where travelers leave carved thanks for safe arrival. The space is cleaned weekly by settlement caretakers. Some passing traders briefly touch the archway stone at the entrance before continuing on.
|Economy=Va-Tar’s economy is centered on short-term trade, storage fees, and rest services. Primary goods include stonecutting tools, quarry meal packs, and draft animal supplies. Occasionally, rare stonework and ore samples change hands en route to larger markets in [[Zarik-Val]].
|Defense and Military=Va-Tar maintains no standing garrison, but its wardens are trained in dispute resolution and tunnel code enforcement. Conflicts are resolved by mutual witness at the Three-Lantern Table. In times of risk, the northern and southern tunnels can be sealed with floodstone barricades.
|Dangers and Threats=Tunnel shifts and minor collapses are infrequent but monitored. Approximately once per decade, structural cracks reappear in the eastern tunnel—each time resealed and reinforced. Rumors persist of low vocalizations or movement deep within the eastway, but no verified incidents have been recorded in recent memory.
}}
}}
 
[[Category:Council of Kar-Thal Holdings]]
[[Category:Council of Stone Holdings]]

Latest revision as of 15:32, 17 April 2025

Va-Tar
TypeDeep Road Trade Stop
LocationCitadel Mountains between Kar-Thal and Zarik-Val, 60 miles from Kar-Thal
RealmTerasil
RegionSanctuary Vale
SubregionCitadel Mountains
InhabitantsDuranthi
SignificanceRest town and trade point before final ascent to Zarik-Val
Controlled byCouncil of Kar-Thal

Va-Tar is a small Deep Road town built at a natural crossroads within the Citadel Mountains. It serves as the final stop for caravans heading north to Zarik-Val and the first southern checkpoint for those returning to Kar-Thal. Known for its marketplace, inns, and storage facilities.

Geography

The town is nestled in a small protected valley, a natural exit to the KaI-Ir Great Road. A pass westwards leads to the Sora Basin.

History

Va-Tar originated as a rest stop for early miners and transport crews. A place open to the sky after a long journey underground. As traffic through the Deep Roads increased, it was expanded.

Economy

Va-Tar’s economy is centered on short-term trade, storage fees, and rest services.