Telenkar Hold: Difference between revisions
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{{ | {{Outposts in the Sanctuary Vale Infobox | ||
|Name=Telenkar Hold | |Name=Telenkar Hold | ||
|Image=[[File:Terasil - Telenkar Hold 01.jpg|center|frameless]] | |Image=[[File:Terasil - Telenkar Hold 01.jpg|center|frameless]] | ||
|Type=Mountain Customs Outpost | |Type=Mountain Customs Outpost in the [[Sanctuary Vale]] | ||
|Location=Central Murazkar Range | |Location=Central Murazkar Range | ||
|Realm=[[Terasil]] | |Realm=[[Terasil]] | ||
|Inhabitants= | |Inhabitants=[[Duranthi]] | ||
|Controlled by=[[Council of Stone]] | |Controlled by=[[Council of Stone]] | ||
|Significance=Primary junction on the Deep Road and site of the [[Vaelthar]] | |Significance=Primary junction on the Kar-DuL Deep Road and site of the Skybreak Road to [[Vaelthar]] | ||
}} | }} | ||
* Ledger Hall – | {{Outposts in the Sanctuary Vale Sections | ||
|Introduction=Telenkar Hold is a fortified above-ground outpost situated in the central heights of the [[Murazkar Range]]. Positioned at the midpoint of the Deep Road between [[Kar-Thal]] and [[Dul-Val]], it also marks the terminus of the high-altitude Skybroken Trail from [[Vaelthar]]. The hold serves as a customs checkpoint, supply depot, and neutral meeting point for overland travelers crossing from Vaelthar. | |||
* Watch Spires – Twin | |Geography=Built atop a stone shelf above deep chasms, Telenkar Hold is surrounded by sheer cliffs, unstable switchbacks, and mist-covered ridges. The Skybroken Trail reaches the hold via a sequence of weather-worn bridges and narrow paths, considered passable only with guidance or trained caravan teams. The hold is enclosed by a double curtain wall of obsidian-flecked stone, supported by cistern-fed terraces and elevated vaults. | ||
|History=Telenkar Hold originated as a Duranthi border bastion and was later repurposed under treaty with the [[Torinok]] of Vaelthar, following the opening of the Skybroken Trail. Its function as a customs hub emerged to regulate trade, track movement, and prevent unauthorized passage across the range. | |||
* Neutral Stone Altar – A | |Functions and Features=* Customs Gatehouse – Administrative hub for traveler intake, goods inspection, and code enforcement. | ||
|Culture and | * Ledger Hall – Record vault for storing traveler data and encoded pass records. | ||
|Defenses and Watch=As a | * Watch Spires – Twin towers used for early detection of weather, approach movements, and potential contraband. | ||
|Threats and Dangers= | * Neutral Stone Altar – A central open space for diplomatic meetings and formal agreements. | ||
|Districts= | |Culture and Protocol=Telenkar is defined by neutrality, efficiency, and documentation. Governance is rotational, and permanent residents are few. Clear conduct is expected from visitors. Local code mandates identification and registration at all entry points. The hold is considered a place of passage, not belonging. | ||
|Defenses and Watch=As a primary checkpoint, Telenkar is well-defended and structurally compact. A permanent [[Stonewarden]] garrison is posted, alongside Torinok observers. In emergencies, key entry points can be sealed within moments. | |||
|Threats and Dangers=The main threats are environmental: rockfall, sudden fog veils, and seismic activity. The Skybroken Trail is particularly unstable during storm seasons. Unauthorized crossings and smuggling remain under surveillance. | |||
|Districts=Telenkar’s layout reflects its dual purpose as trade hub and control point. Key districts include: | |||
* The Junction Ring – Central plaza where Deep Road caravans are processed. | |||
* Surward Reach – Elevated platforms surrounding the Vaelthar approach, including freight lifts. | |||
* Deepwatch Bastion – Headquarters for the local enforcement compact and road coordination. | |||
* Red Vault Market – Iron-rich trade gallery known for ore exchange and shardcraft. | |||
* Lantern Wall – Tiered residential chambers lit by soft bioluminescent lamps. | |||
|Culture and Society=Telenkar’s society is practical and diverse, shaped by influence from Kar-Thal, Vaelthar, and other Deep Road cultures. Procedural conduct and mutual respect guide most interactions. Trade arbitration and border mediation are handled by registered officials trained in inter-settlement codes. | |||
|Economy=Telenkar’s economy is based on trade tariffs, ore processing, and regulated shard exchange. The Red Vault Market serves as a neutral zone where multiple regional powers interact with minimal oversight. | |||
|Defense and Watch=Telenkar maintains its own warden contingent under the Deepwatch Compact. Its defensible layout and natural chokepoints allow for rapid lockdown. All highland and tunnel approaches are monitored continuously. | |||
|Dangers and Threats=Risks include tunnel instability, unauthorized passage, and exposure to unregulated zones. The nearby ruins of [[Kharum-Zhal]] remain sealed but monitored, with movement near its collapsed spur classified as a significant hazard. | |||
}} | |||
[[Category:Council of Stone Holdings]] | |||
Latest revision as of 18:43, 6 April 2025
Telenkar Hold | |
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Type | Mountain Customs Outpost in the Sanctuary Vale |
Location | Central Murazkar Range |
Realm | Terasil |
Inhabitants | Duranthi |
Controlled by | Council of Stone |
Significance | Primary junction on the Kar-DuL Deep Road and site of the Skybreak Road to Vaelthar |
Telenkar Hold is a fortified above-ground outpost situated in the central heights of the Murazkar Range. Positioned at the midpoint of the Deep Road between Kar-Thal and Dul-Val, it also marks the terminus of the high-altitude Skybroken Trail from Vaelthar. The hold serves as a customs checkpoint, supply depot, and neutral meeting point for overland travelers crossing from Vaelthar.
Geography
Built atop a stone shelf above deep chasms, Telenkar Hold is surrounded by sheer cliffs, unstable switchbacks, and mist-covered ridges. The Skybroken Trail reaches the hold via a sequence of weather-worn bridges and narrow paths, considered passable only with guidance or trained caravan teams. The hold is enclosed by a double curtain wall of obsidian-flecked stone, supported by cistern-fed terraces and elevated vaults.
History
Telenkar Hold originated as a Duranthi border bastion and was later repurposed under treaty with the Torinok of Vaelthar, following the opening of the Skybroken Trail. Its function as a customs hub emerged to regulate trade, track movement, and prevent unauthorized passage across the range.
Functions and Features
- Customs Gatehouse – Administrative hub for traveler intake, goods inspection, and code enforcement.
- Ledger Hall – Record vault for storing traveler data and encoded pass records.
- Watch Spires – Twin towers used for early detection of weather, approach movements, and potential contraband.
- Neutral Stone Altar – A central open space for diplomatic meetings and formal agreements.
Defenses and Watch
As a primary checkpoint, Telenkar is well-defended and structurally compact. A permanent Stonewarden garrison is posted, alongside Torinok observers. In emergencies, key entry points can be sealed within moments.
Threats and Dangers
The main threats are environmental: rockfall, sudden fog veils, and seismic activity. The Skybroken Trail is particularly unstable during storm seasons. Unauthorized crossings and smuggling remain under surveillance.