Va-Tar: Difference between revisions

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{{Settlement Infobox
{{Settlements in the Sanctuary Vale Infobox
|Name=Va-Tar
|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
|Realm=[[Terasil]]
|Realm=[[Terasil]]
|Inhabitants=[[Orasian]]
|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 Stone]]
}}
}}
{{Settlement 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.
|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.
|History=Va-Tar began as a shelter hollow for early miners and stonecutters. As travel increased, the chamber was reinforced and expanded by Deep Road crews. Eventually, traders built semi-permanent structures, and contract keepers opened rest ledges and storage vaults. While small, the town holds a long-standing record of safe passage and calm exchange.
|Notable Locations=* Crossroad Ring – The central meeting plaza where goods and deals made.


* Stone's Home – Cluster of communal dwellings and traveler inns carved into the western wall.
{{Settlements in the Sanctuary Vale Sections
* Lockledge – A section of sealed vaults used for storing high-value goods in transfer.
|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.
* Cartway Curve – The smoothed ramp leading toward the northern exit, maintained by Zarik-Val crews.
|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.
|Culture and Society=Va-Tar is welcoming but efficient. Locals speak plainly and expect clear terms. Visitors are recorded by entry and are expected to respect shared space and time limits. Hospitality is offered to all, but lingering without purpose is discouraged..
|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.
|Spiritual Significance=While not a sacred site, Va-Tar maintains a small quiet chamber near the Crossroad Ring where travelers leave carved thanks for safe arrival. It is cleaned and tended weekly. Traders passing through often touch the entry arch and whisper the phrase, “Stone under foot, breath ahead.
|Notable Locations=* Crossroad Ring – Central plaza where goods are exchanged and resting caravans gather.
|Economy=The town thrives on temporary trade, storage contracts, and rest services. Stonecut tools, draft supplies, and meal tokens are the main currency. Some rare stone goods change hands here before reaching markets in Zarik-Val.
* Stone's Home – A cluster of carved inns and communal chambers along the western wall.
|Defense and Military=Va-Tar has no formal garrison, but local wardens are trained in road etiquette and minor enforcement. Disputes are settled by mutual witness at the Three-Lantern Table. In times of threat, the northern and southern tunnels can be blocked with floodstone slabs.
* Lockledge – A secure vault section for high-value trade items in transit.
|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.
* 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:Sanctuary Vale]]
 
[[category:Council of Stone Holdings]]
[[Category:Council of Stone Holdings]]