Vul Thak's Gate: Difference between revisions
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{{Outposts in the Sanctuary Vale Infobox | {{Outposts in the Sanctuary Vale Infobox | ||
|Name=Vul Thak's Gate | |Name=Vul Thak's Gate | ||
|Image=[[File: | |Image=[[File:Vul-Thak_Gate.jpg|center|frameless]] | ||
|Type=Mountain Outposts in the [[Sanctuary Vale]] | |Type=Mountain Outposts in the [[Sanctuary Vale]] | ||
|Location=Eastern [[Murazkar Range]] | |Location=Eastern [[Murazkar Range]] | ||
|Realm=[[Kar-Thal]] | |Realm=[[Kar-Thal]] | ||
|Controlled by=[[Council of | |Region=Sanctuary Vale | ||
|Subregion=Murazkar Range | |||
|Controlled by=[[Council of Kar-Thal]] | |||
|Significance=Primary surface checkpoint between Kar-Thal and the Deep Road | |Significance=Primary surface checkpoint between Kar-Thal and the Deep Road | ||
}} | }} | ||
{{Outposts in the Sanctuary Vale Sections | {{Outposts in the Sanctuary Vale Sections | ||
|Introduction=Vul Thak’s Gate is a fortified [[Duranthi]] outpost in the Sanctuary Vale situated high in the eastern Murazkar Range. Built into a wind-carved ridge, it marks the last above-ground station before travelers descend into the Deep Road toward [[Telenkar Hold]] and [[Dul-Val]]. Known for its severe | |Introduction=Vul Thak’s Gate is a fortified [[Duranthi]] outpost in the Sanctuary Vale situated high in the eastern Murazkar Range. Built into a wind-carved ridge, it marks the last above-ground station before travelers descend into the Deep Road toward [[Telenkar Hold]] and [[Dul-Val]]. Known for its severe wind it serves as a watch-post and entrance to the Deep Road. | ||
|Geography=The | |Geography=The outpost is perched along a saddle ridge between jagged basalt peaks, exposed to sharp alpine winds. From its upper tier, one can see the distant shimmer of Kar-Thal’s outer towers. | ||
|History=Established during the early days of Great Road expansion, Vul Thak’s Gate originally served as | |History=Established during the early days of Great Road expansion, Vul Thak’s Gate originally served as an outpost for surface patrols. Its role shifted over time into a logistical threshold for Deep Road entry. Named for an [[stonewarden]] who died sealing a breach in the eastern tunnels. | ||
|Defenses and Watch=Though not large, Vul Thak’s Gate is heavily fortified and constantly manned by stonewardens. Its wind-exposed location makes siege unlikely. | |||
|Threats=Seasonal avalanches, cliff shifts, and high-winds are constant hazards. | |||
|Defenses and Watch=Though not large, Vul Thak’s Gate is heavily fortified and constantly manned by stonewardens. Its wind-exposed location makes siege unlikely | |||
|Threats=Seasonal avalanches, cliff shifts, and high-winds are constant hazards. | |||
}} | }} | ||
[[ | [[Category:Council of Kar-Thal Holdings]] | ||
[[category: Murazkar Range]] |
Latest revision as of 15:32, 17 April 2025
Vul Thak's Gate | |
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Type | Mountain Outposts in the Sanctuary Vale |
Location | Eastern Murazkar Range |
Realm | Kar-Thal |
Region | Sanctuary Vale |
Subregion | Murazkar Range |
Controlled by | Council of Kar-Thal |
Significance | Primary surface checkpoint between Kar-Thal and the Deep Road |
Vul Thak’s Gate is a fortified Duranthi outpost in the Sanctuary Vale situated high in the eastern Murazkar Range. Built into a wind-carved ridge, it marks the last above-ground station before travelers descend into the Deep Road toward Telenkar Hold and Dul-Val. Known for its severe wind it serves as a watch-post and entrance to the Deep Road.
Geography
The outpost is perched along a saddle ridge between jagged basalt peaks, exposed to sharp alpine winds. From its upper tier, one can see the distant shimmer of Kar-Thal’s outer towers.
History
Established during the early days of Great Road expansion, Vul Thak’s Gate originally served as an outpost for surface patrols. Its role shifted over time into a logistical threshold for Deep Road entry. Named for an stonewarden who died sealing a breach in the eastern tunnels.
Defenses and Watch
Though not large, Vul Thak’s Gate is heavily fortified and constantly manned by stonewardens. Its wind-exposed location makes siege unlikely.