Cities and Towns of Delmora: Difference between revisions
No edit summary |
No edit summary |
||
Line 23: | Line 23: | ||
On the northernmost shore of the Great Lake, Rethar’s Wake is a frigid harbor wrapped in fog and glacial spray. Part fishing port, part lore-keeper enclave, it serves as the last major waystation before reaching the mountain-fed rivers beyond. Its cold-resistant docks and frozen-light towers are icons of stoic resilience. | On the northernmost shore of the Great Lake, Rethar’s Wake is a frigid harbor wrapped in fog and glacial spray. Part fishing port, part lore-keeper enclave, it serves as the last major waystation before reaching the mountain-fed rivers beyond. Its cold-resistant docks and frozen-light towers are icons of stoic resilience. | ||
=== Velkharn Pass ''(northern pass city into Terasil)'' === | |||
Situated where the river narrows into the highland cleft leading into [[Terasil]], Velkharn Pass is a frost-hardened city built into canyon walls. Its stone and timber architecture blends Delmoran hydraulics with Terasili geomancy. It houses customs courts, reservoir sanctuaries, and a defensive keep known as the Iron Spillway. | |||
=== Dornavar ''(now classified as a city)'' === | |||
Perched on a rocky island where two tributaries merge, Dornavar commands a vital confluence. Its defensive stone terraces, tiered docks, and fortified aqueduct bridges make it a strategic stronghold. It functions as a cultural melting pot and a central node for trade caravans bound for both lake and highland routes. | |||
== Towns == | == Towns == | ||
Line 52: | Line 58: | ||
=== Ulthwen Reach === | === Ulthwen Reach === | ||
A mixed Ruvin-Ulshari town on a river-lake inlet. Serves as a neutral meeting place between factions. | A mixed Ruvin-Ulshari town on a river-lake inlet. Serves as a neutral meeting place between factions. | ||
=== Calthmere === | === Calthmere === | ||
Line 61: | Line 64: | ||
=== Zarthis Hollow === | === Zarthis Hollow === | ||
A foggy lakeside town built partially underground. Home to seers and silent sanctuaries. | A foggy lakeside town built partially underground. Home to seers and silent sanctuaries. | ||
=== '''Vaethar''' === | |||
A town hidden in a misted river gorge, known for its floodseer convent and ceremonial floating gardens. | |||
=== '''Teshvar Crossing''' === | |||
Built on a triple-arched aqueduct bridge, this town is a key trade and toll station between eastern and central Delmora. | |||
'''Myrden Flats''' – A lowland settlement famed for floating flax farms and extensive use of reedcraft in its architecture. | |||
'''Osrith’s Bend''' – Curving along a wide oxbow lake, Osrith’s Bend is a wine-producing town with vine-draped terraces and ritual rainwatching. | |||
'''Fenlor Reach''' – A lakeside town protected by mangrove walls and known for its woven fish sanctuaries and cloud-silk exports. | |||
'''Kalev’s Rest''' – Located on a pilgrimage road, it houses a reliquary to Naithis and functions as a place of ritual cleansing. | |||
'''Dralven Ford''' – A key crossing point with stone groynes and floodgate systems. Known for horsecarts, stables, and seasonal fairs. | |||
'''Liseth Hollow''' – A half-sunken town that floods each spring, its residents build up rather than retreat. Noted for floating sanctuaries and upper-canopy dwellings. | |||
'''Orun Vale''' – Built around a sacred pool, this town has a tradition of oral history and riverballad performances. | |||
'''Mareth Strand''' – A high-bank settlement known for its pearl divers and moonlight boat races. | |||
'''Tarnel Watch''' – A defensive riverside hold built near the northern trade path, with signal towers and reinforced sluices. | |||
'''Shivar Crest''' – Located on a hilly islet, this town functions as a scriptorium and flood-scribe guild hub. | |||
'''Darresh Hollow''' – A fogbound basin town that cultivates rare boglotus used in Ruvin alchemy and Ulshari seer practices. | |||
'''Yurn’s Fall''' – Set near a river cataract, it uses kinetic water wheels and hydraulic elevators. Known for artisan mills. | |||
'''Elarin Moor''' – A mid-river town famed for musical bridge-festivals and amphibious mount training. | |||
'''Keshwin Bluffs''' – Towering above a river split, this stone-walled town is a site of political refuge and noble exile. | |||
'''Zareth Mire''' – A swamp-edge town reliant on moss silk, frog-farming, and herbal liqueurs. | |||
'''Thorne’s Hollow''' – Forested riverside town, serving as a lumber trade hub and druidic enclave. | |||
'''Nellorin’s Watch''' – Overlooks a lake inlet and serves as a defense tower and beaconsmith outpost. | |||
'''Gravenmoor''' – Built into marshstone, its stilt-walks and wet markets support a mixed Ruvin-lakeborn culture. | |||
'''Isareth Crossing''' – Located where two trade rivers intersect, famed for duel-ferries and twin marketplaces. | |||
'''Beldrin Rise''' – A plateau town just above the floodplain, known for astronomy and flood-mapping observatories. | |||
'''Zarneth Gate''' – Positioned at a key river junction and used as a checkpoint for barges crossing province borders. | |||
'''Mirras Toll''' – Built at a narrow canyon choke, this fortified town is key to river security and merchant taxation. | |||
'''Harnel’s Drift''' – A downstream settlement that drifts seasonally on barge-foundations. Its residents follow the river’s rhythm. | |||
'''Tellerun Wash''' – Near a convergence of minor tributaries, known for dye-trade, ritual laundry, and spinnercraft guilds. | |||
== Villages == | == Villages == |