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#1 (permalink)
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Staff
Editor in Chief
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Late Breaking News!!
![]() Glip, the beloved house gnome, has just released the following descriptions of the towns and villiages of Telon!! Wiki has more for you to look through....Enjoy!!! *Note: Wiki has been over stimulated today and is not sure what to do with all the folks wanting to post, so please bear with us until we can calm her down and put her back on track. We'll fix it soon, and thanks for all the great comments! THESTRA Tursh The village of Tursh is the largest rural settlement on Thestra. Located in the heartland of the Northern Plains, Tursh is regarded as a sprawling farming community with a well known arcane academy. Aside from the expanse of the residential section Tursh boasts a large Inn, mercantile row, two large crafting halls, a monastery, the arcane academy and the Western Watch Barracks. Running quietly through town is the frigid North River which originates from the snow pack in the Widows Veil Peak Mountains to the west. The river provides ample water for the area’s vast farming and refining industries. The local inhabitants arrive here to train, craft, and socialize with adventurers from all over the Northern Plains. Tursh is a stone’s throw away from Rindol Field, the home of the Halflings, and both communities share a peaceful and mutually beneficial coexistence. Guards at the Western Watch Barracks are called upon to protect both Tursh and Rindol Field alike. Lately things have descended into chaos as the academy has been overrun by strange fiends; the likes of which have never been seen before. Dark magic now encompasses the academy tower and seems to be radiating outward through the soil. There have been sightings at the local graveyard of the recently deceased coming back from the dead. Worse still, as if living redcaps weren’t nuisance enough, they too are rising from their graves seeking to cause havoc on the community. Rindol Field Nestled deep within the foothills of the Widows Veil Peak Mountains sits the rustic Halfling settlement of Rindol Field. Established centuries ago, Rindol Field was spared the devastation other communities endured during the Orc and Goblin Wars by camouflaging the entire village thus remaining completely hidden. The area has seen a facelift or two over the years, but the Halflings have basically kept their village in the same state their ancestors did. Halflings carve large holes into the foothills and decorate the entrance with a welcoming façade. The dwellings keep their rotund bodies cool in the summer and snug in the winter. Halflings begin their journey in Rindol Field and upon arrival will feel immediately welcome. The village is not without its share of troubles though. Lately, large ants have been ravaging the harvest fields and have gone as far as to start forcing their way into some resident’s homes. There is constant squabbling between the Mayor and his chief rival as they vie for influence and control over the village. The political divide has split the town right down the middle, much like the North River that flows along the village’s eastern edge. Residents on both sides blame the other for the recent appearance of mischievous brownies that are causing all sorts of mayhem. One thing both sides can agree on is that the brownies are stealing the village’s primary food and drink supply at the old Rindol Storehouse and something needs to be done about it. Can you imagine visiting the local pub without Bria’s award winning brie and flat bread and a smooth pint of honey mead to wash it down? Bordinar’s Cleft Carved into the seemingly impenetrable granite surfaces of the Widows Veil Peak Mountains you will find the massive fortress of the dwarves known as Bordinar’s Cleft. These over-sized catacombs have housed generations of dwarven clans united under the banner of King Flamehammer. Along with the areas only indoor coliseum exists the continent’s largest brewery which exports an assortment of ales and stouts as far east as Halgarad where the Jarl of the Highlands has been known to drink an entire keg in under a fortnight. A complex and somewhat complicated system of tunnels and mines connects vast stretches of underground territory that allows access to several locations within the Beranid Downs and the Northern Plains. The dwarves are constantly at work; either mining ore or smithing the highest quality implements for crafting and war. There are whispers in the halls that the echoes of digging and demolition heard late into the evening come not from the Dwarven miners, but from the Gwartak kobolds that are searching for an ancient lost artifact. The rabidly hostile relationship between dwarves and kobolds has been a constant strain on the local guards who seem to always be looking for fresh recruits. The position of Bordinar’s Cleft relative to the invading undead armies has stretched the clans so thin that they have begun to ask for assistance from the local human and Halfling communities. Dwarven adventurers begin their journey up the mountain from Bordinar’s Cleft at the small mining hub of Shaletooth Tower. Here you will cut your teeth helping the foremen of the local mines clear out the array of vermin and assist the guard with the kobold threat as you work your way to the great city of Bordinar’s Cleft. Leth Nurae Perched on the smooth stone plateaus in the center of the Elven Forest sits the city of Leth Nurae. Polished copper and intricate lattice work adorn the clean and precisely etched limestone structures that dot the landscape high above the Queen’s Lake beneath the city. A cobblestone walking path meanders through the city connecting the Florendyl Palace on one end with the Order of the Eternal Rose on the other. Leth Nurae is centrally located on the continent making it a primary hub for traveling merchants and adventurers of all shapes and sizes. The city is serene and quiet which is in stark contrast to much of the surrounding area. The forest holds many mysteries, but none more troubling than those revolving around the Kaon corruption that is spreading like wildfire. While the city remains mostly safe, the outpost of Len Variel is beset on all sides by Kaon. Once beautiful forest fae have been twisted and deformed, and this corruption is said to be spreading to the Elves themselves. The often maligned truce between the Elves and Vulmane has slowly been turning sour and renegade members of the Bloodholwler Clan have been seen stalking hunters who patrol the northern border of the Elven Forest. The Order of the Eternal Rose has been given a mandate by the Queen to detain and interrogate any vulmane found within the Elven Forest. Orders to kill have been decreed should any intruder not comply. Halgarad The rustic village of Halgarad is as rugged and timeless as the barbarian and lesser giant tribes that now call it home. Weaving up the solid granite outcroppings in the Highlands, the village of Halgarad spirals up the mountain in tiers that denote social status and standing within the tribes. The dwellings are a mix of solid stone buildings assembled block by block from stones brought down from the quarries near Falgarholm, to the more elegant long houses built from wood, ivory, and tough hides. When the dust had finally settled after the Bloodhowler’s deception at the Vault of Heroes, the barbarians of Halgarad agreed to harbor the exiled lesser giant families, lest the Broken Fang gnoll clan pick them off one by one in the wilderness. The lesser giants have since remained loyal to the barbarian tribes and help defend the village as a way to express their gratitude and satisfy their sense of duty. With the alliance between the barbarians and lesser giants as it stands, Halgarad is the most defensible village on the entire continent; keeping the inhabitants safe from the forces lurking in the mountains. Being the original inhabitants to the region, the gnolls have been at odds with the invaders from the west since they first appeared on the mountainside centuries ago. Unable to coexist peacefully, the skirmishes between the barbarian and gnoll clans remain a common affair; that is until recently. The Broken Fang clan has usurped the power of the elder council and has placed a moratorium on the random attacks along the local trade routes and hunting grounds. Thick dark smoke has been seen rising up near the ancient burial ground and abandoned armory of the giants to the west. In fact, the Jarl himself sitting in his regal longhouse atop Halgarad believes he was visited by the spirit of Halgar, claiming the ancient furnaces have been lit. Although he admits, it could have just been a dream. Dahknarg The Vulmane tribes that inhabit the settlement of Dahknarg generally prefer to keep their interests mobile. Dahknarg however, is a somewhat permanent village dug into the lower highlands where the foothills drop into the Marsh of Peril. Located just far enough away from Halgarad to the north and Leth Nurae to the southwest, the Vulmane live in relative safety with few visitors from the outside. The village is carefully situated with lookout towers and spiked walls to help keep the inhabitants safe. Most dwellings consist of brightly painted animal hides stretched across a wooden framework. Along with the chieftain’s hall the village has several residential and merchant huts that overlook the fighting pit near the center of the settlement. Painted rocks portray stories and prayers to the spirits and elders who the Vulmane believe are always looking down upon them in judgment. The lower highlands are not without their share of conflict, and Dahknarg is at the center of most of the activity. As long as there have been vulmane, there have been gnolls who hate them. They are sworn enemies of the Vulmane and live only to wipe them off the face of Telon. Thankfully, the gnolls have spread themselves thin as they try to deal with the encroachment of the barbarians to the north leaving only small patrols to deal with Dahknarg. The vulmane have recently had problems with the elves of Leth Nurae as well. Hunting parties from Dahknarg routinely venture into the eastern edges of the Elven Forest to hunt and train, but rangers from the Order of the Eternal Rose have inexplicably started attacking the hunters on sight. The chief of the Vulmane seems reluctant to declare war against the elves, but something must be done as the elders are growing increasingly concerned. Most troubling of all is the image of a giant green fly that mysteriously appeared painted in elven blood on a rock in the center of town causing the chief to call an emergency council meeting. QALIA Khal The port city of Khal is located at the mouth of the Lia River on the northern Ahgramun Coast on Qalia. The magnificent twin guardian statues of Fasid and Harah serve to welcome foreigners from near and afar as vessels sail into the carved stone harbor in the city center. Built to withstand the harsh climate and unpredictable seasons of the desert, Khal stands as a testament to ingenuity, craftsmanship and brotherhood. Aside from being the gateway to the continent, Khal is well known for its wide array of merchants and traders. From here, caravans are sent in all directions delivering goods to the far reaching outposts deep within the Qarath and Liath Deserts. Khal is also a hub of diplomatic activity, and has recently attracted all manner of politician; both noble and crooked. The backrooms are filled with double talk, swindling, and ill-intentions. Players start away from the city on the Cliffs of Ghelgad in Karibasa Village. Although you can see the great city of Khal from the vantage points at Karibasa, you are warned not to rush to Khal so quickly. Learn the ways of the desert and her people before heading there. Lomshir Not far from the human city of Khal on the western Ahgramun Coast lies the small village of Lomshir. While the varanthari barbarians generally prefer a more nomadic lifestyle, the clan council felt the need to establish a more permanent settlement to aid in the transport of goods coming to and from Ahgram and Khal. Several similar sized villages have been springing up in nearby areas across the western deserts and coastline. The residents prefer open spaces and there is always plenty of room for grazing and breeding of the dark horse stallions the area is famous for. The appearance of the cat-like kurashasa has placed a burden on the village as the elders agreed to accommodate these guests without inconveniencing their livestock. A series of intricate tents on the outskirts of the village have been assembled to temporarily house these new ‘guests’. Directly south of Lomshir in the twisting canyons of Qarath live the dark elves of Hathor Zhi. While the elves seem content to remain within the crags, there have been several recent reports of hostile activity from the scouts at the edge of the plains. Be wary also of a vessel that recently beached on the northern shore. While wayward ships washing up on the shore can be common, a town elder claims to have witnessed what he called a ‘shadowy fiend’ dart into the collapsed hull of the boat as the sun was rising. Hathor Zhi Forced from their solitude within the great mountain of Stiirhad, the dark elves have built a new city in the canyons of the Qarath Desert. Cut into the petrified sandstone, the elves have built a convincing replica of their ancient city they fled so many years ago. A spiraling entryway opens into a center courtyard with passages that lead to the various guild halls. Hathor Zhi houses the dark elves that have splintered off from the main fortress of Pankor Zhi at the other end of the canyon. Pankor Zhi is a site to behold. Vast open hallways and bridges penetrate the canyon walls connected by a series of residential buildings. The arcane hall is set high on the cliffs and the war room in the center is always filled with legionnaires fighting over the army’s next move. High on the plateau lives the Queen inside her heavily fortified bunker. While nobody has seen her in eons, she is said to be resting well, protected by the great wyrms that were taken when the elves fled Stiirhad.. The Zhi dark elves have splintered into several factions that players will encounter on their journey. Allegiances shift like the sand beneath your feet and whether you are Hathor, Pankor, or Aekor, be prepared to trust no one. Mekalia The gnomes of Qalia have never been closer to the surface of the desert. After being driven from their home in the Deep Dark, they began carving out a new empire in the Khelium Mountains. On the eastern tip of the continent, the gnomes have built an impressive stronghold united under the banner of the Underking. Drawn to the miraculous crystal formations, the gnomes created an entire city of open caverns and winding passages. The center of the city serves as a residential hub lined with cobblestone streets and lit by the largest chrysol shard ever unearthed. From the center of the city players can head in any direction to one of Mekalia’s guild halls. The arcane hall and warrior hall are on opposite sides of town, while to the north lies the Menagerie. Here the beauty of the outside world has been captured for all eternity. The large yellow crystals provide a natural light that attracts flora and fauna of all types. Unfortunately, khelium slime creatures are attracted to the bright lights and feed on the crystals. Players begin here in the Menagerie trying to help the city deal with the removal of these slimy nuisances. The city opens to the Qa riverbank to the south. Players will file out of the great city past the Hall of the Underking into the high desert to begin a journey their ancestors only dreamt of. KOJAN Tanvu The imperial town of Tanvu sits on several steppes that rise above the harbor in the northern Fivefold Plains. Large stone walls house the city’s guild halls, religious center and palace, while the residential buildings fan out across the steppes in all directions. The celestial hills shoot straight out of the ground rising hundreds of meters before ending in a flat plateau on top. Tanvu exists as a feudal town supported by fishing and textile exports and is the starting town for humans and half-elves. Strange portals have been cropping up near the harbor recently and the emperor ordered the craftsman and sages to erect magical totems to provide protection. Long have the ulvari fiends harassed the peoples of Kojan, and their attacks grow stronger with each season. As a player in Tanvu you must endeavor to deal with their fiendish presence and find the origin of their existence. To the south you will find the forest home of the elves and their new guests, the raki. The motives of these strange tree dwellers may be suspect at times, but the beauty of their lands is, without question, a sight to behold. While the empires of this land will rise and fall, the spirit of the people of Kojan always stands tall. Ca’ial Brael Deep in the forest surrounded on all sides by mountains lives the elves of Kojan. Their city is built by magically altering the growth pattern of trees, and over the course of several decades, they have shaped them into living domiciles. Rivers meander through the base of the city providing a peaceful and serene surrounding that is sure to put the most troubled adventurer at ease. Giant stained glass windows are set into the larger guild halls in the center of the city. Just up the road at Whitefawn Retreat is where players begin their adventure as a wood elf. The residents have adopted the cast away raki who were marooned on the island after fleeing their home world. The raki have adapted well and they are now an integral part of the village’s culture and traditions. Large chunks of the raki home world fell through the rift when it was briefly opened, but the raki are reluctant to explore these ruins that either float in the sky above, or lay crashed into the mountainside. Much like the residents of Tanvu far to the north, the elves and raki are fending off constant assaults from the invading ulvari. These fiends have taken over many of the ancestral tombs of the combined peoples of Kojan and must be stopped. As a wood elf or raki, you must deal with this problem or suffer the fate of your ancestors. Martok The Island of Martok is the northernmost inhabitable island in the Kojani Archipelago. Centered on the this war-torn and beleaguered island sits of village of Martok. Beset on all sides by wasteland and water, Martok rises up from the center of the war chief’s hut and radiates out into several residential buildings. Martok accommodates both orcs and goblins and their domiciles are as different as their personalities. Never have two cultures been so aggressive towards others, yet so dependant on each other for their survival. Marok has been locked in a war with the Gulgrethor clan for as long as anyone can remember, and the city is heavily patrolled and fortified to help stem incursions. Separating these warring clans is the Wildgrowth Forest. This odd valley, site of the bloodiest battles between the two, is now overgrown with lush trees and strange creatures. The Martok oracles believe the Yukionna witches have formed an alliance with the Gulgrethor and have created this magical forest to impede Marok’s advancement. Several training barges filled with new recruits have failed to return to the harbor, and are now feared lost at sea. This is the third time this long season ill-fortune has befallen our fleet. The war chief has assembled search parties, and alerted the garrison at Gaxton Village to be on the lookout for these lost recruits.
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O _O..O Editor-In-Chief ......V A N G U A R D .. S P H E R E S......... A n .. O f f i c i a l .. A f f i l i a t e .. F a n s i t e.... Last edited by Aredhel : 12-29-2006 at 04:50 AM. |
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#2 (permalink) |
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Member
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Re: Late Breaking News!!
AWESOME WORK YOU GUYS!
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If you are interested in being one of the premiere artisans in the realm of Telon come and see us, a crafting focused guild! The Order of Bal-Goth
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#3 (permalink) |
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Staff
Editor in Chief
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Re: Late Breaking News!!
Thanks! We're still working on this and the Wiki!
![]() It's late, but when news like this happens, we need to try our best, if at all possible! Hats off to Kethra and CK for staying up with me!!!!!!!!!
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O _O..O Editor-In-Chief ......V A N G U A R D .. S P H E R E S......... A n .. O f f i c i a l .. A f f i l i a t e .. F a n s i t e.... |
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LinkBack to this Thread: http://www.vanguardspheres.com/forums/herald/7101-late-breaking-news.html
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| Posted By | For | Type | Date |
| Vanguard@Awesomesauce :: View topic - Town & Villages of Telon Article | This thread | Refback | 12-29-2006 01:03 PM |
| More recent news from Vanguard! - Eternia | This thread | Refback | 12-29-2006 06:01 AM |
| Home | This thread | Refback | 12-29-2006 03:32 AM |
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