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 Geography of Targon

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Kaljava Tlasfeer
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PostSubject: Geography of Targon   Tue Jul 29, 2008 5:07 pm



Last edited by Hobsyllwin on Tue Aug 05, 2008 10:43 pm; edited 3 times in total
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Kaljava Tlasfeer
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Number of posts : 64
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Registration date : 2008-07-29

PostSubject: Re: Geography of Targon   Tue Aug 05, 2008 6:10 pm

Geography and Cities

**While many cities were destroyed in the Apocalypse, many were rebuilt. The list and the map show only the major cities of Targon. There are many smaller towns and villages across the landscape. There are no villages close to the Rift. The further from the Rift you get, the more villages and such you will find.**

The Rift Wasteland and Tramehorn

The Rift is the place where the two worlds have merged as one. For hundreds of miles beyond the Rift, the land of Targon has been destroyed, leaving nothing but barren wastelands. The soil is a deep red color and no vegetation grows in the tainted soil.. It is a harsh place to live. Yet it is necessary to keep the Pratos forces at bay. The Rift Wasteland is like that of a rocky desert. There are small crags, hills, and peaks, but for the most part the area is relatively flat. The ruins of cities and towns dot the landscape, because of the toxicity of the Rift as well as the war, these cities have been left to the ravages of time and have remained unfixed.

The city outpost of Tramehorn is hardly a city at all. No civilians live here, rather it is strictly a place to house and train troops. All races of Targon can be found here, it is a place for the war effort to gather. While there are numerous outposts along the Rift site, Tramehorn is the largest. New soldiers enter Tramehorn first, then are stationed to other battleposts along the warzone. Tramehorn is guarded by massive black gates and Archus mages who have lended their support. The city is a fortress and the "captial" city of the war effort. There are no actual markets here, but rather individual merchants who are willing to risk their lives to peddle their wares (usually war items; weapons, armor, etc.) to the fighters that reside here.

Stavehorn

Stavehorn is a smaller city which is the closest city to the Rift and to the warzone. It is mostly populated by the warriors going to or returning from Tramehorn. However there is a decently sized civilian population safe within the high stone walls of Stavehorn. There is a bazaar in the city with many different merchants who travel to peddle their wares. The cilivlians are mainly there for agriculture purposes, caring for the cattle and crops which are used to feed the soldiers. The most common race to be found here is the Truan, followed by the Xarys. Mercenaries can be found as well as other battalions of different species. This is a very racially diverse city. However it is difficult to live in the wastes of the Rift and agriculture does not grow well here. Stavehorn was the first city to be rebuilt after the Apocalypse.

Carvon

Carvon is another Truan city much like Stavehorn. However because Carvon is further from the Rift, the population is larger. It is another city that was rebuilt after the Apocalypse and has begun to rebuild its population. Carvon is another station point for the troops. It is a bit more protected because of the spanse of Bloodwaters between the island and the mainland. A saltwater stream flows from the north to the south of the island. This river is a breeding ground for fish, which is the city's main source of income and food. The fish migrate several times a year down this river. The city of Carvon is mainly fishing, but since the Apocalypse it has been a secondary home for troops.

Northpoint

Northpoint is a small Lukkan city that was built after the Apocalypse. While not large, it sustains the majority of the Lukka population of the east. Many of this species were wiped out when the Rift was opened, the remaining survivors of the east established Northpoint as a haven for the citizens of Targon. The city is in the beginning stages, thus it is not overly built up yet or wealthy. While the primary race found here is the Lukka, others can be found here as well. This city is the first in Lukka history to establish an interracial war school. Briv'har (the school) was founded only 3 years ago and accepts any individual willing to commit themself to the war effort. This school trains them to be warriors and when ready, sends them to battle.

Jarka, Krossing, and Silverheart

Jarka is slightly larger than Carvon and is nestled in the middleground between the tundra and the Dramon Forest. It, along with its sister cities, Krossing and Silverheart are the three northern Truan cities. They have the Dramon Forest between them and the Rift wastelands. Because of the danger of the forest, any trade routes skirt the edges of the forest. The Sister Cities primary trade is lumber and furs. The winters are harsh here due to their northern positions. The people of these towns are hardened by the weather and the threats from the forest and the Northern Wastelands. The Sister Cities do not trade much with the other cities of Targon, but rather just within themselves. In the spring is when most of the trading occurs, the winters are simply too harsh to allow year round trade.

Harth'dar

This is the capital city of the Lukka. While many of the buildings are ruined or damaged (from the Apocalypse) it is still a mecca for the Lukka race. The Seer resides here as well as the academies of the Lukka. Harth'dar is a city in the works, while much of it has been rebuilt, much still needs to be done. The true splendor of the Lukkan architecture is here. This city seems to be made of ice. The crystaline structures of the city are built right on the coastline, the water reflecting in the buildings making it a truly magnificent sight to behold. The Lukka take pride in their capital city, maintaining the upkeep of the structures. The Lukka build thier buildings tall and thin. The taller towers themselves are built to look much like crystals, the shards poking out in all directions. The citizen dwellings are usually made of white marble. No other races permenantly live here. While many other races come to trade and stay for a fortnight or so, no non-Lukkan race is permitted to reside here. Harth'dar is also the home to the technology centers of Targon. The Lukka are the foremost race in studying the Praton technology. While there is not much advance in the way of this technology, the Lukka study it in the hopes of using the Praton's technology against them.

Opani

Opani is the largest surviving city of the Dessarti. While there are other small villages dotting the barren desert of Targon, Opani is the one with the highest population. Because of the dry climate and the frequent sandstorms the buildings are low to the ground, some even built into the ground itself. The shifting sands make it much more difficult to build, thus there are not numerous buildings, but rather singular large structures, used for housing many at a time. The building are made out of clay, mud, and a bit of sand and then moulded into blocks to then be put together with a natural adhesive made of mud. The city is more like a collection of buildings rather than a network. There are no streets or anything of the sort as the wind would simply cover them up with sand anyway. The trade market here is decent, for the main trade route from New Haven to Harth'dar goes through the desert. The bazaar however is in it's own building due to the climate. It is too hot here for many, but due to the central location of Opani the trade is very good. While not having overly much to trade themselves, the Dessarti are open to the trade of other races. Not many other races stay in Opani because of the heat and the frequent sandstorms.

Kulai

Kulai is the southern-most "battle" city of Targon. It is much like Stavehorn and Carvon, though it is further from the Rift. It is a branch city of New Haven and is governed by the larger parent city. Because of its location, close to New Haven, it is a larger city, the area close to that of Harth'dar, though the population is much higher in Kulai. All races reside here and the markets are vast. Because of the war the primary items of trade are weapons and battle gear. Kulai is also the primary place of manufacturing weapons, which are then placed with merchants and such to be carried to Tramehorn and Stavehorn and many of the other smaller stations along the Rift. Kulai is under constant strain from the Rift because of their role in the war. Since they are the primary site of weapons manufacturing, raids are common and the city seems to be in a constant state of disrepair due to the raids. The forges and such are very close to the interior of the city, the most protected part of the city and thus the least destroyed. These forges must be protected at all costs, if they were to be destroyed, the Targon forces would be lacking in equipment for their forces. The city is very well protected, having thick and high walls made of a heavy stone. The forges are positioned in the center of the city, thus they have the most protection. The gates to the city are made of a heavy steel and are protected by parapets stationed along the top of the wall. Squads of archers are constantly stationed at the parapets. Not only are there archers, but Kulai is protected from siege as well. Catapults are built into the walls surrounding the city and can be used against advancing armies. Because Kulai is the branch city, it is the main protector of New Haven. The armies of Pratos would have to take Kulai in order to move on New Haven. Most of the trade comes from New Haven, or comes into Kulai before moving onto New Haven. Kulai acts as a guard for all of the products and goods that go into and out of New Haven. The temple district is small, offering only a small alter for the 5 gods.

New Haven

New Haven was the first city to be salvaged after the Apocalypse. Races from all over Targon traveled to New Haven after the devestation caused by the opening of the Rift. Most of the people that reside in the city are Truan, but any race on Targon can be found here. It is a melting pot and cultural mecca. All political decisions that concern thye whole of Targon are made here. While it is not as well protected as its branch city of Kulai, it has more natural protection due to its position on the penninsula. To the west the swampland, and to the east, the city of Kulai. The north and south are protected because the spanses of land are too narrow to allow an effective army attack. New Haven is the center of academics and training. There are many academic schools located here, an aracane school, as well as a war academy. The war academy is relatively new, offering those enrolled an opportunity to learn the arts and strategy of war, in the hopes that they will be turned out to the Rift to fight for Targon. Trade flourishes here, massive bazaars line the streets in the merchant section of the city. Any kind of good you could want can be found here, including alchemy and apothecaries. Medicine and natural "magic" flourishes here. The leaders in healing medicine reside here, having a hospital of sorts. In the temple district of the city, there is a shrine to each of the five gods, so any worshipper can pray to the deity they answer to. Natural medicine and alchemy is taught and practiced here as well. Many of the clerics are taught here and then shipped to the battlments of the Rift site in order to heal the wounded. New Haven is just that, it was considered the safe haven after the explosion caused by the opening of the Rift. The surviving people made the arduous journey to New Haven to pick of the pieces of their shattered lives.

Dramon Forest

The Dramon Wood is a dense forest situated in the center of the main continent. The wood was demolished in the Apocalypse and has since regrown, though it is not the same as it was. The forest was once light and safe, a beautiful place, but after the Apocalypse it ceased to be that. The Dramon Forest is now a place of nightmares. The trees are twisted and dark, no light shines through the dense canopy. It is said that the forest was rebuilt with the souls of the dead. Legend has it that the souls inhabit this forest and will take revenge on those that enter. Many have entered the wood to unmask this mystery, but many have not returned. Those who have return in a severe state of paranoia. There are no trade routes through the forest, it is too dangerous to risk the precious cargo, rather the routes skirt the edges of the forest.

Sleepless Mountains

The high peaks and cliffs of the Sleepless Mountains rise high into the clouds over the northern portion of the main continent. The peaks are jagged, with vast crevasses and fissures splitting through the frozen rock. It is treacherous to cross anytime, but there is a slight trade route through the peaks during the warmer months. During the winter months the path is completely closed off and no trade is able to go through. This is the home of the Minore. They make their homes in the caves that dot the mountains. It is also rumored that the main entrances to the Yidtritch cities are beneath the mountains, but it is unknown where. The peaks protect the city of Harth'dar, but also make trade very difficult.

Ny'landin Plains

To the west of the main continent lies a smaller one, containing the flat home of the Archus. The Ny'landin plains is a massive area of lush grassland. Trees are sparse, but present on the landscape. There is no landbridge to the plains, it is only accessible by boat. The plains are affected very little by the war, being so far removed from the warzone. Between the Plains and the islands and the Carvon and Northpoint a massive spanse of the Bloodwaters is there. The Archus rarely leave their home, prefering to stay far from the war, though many ambitious Archus have left their green sanctuary and have traveled to help the war effort.

Marnai Jungle

The Marnai jungle is home to the elusive Ghon. The jungle is humid and is always shrouded in a light mist. Massive insects and other tropical creatures inhabit the forest, making it a dangerous place to venture to. The heavy tropical canopy lets little to no light onto the forest floor. No trade goes into the forest, rather it only goes out. The jungle is much like the Dramon Forest, only tropical. The jungle is boardered by the swamp marshes at the east, making it a difficult place to journey to.

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