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Gramarye; Work-in-progress, incomplete
Topic Started: Apr 25 2008, 06:26 AM (206 Views)
LJ
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Gramarye

Fincayran Gramarye
Although the entire country is supposedly under the rule of the Fincayran king, as a sort of vassal or puppet state, not all of its citizens recognise this. The area usually referred to as 'Fincayran Gramarye' extends across the southwestern part of the island where the majority are happy to (Or are indifferent to) serve the Elven king. However, the recent shift of power over to Calonderiel has caused some unrest here, and the Royal Proxy has begun to act more freely on his own will, having yet to be replaced by one of the new king's own people.

The terrain in this region is quite flat and forested, inhabited by many grazing animals and dotted with small towns, villages, and given the fertility of the soil, farms. The major travelling routes into the area are the great bridge of Dunil Orith in the west and the mighty river Shaen flowing in from the north-eastern border with the Yseulte, through the capital of Morngram and then out to the southern sea.

Morngram

  • Morngram is not an inviting place for outsiders. It is a city that has developed for war - at first with the terrifying creatures that in times past would swarm in from Vathegis, Blackmoor, Shagól and Tirnag Mell - then the invading Fincayrans, and, more recently, the rebels of Lord Veiden. The result is that the majority of the structures that make up the city are heavily fortified, and quite imposing. Having said this, Morngram is also a centre of trade, with many ships from foreign climes making their way up the Shaen each day in order to unload their wares and, less frequently, travellers.

    The city is home to the Fincayran Proxy, Gurten Weil, who serves as the ruler of the land of Gramarye (Or so he claims - for the most part it is only those in the lands between here and the land of Fincayra who call him their master), and his legion of soldiers who enforce the martial law which is in place here. It is the oppression of the ruthless City Guard which has bred a general discontent amongst the poor, regular citizens, resulting in high levels of crime in spite of unduly harsh punishments. In addition to this problem, Weil is also engaged in a constant struggle with the heir to the Lordship of House Veiden, from whose family the control of Morngram was wrested so many centuries ago - by all rights, the true ruler of Gramarye. Skirmishes between the two factions in the city streets are not uncommon.

    These are not the only powers at work in the city. The 'Church of the Creator', whose religion at one point in history was spread across much of Avalon but since declined somewhat, is based here. Though they claim to have no affiliation with any side in the local conflict, it has been rumoured that the head of the church is a supporter of Veiden. Nevertheless, their main dealings are with the common citizens, providing services such as healing and to a limited degree, financial support, to those in need. It is this benevolence that has earned the leader of the Church the respect of the masses, and an amount of power on the national stage. His opinions and actions are somewhat influential, given that the forces on either side (Weil in particular, who would see him eliminated) are unwilling to interfere too much with his dealings in fear of risking a greater civilian uprising.

    The fourth faction is comprised by the members of the Psionics' Guild. They are highly secretive, and though their number is few, the nature of their powers makes it so that they are perhaps the single most powerful force in the country, though at present they appear to have adopted to a policy of non-interference. The guild itself has its own grand building in the north of the city, however, no non-members have ever been able to get inside. The guild does not accept any members not of its own choosing - and those that it chooses find out very quickly. In all, very little is known of their dealings, but rumours abound.
Heynnart

  • Heynnart, perched precariously atop the cliffs enclosing the gulf between the islands of Fincayra and Gramarye, is not a large place by any stretch of the imagination, in spite of the scores of people who travel through it every day. There is a single main road which cuts through the centre of the other structures, extending from the gate of Dunil Orith to the Castle of Gramarye on the opposite side of the town. This causeway is lined mostly with shops and stalls offering varying things for the traveller and adventurer, with the residencies hiding behind these and accessible from a number of smaller alleys. In addition to this, there are scattered about the residential areas a couple of theatres, stables, a courthouse and other amenities.

    The most prominent building in the area is the castle, whose structure and adjoining walls seperate the town itself from the increasingly hostile lands beyond. The High Road, as it is known, splits here to make its way around the castle on either side, passing through a symmetrical set of porcullises and off into the island proper.

    As for rule and law; the town does not have a lord or anyone of such position - rather, it is run by small group of men and elves who take council together whenever making decisions. The peace is kept mostly by Gurten Weil's soldiers, although their opressive tendencies do not manifest given their distance from the capital and proximity to the more peaceful land of Fincayra, and the presence of a number of its own guards.
Anglas

  • Little can be said of this tiny coastal village. Home to perhaps only thirty people, they do not accept travellers gladly. Though their ways are gentle, they shun outsiders by refusing them service and care. The head of the community, however, (who has risen to the post by virtue of being the best fisherman) is a little more open-minded. On occassion he has accepted a lone traveller and this has seen the rest of his people do the same in turn.

    The sea here is reasonably temperate, enough that the villagers can sustain themselves almost entirely on what they gain through fishing there on their small boats. The only real dangers in these parts sail in from the southern Three Isles, though the people have over time learned to deal with these threats by becoming expert hunter-archers one and all.

    The village itself is comprised of a small number of moss-gripped wooden huts a stone's throw from the sandy shore, all dilapidated residences but for one larger building which serves as a community hall. The beach on the southern side slopes gently down into the ocean and can often be found littered with insect wings and harpy feathers, as well as a couple of two-man fishing boats which rest here when not in use.
Dalruan

Blackmoor
The Blackmoor region is a wild place. Only a very few people call it their home, most of them residing in the capital, Veiden. Much more abundant are the wolves and bears which roam the valleys that stretch from Dalruan in the south to Vathegis in the north.

The altitude in the area varies greatly; it is quite hilly, and home to a great number of small streams and rivers which add somewhat to the damp and marshy ground created by near-endless rains. Aside from the natural rock formations, known as tors, which litter the moors, there are also a deal of crypts and barrows constructed by the warrior nomads who used to live here. Most of them are now filled with hoardes of undead creatures, and worse, further adding to the general inhospitability of these lands.

Veiden

Ashbay

Vathegis

Yseulte
Shagól

  • Shagól is the local's name for the Yseulte. Outsiders generally only use this name when referring specifically to the wild lands outside of Arangoth, where orcish raiders and barbarians are rife. The whole area is exceedingly dangerous for unprepared travellers; there are few friendly faces here, save for the odd dwarven hermit who has settled in one of the innumerable caves, and there is next to nothing that can be used to sustain life - the only flora consisting of brittle and highly poisonous plants which have caused the deaths of many with a mere nick. There is, however, an abundance of ill-gotten treasure to be found in abandoned cave-dwellings and tunnels, for those who are brave or ignorant enough to risk becoming forever lost inside Tirnag Mell, to which a lot of these are linked.

    The northern part of the region is somewhat more hospitable, being home to the source of the Shaen which runs through Dalruan and Morngram. Here, amongst the snow-capped peaks, can be found some life other than the brutal orcs - a few mountain goats and deer wander the rocky landscape during daylight hours. The eastern reaches of the Yseulte border with the Ocean of Storms, which relentlessly assaults the granite cliffs (Which in times past were the source of the material used to construct the great bridges of Gramarye) with enormous crashing waves. These areas are somewhat more sparse in terms of population, oweing to the presence of the Sea Caves, which are the easternmost entrances to the dreaded Tirnag Mell, though a number of the tougher orcs have made a living out on this harsh coast.

    The Sea Caves are, by comparison to the deeper reaches of the subterrainian labyrinth, quite inviting. As with the inland areas, they are littered with looted gold and other treasure (And orcs), as well as numerous shipwrecks which have accumulated over the centuries, mostly untouched because of the generally inaccessibility of the area to the common treasure-hunter. The sandy ground in the area is almost permanetly submerged in the shallows of the ocean, though it is not enough to make walking infeasible.

Arangoth

Tirnag Mell
Edited by LJ, Jun 14 2008, 11:28 AM.
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