VEL EHN
Satellite of Vel Anir
Overview
Though the Tal'deneshaar's main holdings are the town of S'agara, there were two smaller villages that would move to join the new Lord shortly after he settled his lands. Those were what would become Paravel, and Tarshan. As members of S'agara headed north, they would establish Ragnarra on the northern coast, east of Elbion. The lands under the protection of Tal'deneshaar are open to all and as such, Vel Ehn thrives as a melting pot.
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S'agara
Leadership: Lord Rangvaldr Tal'deneshaar
Size: Small
Population: 2014
-Civilians: 800
-Military: 1214
---Wardens: 209
---Mages: 5
---M-A-A: 600
---Light Cavalry: 400
---Archers: 200
---Militia: 650
S'agara is by no means a bustling metropolis nor is it a land of need. The denizens are content, protected, and above all else, respected by the leadership. In addition to the holidays of Vel Anir, there are days set aside for the various workers of the grounds and festivals to honor the hardwork of the people. S'agara is open to all races.
Though the people are there for peace, S'agara boasts an impressive milita with daily training for each member and a required service of three years for each citizen. When attacked, each citizen is trained in combat and willing to lay down their lives for the village as well as the keep.
Size: Small
Population: 2014
-Civilians: 800
-Military: 1214
---Wardens: 209
---Mages: 5
---M-A-A: 600
---Light Cavalry: 400
---Archers: 200
---Militia: 650
S'agara is by no means a bustling metropolis nor is it a land of need. The denizens are content, protected, and above all else, respected by the leadership. In addition to the holidays of Vel Anir, there are days set aside for the various workers of the grounds and festivals to honor the hardwork of the people. S'agara is open to all races.
Though the people are there for peace, S'agara boasts an impressive milita with daily training for each member and a required service of three years for each citizen. When attacked, each citizen is trained in combat and willing to lay down their lives for the village as well as the keep.
Demographic
A melting pot, so to speak, S'agara is home to humans, elves, dwarves, orcs, and more, each of them seeking to live in peace and thrive. To avoid unpleasantry with Vel Anir, the leadership of the lands pay hefty fines to keep them from coming for the elves. Thankfully, with the recent regime change such fines have lessened. Stryfe, the founder, would see no difference between any of the races nor between any of the stations. A farmer had as much say in the matters of the village as the Lord.
Architecture
The wooden palisade encompasses the main part of the village such as the shops, market, church, taverns, and inns. Beyond the palisade lies rolling hills dotted with farms and several lakes. The guard quarters, barracks, jousting field and muster yards lay atop a hill that overlooks the village and at the base of the castle, Caer Tal'deneshaar. Stone walls protect the keep.
S'agaran Defenses
Can field 250 Men-at-arms, 75 archers, 60 Knights, and 75 light cavalry. In times of war, can conscript 350 militia. Outer village sports wooden palisades with a trench in case of siege. Inner walls are stone, with a secondary trench.
Points of Interest
Caer Tal'deneshaar- The Keep. Built to withstand the most brutal of attacks, its defenses rival that of even the most legendary of fortresses. What it lacks in appearance, it makes up in utility.
Warden Chapter House- Home to the knights of Caer Tal'deneshaar. Each newly appointed knight takes one to three years to travel the lands and help the common man. When they return, they are awarded the title of Warden and earn the wings for their helm. Such knights are then given the opportunity to train with the Gryphons. This was the first building built in the village.
Roost- Home of the Gryphons of Caer Tal'deneshaar. The House currently has nine.
The Lusty Roulette- A tavern, brothel, and house of ill repute. The heart and soul of the common man as many enter its doors to either lose their money or find joy in any form.
Warden Chapter House- Home to the knights of Caer Tal'deneshaar. Each newly appointed knight takes one to three years to travel the lands and help the common man. When they return, they are awarded the title of Warden and earn the wings for their helm. Such knights are then given the opportunity to train with the Gryphons. This was the first building built in the village.
Roost- Home of the Gryphons of Caer Tal'deneshaar. The House currently has nine.
The Lusty Roulette- A tavern, brothel, and house of ill repute. The heart and soul of the common man as many enter its doors to either lose their money or find joy in any form.
History
Decades ago, Lord Stryfe Tal'deneshaar (then a knight) arrived near Vel Anir with a host of two dozen knights, each clad in silver armor and blue tabards bearing the sigil of the gryphon. They would do battle with the evils of the lands until his efforts were recognized and he was given a swath of land. It was little more than farms.
Using his own wealth and that gathered by his men, Stryfe would build the Chapter House, a home for his knights and a sign to the people that he was there to protect them. This would be the only military building located in the village. Gradually more buildings would be built up in the village, an act that would draw those far and wide to come and settle. A wandering Bard named Dusty Desperado would spend some time in the Caer and build a bar named the Lusty Roulette.
All races were accpeted, all gods too, and nobody was turned away. In time, Dwarves would come to seek refuge and Stryfe and his knights would aid them in their battles, his reward would be a master smith and the dwarves building him a castle and real walls. Elves from the Falwood, orcs fleeing persecution. All were welcomed and all disputes settled evenly by the Lord.
In the years since, the village has flourished and the people know happiness. With their Lord Stryfe having passed some years ago, they seem reassured by his successor, the young Lord Rangvaldr.
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Using his own wealth and that gathered by his men, Stryfe would build the Chapter House, a home for his knights and a sign to the people that he was there to protect them. This would be the only military building located in the village. Gradually more buildings would be built up in the village, an act that would draw those far and wide to come and settle. A wandering Bard named Dusty Desperado would spend some time in the Caer and build a bar named the Lusty Roulette.
All races were accpeted, all gods too, and nobody was turned away. In time, Dwarves would come to seek refuge and Stryfe and his knights would aid them in their battles, his reward would be a master smith and the dwarves building him a castle and real walls. Elves from the Falwood, orcs fleeing persecution. All were welcomed and all disputes settled evenly by the Lord.
In the years since, the village has flourished and the people know happiness. With their Lord Stryfe having passed some years ago, they seem reassured by his successor, the young Lord Rangvaldr.
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TAR'SHAN
Size: Small village Leadership: Oathman Dusty Desperado
Population: 200
-Civilians: 116
-Military: 84
---> Wardens: 4
---> Knights: 10
---> Militia: 50
---> Archers: 10
---> Marines: 10
Population: 200
-Civilians: 116
-Military: 84
---> Wardens: 4
---> Knights: 10
---> Militia: 50
---> Archers: 10
---> Marines: 10
Demographic
Architecture
Defenses
Points of Interest
Warden Chapter House- Home to the Wardens of Tar'shan. Each newly appointed knight takes one to three years to travel the lands and help the common man. When they return, they are awarded the title of Warden and earn the wings for their helm. Such knights are then given the opportunity to train with the Gryphons. This is located at the center of the village
The Lusty Roulette- A tavern, brothel, and house of ill repute. The heart and soul of the common man as many enter its doors to either lose their money or find joy in any form. This is the main location and current residence of Dusty Desperado.
History
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Paravel
Leadership: Warden-Constable Rol
Population: 1200
-Civilians: 550
-Military: 650
--- Wardens: 25
--- Light Cavalry: 100
--- M-A-A: 200
--- Archers: 75
--- Marines: 250 (10 Longboats)
---Militia: 450 (in time of need)
Demographic
Architecture
Defenses
The Port has a sea gate as well as a flood gate made up of two levies to combat naval assaults. The outer walls are a sturdy wooden palisade, with some areas being reinforced by stone. There are three trenches that surround the outer walls.
Points of Interest
Warden Chapter House- Home to the Warden of Paravel. Each newly appointed knight takes one to three years to travel the lands and help the common man. When they return, they are awarded the title of Warden and earn the wings for their helm. Such knights are then given the opportunity to train with the Gryphons. This is located at the center of the village
History
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Ragnarra
Size: Small Leadership: Chieftain Rhogar Ragnarsson
Population: 300
Ragnarra could be described as an oddity, as it houses what appears to be raiders from the frigid north. This is not the case, merely, they are raiders that have followed their chieftain to better lands. Mainly a human settlement, their leader arrived near Vel Anir with Stryfe and his House. And after some time, they would leave S'agara and go nomad, slowly venturing north. In time they would settle east of Elbion and maintain their ties to House Tal'deneshaar to the south.
Population: 300
Ragnarra could be described as an oddity, as it houses what appears to be raiders from the frigid north. This is not the case, merely, they are raiders that have followed their chieftain to better lands. Mainly a human settlement, their leader arrived near Vel Anir with Stryfe and his House. And after some time, they would leave S'agara and go nomad, slowly venturing north. In time they would settle east of Elbion and maintain their ties to House Tal'deneshaar to the south.
Demographic
Architecture
Defenses
The Port has a sea gate as well as a flood gate made up of two levies to combat naval assaults. The outer walls are a sturdy wooden palisade, with some areas being reinforced by stone. There are three trenches that surround the outer walls.
Points of Interest
Warden Chapter House- Home to the Wardens posted in Ragnarra. Each newly appointed knight takes one to three years to travel the lands and help the common man. When they return, they are awarded the title of Warden and earn the wings for their helm. Such knights are then given the opportunity to train with the Gryphons. This location is near the main gate.
Gunnar's Mead Hall- When the raiders aren't whoring, they go to Gunnar's hall for the best mead in Vel Anir.
The Lusty Roulette- A tavern, brothel, and house of ill repute. The heart and soul of the common man as many enter its doors to either lose their money or find joy in any form.