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Age of Alliance: Serpent's Call

Atlas of Tegea || AoA: SC

a part of “Age of Alliance: Serpent's Call”, a fictional universe by Gray.

The Pestilence strikes with deadly fangs, let's waltz right into its business.

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This conversation is an Out Of Character (OOC) part of the roleplay, “Age of Alliance: Serpent's Call”.
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Atlas of Tegea || AoA: SC

Tips: 0.00 INK Postby Gray on Thu Jun 04, 2015 5:51 pm

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Atlas of Tegea

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Re: Atlas of Tegea || AoA: SC

Tips: 0.00 INK Postby Wudgeous on Fri Jun 05, 2015 7:00 am

Last edited by Wudgeous on Sun Jun 28, 2015 6:43 pm, edited 1 time in total.

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Re: Atlas of Tegea || AoA: SC

Tips: 0.00 INK Postby Gray on Sat Jun 13, 2015 6:49 pm

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Autumour is the prettiest big city youā€™ve never visited. Itā€™s not as opulent as Rielorn, or as awe-inspiring as Kyoshel's villages, but when it comes to a city hewn out of stone by human hands, there is none more impressive than Autumour. This city serves as a major landmark between the three kingdoms; Rhiosia, Airedale, and Byda.

As the so-called "midpoint," it is used to broker terms of peace, maintain trade and commerce, and assist all human kingdoms with matters of natural disasters, including the pestilence. In fact, it was built to honor the primary combatants of the pestilence: The Silver Knights. Autumour was carved out of the stone of a single mountain; where it once stood, the three central castles rise into the sky from opposite ends, and its central clock tower can be seen by all who enter.
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Orange, red, and yellow trees cling to the paths and sidewalks of the central district, and this is what folks imagine when they hear of the Radiant City: the colorful trees, framing the breathtaking sights of the clock tower--known attractions for lovers. The merchant district is also home to the wealthiest of humans. Nobles from far and wide come to purchase shoebox-sized homes for the bragging rights, and the smells of this quarter are vibrant and entrancing.

Coming closer to the castles and high above the merchant quarter, and youā€™ll find many guards. The Silver Knights make their base of operations here, as they stand vigilant over the city. Here, only the best Silver Knights make their vigil, as they stand in to protect not one visiting king, but two kings in addition to two queens. These Silver Knights have never seen the pestilence and likely never will. They excelled in their classes, and so they will spend the rest of their lives lazily wasting away beneath their armor as a reward. Homes in this quarter seem to borrow from elven inspiration and design. Large townhouses get a grand view of the clock tower, as well as a stunning view of all those beneath their feets.

Of course, where there is a top, thereā€™s also a bottom. The lowest district is known far and wide as "Market Town," not to be confused with the merchant district lest you wish to have a very bad day. This quarter houses far more bodies than the two above. Market Town is dark, a bit damp, and filled with those of lesser wealth and manners. The streets and houses are in various states of graceful disrepair. Market Town serves as a means for various black markets, gambling establishments, and brigand dens to flourish. It is, of course, uncomfortably close to where the Serpent's Gathering has chosen to meet.





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There is no central ruler. Autumour is governed "equally" by all three kingdoms--you see, Airedale, being the founder of both the city and the Silver Knights, tends to get an extra vote once in a while. Still, it is seen as a grayzone for any and all people to travel to safely, as well as a place for their respected leaders to have an open channel.


There have been many attempts to instill a duke of some sort to run affairs in the absence of the various divine rulers, but every attempt seems to come with the threat of spilling blood. As such, the commanding officer of the Silver Knights tends to receive a rather outstanding workload.





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Cats and street rats of multiple sizes are among the only real wild animals found here. Thereā€™s some spiders, but nothing incredibly harmful lies within the confines of the city, as even the laziest of Silver Knights have found all challengers within the walls and promptly killed them. Discounting Market Town, Autumour is a pretty safe city to visit, and a haven for your secret rendezvous with orcish poets and elven bards.

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Re: Atlas of Tegea || AoA: SC

Tips: 0.00 INK Postby Gray on Wed Jul 08, 2015 5:43 pm

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    Barkmere sat at the border of the elven territories and the end of Airedaleā€™s lands. Unlike very many of the other elven-human border towns, Barkmere and its nearest human neighbors live in a distinct state of neighborly bliss. Relations couldnā€™t be friendlier. In fact, relations are good enough for Barkmere to actually sit on human lands. The town itself acts as a pantry for the poor, a shield from monsters of the woods, and finally, as a community center. Itā€™s not terribly uncommon to see elven and human civil unions here, as well as human courts trying elven criminals.

The town of Barkmere was built nearly two hundred years ago, Imagealbeit a bit deeper into the woods. At the time, human settlements surrounding the village were numerous and wary of their new elven neighbors. They were right to be wary: Barkmere was originally built as a fort to keep human expansion at bay. It has proud walls built deep into the stone of the earth and the roots of the trees. Over time, many of the human settlements died off, killed by plague or conquered by bandits. The remaining few banded together into the villages of Merrilville and Lye. With many of the human villages out of the way, the elves at Barkmere themselves took the time to expand, adding a new section to their walls and village. This is typically referred to as new Barkmere, and the buildings here are starkly different from that of old Barkmere.

New Barkmere borrows heavily from inspirations from their human neighbors. It has a grand town center which exists as the center of the new construction. Expanding outwards are rows of homes built in traditional elven apartment style, as well as a commerce section welcome all who enter. The bricks used to build their roads were all imported from Merrilville, which greatly increased human business in the area.

In short, while there are few who would go as far as to call the small village of Barkmere a utopia, it is a shining beacon of human elf relations, as well as a bastion of neighborly good will.





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Barkmere is ruled by a governor; a human tradition which the elves of the village had adopted. Realizing that their proud ways were keeping them from being trusted by other border villages, the elves took the time to study human principles, and have stood by it for many years. Unlike the human villages, however, elven governors normally keep their positions for around 50 years. The current village leader is named Ashmir, a proud elf, and grandson of the very first elf governor of Barkmere.

It was under Ashmirā€™s guidance that an increased openness of trade and the construction of the new Barkmere commenced. One would never find an elf that loved humans more. Ashmirā€™s mannerisms are in stark contrast to the pompous ways of those born in Rielorn. While heā€™s very popular among his own citizens, the elf was born in the city he now governs; as such, heā€™s never seen Rielorn, and is personally more trusting of humans than those from the capital.

Despite this, Ashmir was one of the first regional rulers to sign up as a base of operations for the Serpentā€™s Gathering, believing quite strongly in the cause. During these trying times of the plague, he has been allowing more and more human immigrants to take up refuge in Barkmere which, no doubt, accounts for much of the human presence in the city.





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There are plenty of beasts around, as Barkmere itself is located both in and out of the forest. Old Barkmere was planted firmly under a large canopy of trees. The ancient walls help keep area protected, but town soldiers do their fair share of culling any creature with the gall to try and escape the forest. Notable creatures around here would include bears, boars, large birds, untamed peryton, and the occasional nidhogg.

Outside of the forest, still under the protection of the wall, is New Barkmere. This portion lies on human grounds, and is host to the same creatures which attack human settlements. Wolves and wild horses, as well as bandits and those taken by the Pestilence, are all common sights around the walls. Thus far, none have made it to the gates, as this portion of the wall is infinitely mightier than the one in the forest.

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Re: Atlas of Tegea || AoA: SC

Tips: 0.00 INK Postby Gray on Wed Jul 29, 2015 10:54 pm

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Here lies the village of Merrilville, once a thriving hamlet, which had modern relations with the elven village of Barkmere. Merrilville is no more. The city streets are empty, the village well tainted, smelling of sewage. The city gate has been left opened, exposing the town to the outside world. No one was sure when the damage to this town occurred; many will come to believe that all of the inhabitants and their livestock have been dead for weeks, but this is simply not the case. Food was still fresh. Bread in breadboxes were still warm. There was evidence that what occurred happened in as little as a night.
If one were to look up, an unusual deep purple residue still lingered high on many of the walls. But what did happen?




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The hamlet was secured by old walls of elven manufacturing, and many bandits had made attempts to break through the brick. None succeeded. The old gate that once guarded the village was too thick to cut through, and was reinforced so as to provide the city some measure of burn security. Large tutor styled buildings lined the cobblestone streets. While they are of human appearance, there were stacked apartment buildings which indicate that the nearby elves of Barkmere had to have helped in the cityā€™s construction.

Merrilville used to house nearly 900 people. The city was centrally planned, with every road leading to the town center and its well. This town, despite its minute size, was a marvel to be found in such a remote area.




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The inhabitants of this once quiet village have been consumed by the pestilence. Many died within hours, while a large minority would undergo a new state of life. Their humanity has been stripped, anything resembling human attachment or emotions is now gone from them. Their teeth have sharpened into fangs. This, as well as the transformation to their fingers, was obviously a painful experience; many of them bore scars on their bodies which look to be self-inflicted. Their nails have lengthened and have sharpened to fine points. Muscles grew rapidly, as did the tendons and ligaments connecting them. As such, these creatures are frighteningly fast and deadly. A seldom few still wore shreds of their original clothing.

These fiends, in the grand scheme of things, arenā€™t the worst things a band of trained soldiers could run across. While they are physically stronger than average townfolk and their sleepy guards, against well-trained soldiers they would be more of a nuisance than of any major concern. Their real abilities lie in a frenzied pack mentality, and a lack of a pain threshold. They will keep coming even if they have no legs. While these creatures cannot regenerate, there is little stopping them save for a death blow or impalement.

The most major cause for concern is that these creatures may or may not be able to spread the disease through bites or cuts. No one can be sure.

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