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LegionTreasury — Crone Map - Color Version

Published: 2018-03-04 05:33:56 +0000 UTC; Views: 2853; Favourites: 15; Downloads: 0
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Description



For group use only.
Small villages seem to grow in the country like mushrooms. Some of them aren't even on the map and have yet to be added, these villages aren't very big, but there is always a chance for them to be lively anyway. NOT the best place to live in for adventure or developing a commerce though they usually prosper in harvesting; fruits, cabbages, you name it. It's a simple life, sometime mercenaries and bandits like to pass through from time to time to...make a profit. That, or some people just like to live here to hide, have a peaceful life, at least as much as you can in a medieval era.




Villages



Bescone

    A village of a good size, Bescone is a wealthy place to live. People live from agriculture, mostly wheat, cabbage and other vegetables. This is the main food provider of Yumia. Caravans, traders and shops are common. Royal guards patrol and days and night, and it's considered the second safest place in Crone. Most of the citizens are farmers from humble lineages.
State of the zone: Peaceful

Erebor

    A port town, one wealthy city full of sailors with high standard goals, residents often fare in exploration of the sea and mostly live from trade and fishing. Most of its people are hard workers. The weather is rough but the city is known to be able to endure the strong cold wind of the sea in winter. People of all race and lineage live here. Guards are present but clearly they are concentrating their attention to crime at the local tavern...
State of the zone: Peaceful/Chaotic

Feraliglades
This shambles of a village was nearly destroyed in the infected Feraligatr attack.  What survived are overgrown ruins, inhabited by a hardy population of villagers more dedicated to their home than their lives.  Most houses are empty, as few people have been brave enough to return even after the gator’s defeat, but the families who have reclaimed what is theirs have patched as much damage to the buildings as they can.  Out of a lingering respect to the Thieves’ guild, which contributed greatly to their village’s rescue, thievery is not considered a crime in the Feraliglades; as a result, possessions pass between houses as often as if they were merely being borrowed.  Ever since the Feraligatr attack, the main trade of the village has changed: these days, they farm and sell gator skins.  Between the surrounding glades slowly overtaking the village itself, and the common sight of healthy, farm-bred Totodile wandering the area, the village has earned the name Feraliglades.
(Event of August/September 2016)
State of the zone: Peaceful/Neutral


Nocara

    A town further away than what most traders care to travel, it's located in the far countryside and relies more on the commerce with the neighbor kingdom. Even though it's linked to Yumia by the river, the people of Nocara tend to keep to themselves but rumors are often heard of the villager having weird people. It is filled with taverns, inns and other large accommodations. Rogues, mages, and travelers all come here for information or when they need to smuggle someone across the border into Crone, it's the main alternative to boating people in from the sea.
State of the zone: Neutral/Peaceful

 

Ruchyke

    One wealthy city, Ruchyke depends mostly on the ridiculous amount of minerals that can be extracted from the depths of the mountains. The city is separated in 3 zone. The gold road, where all the richest of mine owners live. The silver road, where all the traders and travelers can go to for a place to sleep, barter, and eat in peace. And lastly, the coal road, where all the workers of the mines that sweat blood and tears live with their families. Sadly enough, the city is not only separated by road but also in social constructs. Despite them being all citizens of the same town, very rarely will you see workers in any other zone than the mine or the coal road. No one wants to see someone out of their rank and it's usually dangerous to walk alone at night. Guards in this zone are usually more strict and won't have any regrets toward beating some sense into miscreants.
State of the zone: Tense/Neutral


Torborle

    One of the biggest cities that has access to the desert, and probably the only one that has a good relation with its people. Woodsmen and hunters mostly live here, but it's not uncommon to find farmers as well. Passing through Torborle is the only way to reach Oskora, making it a really prosperous region. Living here is simple and easy-going, but it's often filled with rowdy travelers, every reason is good to make new friends with a good bar fight!
State of the zone: Neutral/Peaceful

Willowdale

    A town that can be classified as shady, Willowdale rests hidden at the foot of an imposing mountain. The guards here don't seem to be... doing their job, or maybe they are not working for who some think they are. As long as residents and visitors alike have money along with a bit of earned respect, this place is safe, but talk the wrong way and most of its people will try to get rid of you. The city is not self productive, meaning it depends on other wealth to survive. Being close to the sea and two of the biggest ports in the kingdom makes it lively. Mercenaries, thieves, and shady characters are always present.
State of the zone: Chaotic/Neutral


Cities




Aldbridge

   This can hardly be classified as a city, while the tower's imposing structure is so immense and over sized that it had to be determined by debate if it could even be considered a city; it was. No where else will you find a more imposing civilization in all Crone, even the castle of the Queen can't rival with the size of this underground tower. The highest part of it is open to the public and consists of a coliseum like library. Even if the sheer amount of books you can find in the public section is already enormous, it's only a small part of entire collection in the below ground catacombs. The city can't provide on its own, so traders often come to sell food and other essential resources here. The owners of the tower don't take care of any part of the library above ground, the task of caretaking was placed upon members of the the mage guild instead. 

    Set aside for the mage guild, a few lower section of the tower are reserved for personal use by members and faculty. Having its own library and access to the upper level no matter the time of day, scholars, mages, and warriors seeking knowledge are are easy enough to find amongst the books. The owner of the tower can be found floating around from time to time. They're mostly seen in the isles of the library, and never in peoples' personal quarter.


    Beneath the levels reserved for the guild are many others layers of the tower. Access to these floors is forbidden, and even if it was not, no one knows how to get there except from the guild master and a few close relations...or the owners of the tower. It's unknown what they do down there, and even more mysterious as to what they actually are. The mage guild views them as good people, but outsiders see them as a sect promoting evil and worshipers of dark, dark gods. All ridiculous if you ask Cegorath.
State of the zone: Peaceful/Active


Escadra

    One of the cleanest cities in all of Crone. The population is free of disease, it's even enforced that no poison type are allowed, and it's been like that for decades. Surrounded by a thick forest, the center of Escadra is the domain of the fairies. As unfair aa is seema, poison type are strictly forbidden with great prejudice from entering this part of the forest, trespassers can be hunted down by its citizens if spotted even too close to the city. Ruling themselves, they have a good relation with Queen Wyrn, thus they can almost live on their own without being disturbed. Though they still have to respond to the Queen orders as she has the last words in everything, they do manage to keep a low profile not to be a concern of anyone's.

    A city of good hunters and people of the nature, they don't often trade with outsiders. They have farms that can make almost anything grow and have plenty of clear water. Some great healers and shaman come from here, known to have extensive knowledge of nature. They might not know everything, though if its related to the forest they are sure to be able to give a complete lecture on the importance of some random, gangly looking tree. Yes that tree right there is really interesting, have you heard the voice of the forest?

    Even if the kingdom is ruled by Queen Wyrn, they still have their own exclusive leader. The Queen often publicly calls him a racist prick who is only looking for power, but even then he is still respected for being a great fighter.

State of the zone: Peaceful


Goulcrest

The big brother of Laketown, also know as the one keeping them at bay, Goulcrest is a city of fisherman and explorers. Much more well behaved than its sister city, it's easy to find more adventurers of nobility. The royal guard patrols regularly though the city have also bares its own system of defence, the warrior guild (at least it's call that by the public, seeing as calling mercenaries protectors just doesn't have the same nice ring to it). Being paid to live there, they have a good life as long as they protect the city from thieves, raiders and more. The deal was made a few year ago and so far has only brought good to the city. Nobles who live there are often very active with their people, offering jobs and sometime a place to live.

The port is imposing and commerce is prospering, most residents feel new or freshly restored. Bright colors and painted stone as far as the eye can see. Being so close to salty water, stone is the best material to be collected, exportation from the mines exchanges for good amounts of food or gold. People who live here are often looking for a place to stay far from the capital, either for personal reasons or other.

Not many pirates want to dock here, as the warrior guild only ask for a good excuse to cash in the bounties on their heads. Considering their presence in the city added to the royal guards, this place is not a favorite area of the thief guild, and is probably one of the only cities where they don't have some secret hideout. 
State of the zone: Peaceful/Active


Laketown

    The city of pirates! One of the most chaotic places and the most lively, so long as you stay away from the dark alleys. Here everything can be bought, sold, bartered for, but no one wants to steal anything from any of the weirdos living here. The life is hard, as in hard to not get killed when walking around at night. There's so many people, however, you could hardly try to assassinate someone without being noticed in the random, almost constant town wide party. But that doesn't mean others will give much of a glance at your bleeding body. 

    Forget about the guards, if you are avoiding them it's the perfect place. But watch for the other mercenaries, bounty hunters and pirates, if you have a stake on your head, Laketown isn't a friendly place when gold's on the table. Oh and, just the head... nothing more. It's also one of the most crowded ports, ships and navy fleets set sail here like hundreds of gigantic bees every day and night. This is also where you can find the most talented ship designers in all of Crone. If you want a good ship, boat or floating device, this is the place to look. There are also smaller isles attached to the main city, which don't attract as much of a crowd and are better for peace and quiet. Don't expect it to be better than the mainland, just a bit more organized as most of the captain, and richer pirates go to find some relief from their work.  Everything in this part of this city is expensive, though not always better in quality.
    
    There is no place like this one, and most of the time it's to wonder if the Queen has any power over Laketown anymore. Either she's blind to the mayhem, doesn't care, or she's just allowing it...for now.
State of the zone: Chaotic/Anarchic
 


Mardar

    The heart of the swamp. No one knows if this city really exists, rumor are told, word spreads but no one can say for sure if it's reality or fiction.  

    It's supposed to be located at the very center of the southern swamp, also called the glutton lands. The swamps are not a restricted area, no guards will stop you from going in, though no one's going looking for you when you get lost. There is something magical behind all this, preventing those who enter to return to the world beyond the marshes and mud. Or when a very few do, the poor souls have lost their minds. It is a dangerous place in Crone, and it is unknown if there are any living creatures to be found. For the few survivor that come out they've been observed to develop a sickness of the mind, weird marks on their skin and apparently something akin to food poisoning. That doesn't even cover their new weird behaviors; eating bugs, dirt and being terrified of plants- actual forget that last part. They're scared of everything.

    The area is surrounded by water, and in center is only muddy water and quicksand-like land. By the looks of it, nothing should be able to live there, even less so build anything resembling a village. The flora found there is like nothing that can be found anywhere else in the world. Mysterious plants, imposing trees, deadly green things and more will try to kill you, quite efficiently too.
State of the zone: Unknown


Murtovaara  

    In the middle an island like paradise (except maybe in the dead of winter) Murtovaara is the capital of all trade. The whole accumulation of the isle is populated by the most weird-looking buildings and structures, floating houses, bridges to be used as a way to cross the over sized river in the middle of the city; one tall tower leans in an awkward direction like the wind could blow it over any day. Also know as the city that never rests, the activity is overwhelming. There is no ways someone could watch the contents of their pockets and successfully defend shiney objects from some agile fingers.

    This is the thieves' domain, where one of the most imposing guild, seeming as old as the kingdom itself, nestles in with the waterways and limestone buildings. Royal guards have no power here, or maybe it's the royalty that have no power over the guards living in Murtovaara. Oddly enough, all the rich people, nobles and wealthy trader don't seem to be victims of the guild's activities. And it's to say almost all citizen hardly ever get anything stolen from them. If asked, it's simple enough to realize why. Taxes collected were not for the royal family and the well being of the kingdom, but directed right into a certain bird's pocket. The city probably has one of the worst reputations in all Crone, even when it's a safe place to live in.

    The most common method of traveling in the region is by boat. Considering the enormous amount of water that works its way all around the city, other means of transportation wouldn't make sense. Trading is the main source of profit, that is, if you don't include other shady activities. 
State of the zone: Chaotic/Peaceful

Oskora

    Probably the most peaceful city to be found, hidden and protected by natural rock formation, the location is perfect for people that want to stay far from civilisation. A real natural fortress, no army was ever able to make it to the center of the city, or even close. Though the Queen still rules over it, Oskora is also considered one of the only places in Crone where you can live far from the developed world. Completely self-sufficient, this part of the country is rich with life, fertile soil and plentiful water provide enormous amounts of vegetables for harvest all around the plateau. Hunting here, game consists mostly of small foul and moorland species, nothing very large. It is also reputed for the fine cheese coming, probably one of the best the country have to offer.


    The city, all of white, is built of stone and clay and also known as the city in the sky, even if it's not actually floating. The white houses and the immaculate road leading to it can easily feel as if you are walking toward the clouds. The presence of royal guards is close from few to non-existent, as they would not be welcomed or needed by the people of Oskora. Travelers, even if welcomed are rare. Most of the townsfolk tend to be a bit racist and cold toward outsiders. 

    It also has one of the most vast libraries, a distance second from Aldbridge of course. Scholars are the most common travelers to the region, even if the path is safe, they are often accompanied by experienced guides. Violence in the town is prohibited and even if no guard seems to be watching, troublesome character are often thrown out, much to their surprise. Rules are strict, and sometimes very unfair. Oskora has one of the most weird reputations in the country.
State of the zone: Peaceful


Yumia  

    The center and crown jewel of Crone, the most safe city in the entire country, and the most important symbol of the land, Yumia. It is one of the most developed cities you can find. Mercenaries, thieves, mages, knights, travelers of all kinds can find what they looking for here. Though of course malevolent spirits and greedy pickpockets better behave, it is also one of the most heavily guarded cities. No wonder, as it is where the royal family take up their residence. The Queen, Wyrn, and her King, Volcron, the two most powerful people in the nation. Their castle is surrounded by a massive wall of smooth, almost impossible to climb stone, and guards patrol the area constantly. All around, the city is prosperous, wealthy and the streets are safe. Most of the time. 

    Because of it's two key residents, the city is trademarked as the most flourishing; caravan going through everyday, blacksmith selling their wares to adventurer, tavern always open and offering shelters to travelers. Activities are never truly at a calm, even in the night, the city is bright with the candles, lamps and civilians. Most construction is made of fine woods, stones, or bricks, solid and durable. The city extends to the edge of the river it borders, using fish as a plentiful source of food and income for families on the lower class.

    Yumia is where knights enroll and train, along with every other guild, those not specifies use hideouts to represent them, well placed in the cities. The soon to be chivalrous women and men have a special spot inside the exterior castle wall called the Barracks, resting at the foot of the heavily guarded grounds. As for the thieves, no one really knows where they're hideout is, except maybe the thieves, but good luck trying to get information. Mercenaries have a old grain mill close to the river, it has nothing to do with wheat anymore but the guild maintains a decent reputation, at least enough of one to not be taken down by the royal guard. Mages... Mages often change location... Not many places with thatched roofing are resistant to fire....
State of the zone: Peaceful


Beyond the map




Upper zone  


    The upper part of the continent extends toward another kingdom called Sadrya. The desert, visible on the upper left part of the map, leads to a more important portion of the otherwise sand wasted land. Ruled by a unique Sultan, their relation with Crone is tense but has been like that for centuries. The dry and hot area is not somewhere any Cronians would like to go. But spices, exotic fruit, cactus juice, weapons, and fancy fabric flow from this country like water from a river. In every house of Crone you can find a little something from this country, either a fancy accessories, coffee, tea, etc.

    For a couple of years, after the wedding of the Queen, relations seems to have worsened a bit. As know by all, the Queen is a strong woman who refuses let other impose their will on her. The fact she denied the Sultan of Sadrya's "peace offering" might not have helped, and later discovering that he was beat by a peasant and a thief only seemed to insult him more. The Queen laughs right back in his face every time he mentions it in his visits does not help one bit either (to the horror of every living creature of Crone including her husband). 

    Sadrya has a strong military force, and the arid climate make the desert almost unconquerable to opposing armies. Only a few crusades, now lost to the history scriptures, tried to invade the sandy country, and all failed (guess no one told them that ruling over a sand box would be lame anyway). 


Right zone  

    As seen, the sea surrounds three sides of Crone, making the country more closely tied to the salty waters. Even with all the ports, expeditions to further scour the oceans cost gold, gold that the kingdom prefers to invest somewhere else. The amount of ships lost to the sea is far more important than bothering with chasing treasure maps, hire a pirate crew and do it on your own time and budget. 

    Though, there is not only water. It is known a merfolk city hides in the deep of the sea. They often have altercation with "landwalkers", as they call them. Merfolk come in all shape and forms,  very little is know about them. But when they surface to trade with the land people, they often brings some of the most bizarre deep sea weapons, jewelry and materials unknown to the lands. Mermaids only make up a small amount of the creatures that can be found under the waves. The people of Crone have a few legends about giant snakes attacking sailors and sinking ships, if only to name a few.

    There are a few underwater cities close to the shore.

Lower Zone  

    The reaches of southern lands past the ocean at the bottom of the map can sailed to without too much difficulty of hostile encounters. The climate there is colder and dryer. Not many dare or actually wish to take a swim or stroll there. Still, the lands, not ruled by the Queen of Crone have their own overseers. Not as powerful as Crone, the icy country still often trades with Goulcrest and Laketown. Exotic furs, meat and other odd weaponry can be found there.

    There is one big city known of southern country, the others are given little interest as only the capital of their north can trade with the kingdom of Crone. Known as Cystmore, the city is entirely made of  ice. Words describing the beauty of this city almost make it sound as a legend, that is, coming from the few people bringing news heard from the traders and caravans. Sometimes people of this land even cross the border, but they don't always fit well in the more mild climate of Crone. In winter, however, the sea freeze and the two countries almost reach each other. This is the time of the year when trading flourishes in the lower part of the kingdom.

Left zone  


Crone grows a bit to the left, before giving way to the Agron plates, a imposing mountain spine that acts as natural barrier of the west. The top of those are recovered in ice and snow, and no one is foolish enough to try and cut a trail through it. The best route to reach the other side would be take the long way around it, either by the north or south, but it's a week's long walk up along the mountain range, and a dangerous travel down by boat. The nearest mountains are exploited for the multiple ore veins that can be found in them. The pay is good as a miner, though the job is precarious as many strong ferals live in these parts.

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