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Ire - Maps
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Ire Articles
Explore Orckon
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Ire- Maps
Location: the short of it
The city was built in the southern foothills of the Khardran Mountain Range, not far from the ruins of Narim in the Sherian Provence. Orckon (or "Ire" as it is known outside of the city) is surrounded by a scraggy forest aptly known as the Orckon Forest. The edge of an even greater forest, the Mauvewood Forest is to the northwest of the city. The coast is within a short journey to the west. Flat, fertile land that stretches south and east of Ire beckons human settlers dangerously close. No trees, animals, or even fertile lands exist within a 300-meter radius around the city. No major roads lead directly to Ire but not far away, the Sherian trade routes pass Ire on the west, east, and south. Further northeast following the Khardran Mountains, is the Charisma Pass. This is the only shortcut over the mountain range in the area and the orcs know it! Only a trail leads from the North gate out and up into the Khardran Mountains. It is mainly used for patrols to leave and enter the city without being spotted. (See the Sherian Provence Map)
Sitting in foothills of a mountain range, the city is subject to harsh weather in the winter, with a wet spring leading into a cool summer and autumn. At any time of the year, the weather is likely to change and within half a brightening a sunny summer day can change into a cold sleety rain.
Location Links
The city welcomes all races but it would be wise of you to check up on the current political climate before trying to visit or setup a new home. Who is winning the current political struggle within the city will determine your welcome here. The City Master (or Gothmog Kitot) is the ruler of Orckon but there are various factions within the city that greatly influence how the general public and military forces act.
The best way to see things first-hand before determining to build, live, work, or shop here is to visit the many areas of the city. Each has its own peculiarities and I am not just talking about the people either. The places in Orckon to visit are:
Lower City| Type | Location | Detail | | Gate | Main (South) Gate | The largest and only public gate into the city | | Entertain | Beer Tent District | Entertainment Center of the city | | Labor/Law | Work Crew Spire | Work available for pay or punishment | | Stables | Animal Enclosure | Park your furry ones or take a job or class only an animal lover could enjoy | | Religion/Res. | Aslan Spire | Public Temple to pray and learn. Home of the Fauth Rog | | Religion/Res. | Hayan Spire | Public Temple to pray and learn. Home of the Pardahun Votar | | Religion | Shamen Caves | Private Temple- to pray and learn you must be invited | | Law | The Pit | Where (orc) justice is administered |
Mid-City| Type | Location | Detail | Gate | Inner Gates | East and West gates of the Inner wall (see Trade Dist) | | Defense | Great Hall Enclosure | Center fort of city. Surrounds Great Hall Dist (see defenses) | | Govt/Res. | Great Hall District | Govt offices, VIP Housing, Horde recruitment hovel |
Upper City| Type | Location | Detail | | Trade | Trade District | Major trade center. Various merchant shops | | Guild | Shatroful Onreinn | Major trade guild. Work or memberships available | | Housing | Dark Race Village | Housing for all races except orc or goblin | | Industry | Armory | All war, siege equipment stored and maintained | | Industry | Forge | Major forge in the city. Buy or create anything related to metal | | Religion/Res. | Jorel Spire | Public Temple to pray and learn. Home of the Fos Rog | | Entertain | Training Field | Large events occur here. Black Market and training classes conducted | | Housing | Goblin Village | Housing for goblinoid races only | | Guild | Goblin Thief Guild | Housing for goblinoid races only | | Housing | Rowdy Tents | Housing for the unfortunates of the city. Workers and mercs available | | Gate | North Gate | Military and Diplomatic entrance only | City Defenses| Type | Location | Detail | Defense | Walls/Strongholds | General descript of city defenses. Playable locations | | Defense | Great Hall Enclosure | Center fortifications of city | | Defense | Dark Race Village (wall) | Protects NW Housing Dist (see Dark Race Village) | | Defense | Goblin Village (wall) | Protects NE Housing Dist (see Goblin Village) | | Defense | Inner Wall | Divides the city in two defensible parts (see Trade Dist) | | Defense | Armory Wall | Protects the Armory (see Armory) | | Defense | Main Spires | Last defenses of the inner city (see 3 spire locations) |
Traveling
Travel in Sheria can be a hazardous experience. There are trade routes that surround Ire on all sides but north. These routes are the main road system that links the various locations within the Provence together. The Khardran Mountain range separates Ire from the eastern (Vers) trade route and this route is the only one that is not constantly harassed by orc mobs and patrols from Ire itself. The northern trade route (running through the Charisma Pass) is usually too far from the city to be harassed on a continuous basis and so the brunt of attacks come along the southern (Taralon) and western (Narim) routes. It would be wise to plan your route through Sheria to avoid or limit your passing through dangerous areas.
Sherian Travel Distances (in miles):
| Travel From | Traveling To | Distance | | Aestas | Daittern Ruins | 32 | | Aestas | Hiems | 101 | | Aestas | Taralon | 82 | | Autumnus | Daltina | 123 | | Autumnus | Ire (No Road) | 47 | | Autumnus | Narim | 103 | | Daittern Ruins | Taralon | 50 | | Castle Phondra | Lysandria | 101 | | Castle Phondra | Vers | 45 | | Hiems | Narim | 85 | | Hiems | Taralon | 169 | | Ire | Narim (No Road) | 52 | | Ire | Narim Castellum (No Road) | 40 | | Narim | Daltina | 158 | | Narim | Narim Castellum | 56 | | Narim Castellum | Vers | 80 | | Taralon | Vers | 96 |
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| *Travel Scale: 1 Aelyrian mile = 1000 paces (or 1km)
Moderator’s Note
As the orc travels
How long would it take an orc to get from point A~B in Sheria?
Method of Travel: Walking
Travel Skill: None
Urgency: Fastest
Armament: Heavy
Pack: None or Light
Hours Traveled (per day): 10
Season: Autumn
Orc Able to Travel (per day): 39.3mi
*use this as a gauge for travel |
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Created by Gauls, March 27, 2008 at 12:01 AM
Last edited by Gauls, April 13, 2008 at 08:18 PM
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