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Explore Orckon


Orckon
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
TypeLocationDetail
GateMain (South) GateThe largest and only public gate into the city
EntertainBeer Tent DistrictEntertainment Center of the city
Labor/LawWork Crew SpireWork available for pay or punishment
StablesAnimal EnclosurePark your furry ones or take a job or class only an animal lover could enjoy
Religion/Res.Aslan SpirePublic Temple to pray and learn. Home of the Fauth Rog
Religion/Res.Hayan SpirePublic Temple to pray and learn. Home of the Pardahun Votar
ReligionShamen CavesPrivate Temple- to pray and learn you must be invited
LawThe PitWhere (orc) justice is administered


Mid-City
TypeLocationDetail
Gate
Inner GatesEast and West gates of the Inner wall (see Trade Dist)
DefenseGreat Hall EnclosureCenter fort of city. Surrounds Great Hall Dist (see defenses)
Govt/Res.Great Hall DistrictGovt offices, VIP Housing, Horde recruitment hovel


Upper City
TypeLocationDetail
TradeTrade DistrictMajor trade center. Various merchant shops
GuildShatroful OnreinnMajor trade guild. Work or memberships available
HousingDark Race VillageHousing for all races except orc or goblin
IndustryArmoryAll war, siege equipment stored and maintained
IndustryForgeMajor forge in the city. Buy or create anything related to metal
Religion/Res.Jorel SpirePublic Temple to pray and learn. Home of the Fos Rog
EntertainTraining FieldLarge events occur here. Black Market and training classes conducted
HousingGoblin VillageHousing for goblinoid races only
GuildGoblin Thief GuildHousing for goblinoid races only
HousingRowdy TentsHousing for the unfortunates of the city. Workers and mercs available
GateNorth GateMilitary and Diplomatic entrance only
City Defenses
TypeLocationDetail
Defense
Walls/StrongholdsGeneral descript of city defenses. Playable locations
DefenseGreat Hall EnclosureCenter fortifications of city
DefenseDark Race Village (wall)Protects NW Housing Dist (see Dark Race Village)
DefenseGoblin Village (wall)Protects NE Housing Dist (see Goblin Village)
DefenseInner WallDivides the city in two defensible parts (see Trade Dist)
DefenseArmory WallProtects the Armory (see Armory)
DefenseMain SpiresLast 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 FromTraveling ToDistance
AestasDaittern Ruins32
AestasHiems101
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
*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


Contributors:
Created by Gauls, March 27, 2008 at 12:01 AM
Last edited by Gauls, April 13, 2008 at 08:18 PM
0 Comments , 248 Views
 


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