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Velociryx is offline Velociryx
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Official Map Information! Support Apolyton

***Pasted from the old (Portal) forums***

Been working slowly and steadily on the actual names of the provinces of the little Kingdom that is slowly being drawn together from the threads we're creating, and here are the provinces that have been named so far/a verbal description of what my map looks like.

The Valley that Candle'Bre is nestled in is about 2.5x longer on it's east-west axis than it is on it's north-south axis. There are only very limited foothills (the nature of the mountains and the magic that spawned them), so it's literally, the plains stop and the mountains begin.

Of course, Candle'Bre's "shape" is quiet ragged at the edges, and there are numerous mostly-hidden valleys tucked tightly between looming mountains (some of these are large enough to be provinces in their own right...some are too small to even bother being shown).

The Kingdom does sport one largish lake in the southwest portion of the kingdom, completely surrounded by provinces who derive much of their income from a booming fishing trade. How the lake maintained its water source is a complete mystery.

1 - Eastgate
2 - Westkeep
3 - Micklenach
4 - Shroudwater
5 - Calimar
6 - Gloim
7 - Sphanaar
8 - Ascaaphol
9 - IronPort
10 - Vestford
11 - Misty Vale
12 - Hidden Vale
13 - Argenia
14 - North Shores
15 - Brigglund
16 - Willet
17 - Langborne
18 - Kell
19 - Griggor's Steading
20 - Cho'Neria
21 - Pyrixius
22 - Dol'Doras
23 - Stroudhaven
24 - Hlo'Haas
25 - Cerilon
26 - Parthaway
27 - Trentare
28 - Sutter's End
29 - Massetta
30 - Ouestron
31 - Sutheron
32 - Skanalarr
33 - Clannimar
34 - Wyndamere
35 - Vandamere
36 - Rook's Roost
37 - Tharn
38 - Aard
39 - Ramese'Bre
40 - Illium
41 - Cedri
42 - Ravanna
43 - Henderlaas
44 - Jima
45 - Sarsgardia
46 - Shaladare
47 - Hen (Luria)
48 - Haven
49 - Etian
50 - Gallowmir
51 - South Watch
52 - Perrin's Point
53 - Widow's Way
54 - Thunder Hill
55 - Elynthia
56 - Maldev
57 - Dasgardia
58 - Vargalas
59 - Bessmer
60 - Brom

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Provincial Descriptions (terrain, people, odd facts)

1 - Eastgate: The power of the House of Mourngrym is centered here, and that Household exerts direct influence on Westkeep, which lies just to the south. Many have pointed out to the Mourngrym family that their two primary Provinces like north and south of each other, not east and west, and the family members simply nod and smile knowingly. Thus, why the Provinces are named as they are is a mystery to the Kingdom at large. As to the territories themselves, they are lush and green, blessed with fertile ground along the river that separates them, few hills of note, and only a smattering of forest (generally running immediately along the river).

2 - Westkeep: The second of Mourngrym's territories, Westkeep is much like its northerly cousin, though with a few more hills in the southern section. Despite the fact that the area is naturally good farmland, the majority of the people here are quite mercantile in their nature (Mourngrym's influence, to be sure). They are able enough farmers, but it is quite clear where their first love is.

3 - Micklenach: The fertile plains and gently rolling hills of Westkeep give way to a thick tangle of forest that occupies the bulk of this province. The ground here that's NOT forested is generally marginal in its quality....farming's not so good, but the fishing is SWEEEEET! The Micklens tend to be somewhat clannish and standoffish in their nature and are oft called "The People of the Wood" by those living in surrounding territories. One thing is sure, they care little for Mourngrym and his mercantile ways, preferring to devote their time and energies to fishing, walking in the wilds, and making a variety of tools and craft goods from their abundant supplies of wood.

4 - Shroudwater: The land here is quite low and moorish. During heavy rains, as much as a third of the province becomes very much like a bog. The territory is somewhat thinly populated, but the soil is amazingly rich. Cotton and Rice are grown here principally, and, as with all the Lakeside Provinces, the fishing is grand. A low band of hills marks the longish south/south-western border of this Province.

5 - Calimar: Shroudwater's low, gentle hills give way to much more substantial ones, and in fact, Calimar is almost entirely hill country. Farming here is marginal, but the hills boast a fine assortment of mineral riches, including Iron deposits, making Calimar among the first choices for Apprentice and Journeyman Ironworkers and Weaponsmiths. The territory has a long, fine tradition of turning out some of the best quality ironworks in the kingdom, and during the annual Micklen/Calimari Trade Fair, the attention of the entire kingdom is centered on this region.

6 - Gloim: A smallish territory, blessed with fertile fields and excellent fishing. Few hills and forests, but the land is rich and bountiful. Most of the people here are simple farming folk, and they rather like it that way. Outsiders are not actively shunned, but are generally regarded with some suspicion.

7 - Sphanaar: A sprinkling of forests and hills dominated by plains of medium fertility, the folk of Sphanaar are a hearty mix of farmers and craftsmen, and many work in industries directly related to Ironport's shipping trade.

8 - Ascaaphol: Slightly more urban than their counterparts in Sphanaar, the territory is much the same, fewer farmers and more merchants marks the most notable difference between the sister territories.

9 - IronPort: Headquarters of the Council of Seven, Ironport was envisioned by the King as being a bulwark against the power of Mourngrym, and at first glance it would seem to be well-suited to that job. The Province has a good mix of fertile fields along the lake shore, and rolling hills (more iron deposits, in fact, the iron exists in greater quantity here than it does in Calimar), and a smallish forest with beautiful straight timbers, well-suited to ship building. However, the people are mostly rural types, and for some reason, Micklen and Calimar drew the attention of the Kingdom's best wood and iron workers (perhaps Mourngrym's influence at work), and, Ironport's strategic position is decidedly inferior to Westkeep/Eastgate, so the King's vision did not come to pass entirely. Nonetheless, when taken together with Sphanaar and Ascaaphol (The other two territories controlled by "The Seven,") a considerable amount of commerce flows between them, collectively.

10 - Vestford: Farmland through and through. The people of vestford have three primary interests: The Church, Farming, and Mercantilism. Historically, they have maintained much closer ties with "The Seven" than with the wizards who make their home just north, mistrusting the latter greatly and regarding them as heathens of the worst sort.

11 - Misty Vale: A smallish province given over almost entirely to rugged hills. Settlements here are scattered in the valleys (where farming is possible, but still marginal, at best), and what trees are scattered about are ill-suited for commercial purposes. Houses tend to be built into the many hills themselves, and rocks mined from the hills provide one of the area's primary construction resources (though few of these are exported to other territories on account of the rugged terrain). Misty Vale is notable, however, for a number of steam vents from deep beneath the earth that break to the surface inside the province. These steam vents warm the water of the many shallow streams in the area, and also bring minerals from the deepest rescesses of the earth. The waters here are reputed to have medicinal value, and the steam vents themselves are instrumental in seeing that the vale lives up to its name...year 'round, the entire place is often misted in a light fog.

12 - Hidden Vale: Another Province that proves quite difficult to get into and out of, Hidden vale is very like it's misty cousin, save that the valleys are immensely more fertile, and the place is lacking in the mysterious vents that gives the neighboring vale its name. The people here are an open minded lot, and take well to strangers and travellers. They are very definitely considered "Folk of the Fringe."

13 - Argenia: A largish and quite beautiful Province, filled up with fertile grazeland in the south, and rugged hills in the north...hills so rugged, in fact, that it makes travels to the vales bordering them somewhat difficult. In the rainy season, it is not at all uncommon for the roads to those places to be washed out entire. Argenia is known for its horses and its vast herds of goat and cattle.

14 - North Shores: A fairly typical farming/fishing community, made up mostly of small farms dotting the gently rolling plains.

15 - Brigglund: No two ways about it, this is cattle country! This large tract of land was given over to Deacon Johnathan Briggs for his tireless efforts to save the sick and dying on the refugees' long march. Shortly after the calamity that formed their Kingdom, the Deacon retired from active medical service and turned his full attention to tending his new holdings, quickly growing it into one of the premier cattle provinces of Candle'Bre. The folk of the province tend to be fairly open minded and accepting, but there is a very definite religious leaning here (probably brought on by the Deacon's long track record of service to the Church, and his close friendship with the Castillar family....a friendship that continues to this day). The province itself is almost entire flat grazeland...perhaps not the finest quality, but the cows don't seem to mind!

16 - Willet: A relatively poor territory. Mostly comprised of hills that are marginal for farming and contain few useful mineral resources, the folk here are a fairly merry and contented lot nonetheless. They ARE close to the fringe, it's true, but not quite regarded as fringe-folk themselves, tho they share the open-mindedness of their Brigglund neighbors, without all the religious trappings to be found in the former territory. Mostly, they survive by trading their services as tanners and related leathworking crafts in exchange for the abundance of food to be found further south.

17 - Langborne: A territory of splendid balance. Hills, small and well-managed forests, and an even mix of grazing land and farm land give this territory a vast array of options, and they make good use of all! The hills contain relatively few mineral deposits, but there is ore in sufficient abundance to create a thriving ironworking industry (as well as some copper and silver). Woodcrafters are in fair number here, as well as farming folk. The folk of Langborne are friendly and organized, and one could easily imagine this province growing into a fine economic hub. It's got good location, and a healthy mix of resources to work with.

18 - Kell: Rocky hills devoid of significant mineral deposits dominate this province. Some would question whether it should have ever been made into a province in its own right or no, but the people of Kell are fiercely independent, and have made a descent living for themselves as goat herders and craftsmen. Many have a keen interest in mercantilism, which has led to wise investments of their profits. Taken as a whole then, Kell is much wealthier than one might think, taking the province at first glance. Their fiercely independent streak and free spirited nature definitely see them falling into the category of "Fringe Folk."

19 - Griggor's Steading: Hill country to the north, giving way to flatlands of marginal (at best) farming value, the sparsely populated steading makes its way in the kingdom by providing waterborne transport of goods from richer parts of the country to the territories north. The crews are outstanding, and some of the livliest inns in the whole of Candle'Bre can be found near the river in Griggor's Steading. An odd mix of Provincial conservatism and rowdy fringe attitudes, The Steading is place not so much remarkable for the terrain as it is remarkable for the people to be found there.

20 - Cho'Neria: Named by the Gypsy folk of Trentare, the translation is "Mysterious Hills" and the place is aptly named indeed. Dominated by a mix of gently rolling and downright rugged hill country, the place is frequently beset by winds which have no apparent source, and when the winds blow, the locals claim to be able to hear whispers on them. It has some mineral value, but many regard the entire province as haunted, and because of that, it is somewhat sparsely populated. Lately though, it has become something of an artist's haven, and is very definitely to be considered "fringe." The people are friendly enough, but have little patience for the mercantile attitudes to be found eastward, nor the religous attitudes that dominate west. When you enter the Mysterious Hills, you truly feel as though you have crossed a boundary, and the people here are rather fond of their uniqueness.

21 - Pyrixius: A medium-sized farming province that lies somewhat off the beaten path, the people here have strong religous leanings and are quite able farmers. The territory is home to quite a number of entertainers who retire here when they're not making the rounds putting on shows....most say they like it for its relative isolation, quietude, and it's proximity to the Mysterious Hills. The territory is often referred to by the locals as simply 'ixsus.

22 - Dol'Doras: A regular breadbasket of a territory, the region is blessed with fertile fields and good fishing from the river. They thrive by trading their surplusses further westward, and to their southerly neighbors.

23 - Stroudhaven: A large hardwood forest dominates much of this province. Only the outer fringes contain farmland (more in the north, less in the south, where the forest brushes their southern border). They are a quiet, mysterious folk who care little for outsiders. It is known that they are very consertive-minded, and despise their Gypsy neighbors. In fact, the two have skirmished on more than one occasion. Primarily, they manufacture bows and hunting supplies for the kingdom, and these are regarded as among the finest to be had.

24 - Hlo'Haas: Another territory named by the gypsy folk, the translation is literally "The Good Neighbor." An open, friendly farming community made up of prarie that extends all the way to the mountains, they regard their forest-dwelling neighbors as...frankly odd, and carry on quite good relations and a brisk trade with they Gypsy Folk.

25 - Cerilon: Horse country through and through. The Furies have always had good relations with their Gypsy neighbors to the south, beginning with brisk trade of foodstuffs for horses. As time has gone by, the Furies rely less and less on their Gypsy neighbors to supply them with horses (having carefully managed their herds), and now trade primarily food for fine gypsy crafts and entertainment. Cerilon is a lively, bustling place, and home to the famed Fury Keep, which serves as the headquarters for the King's Cavalry Regiment--the hands down, most respected unit in the entire army. The province itself is composed of a healthy mix of rolling hills and flat prarie, median value for farming, but an exquisite place to ride and train.

26 - Parthaway: The agricultural hub of the Fury holdings, the Parthians are an odd mix of urban/farming/and religious folk, and their land is generally flat plains with farms dotting the whole Province. They are quite well organized and add a great deal of substance to both Fury holdings and to the kingdom as a whole. Not a lavishly rich province, but a fine, sturdy one indeed.

27 - Trentare: Shortly after the calamity of formation, the first king of Candle'Bre made the somewhat surprising announcement that the Gypsy Folk ("Free Folk" as they call themselves) would be a semi-independent state inside the Kingdom proper. They make their own laws, and are only nominally attached to the Kingdom itself. Nonetheless, every year, the Trentans send in tribute a sum greater than most provinces pay in taxes, and they have never refused the King of Candle'Bre any request of men or materials.

All in all, it's an arrangement that works. The Gypsy Clans maintain their independence in the midst of a large, thriving kingdom, and they themselves thrive by providing both entertainment and finished goods (jewelry and musical instruments for the most part, jealously guarding their stocks of fine horses, tho these they DO trade to the King himself and to the Furies, who are long-standing allies.

They are a people unlike any other in the whole of the kingdom, merry and free, open-minded, and absolutely unorganized in the classic sense. It is doubtful that the region will ever become an economic hub, though it could, with it's beautiful mixing of forest, hills, and plains, it's bountiful natural resources and median farmland, but the Free Folk are not concerned with such things as these. What they ARE concerned with, remains a mystery to most, and they seem to like it that way. Outsiders are welcomed, but should be warned that it is not considered a crime to steal from anyone non-gypsy (tho exceptions are made for their allies and friends of course, whom they regard as brothers...honorary gypsies, as it were). These are the people who *invented* the term "Folk of the Fringe."

28 - Sutter's End: This territory is dominated by what some have termed an "unnatural forest." Yep...although the land is well suited to farming, an enterprising young soldier left the army nearly a hundred years ago and got a grant from the King to attempt an unlikely enterprise.

Apple growing.

Many scoffed at the idea, but since those earliest days, his orchard spread, and now encompasses fully one third of the Province!

Thus, Sutter's End made a name for itself, and found a unique place in the economy of Candle'Bre as THE source for apples (and a variety of other fruits, grown on a much smaller scale, as well as mint and some more exotic things!).

The land is gently rolling plains and low hills, dominated by orchards that seem to go on forever, and the place has the distinction of being the best smelling province in the whole kingdom! The people are generally farmer-types, though there is a growing, thriving merchant class (shippers, drivers, and so forth), and they are among the most organized people in the whole kingdom.

29 - Massetta: A large province nominally controlled by the Castillar family, Massetta is a natural economic hub. Well-situated, with a good mix of terrain (forest, hill country, grassland), good (if not excellent) farming potential, and is filled up with craftsmen and people quite loyal to the Church who enjoy the easy living and the security of being so near both the Castillar strongholds and the King's Core. They are a resonably well organized lot whose leaders have the ambition and vision needed to turn the territory into an economic center that could one day rival Mourngrym's!

30 - Ouestron: The lesser of the Castillar family's provincial holdings, Ouestron is another fine farming community, dominated by fertile fields. Some small herds of cattle can also be found here. The people are primarily interested in farming and service to the Church, and are content to let their larger neighbors north deal with such things as finance and the ways of the moneylenders.

31 - Sutheron: The greater of the Castillar Family's provincial holdings, Sutheron is known as one of the very few territories where sheep herding is done in any great number. This is because the family Father, Arliss Castillar was himself a shepherd of two sorts in his day (both a Priest and a sheep herder) and brought some portion of his flock with him on the flight from the Old Kingdom. The sheep herds are the real economic muscle of the family, and Castillar wool is highly prized. As to the province itself, it is mostly low rising hill country, not particularly well-suited to farming, but the sheep seem to like it there! The people themselves are almost homogenous in that, nearly all are interested in service to the Church.

32 - Skanalarr: Regarded by some as a dangerous place, the folk of hilly Skanalarr are very definitely "fringe." Their wild carousing and rowdy inns are the source of a great many stories throughout the Kingdom. Primarily, Skanalarr is known for its mining operations, and the largest deposits of copper and coal can be found right here.

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33 - Clannimar: The eastern portion of Clannimar is dominated by light forest that spills across Shaladare's borders, while the rest is reasonably good farmland. The people here are a quiet, pious lot, content to work the land and let the political machinations of the kingdom pass them by. They are deeply religious, and members of the Castillar family frequently visit friends and relations here.

34 - Wyndamere: One of the King's Core provinces, this, like all the King's land, is a splendid mix of terrain, and well-suited for a variety of purposes. It's people are much the same way...the territory seems to have attracted a fairly even blending of the best (and worst, in some cases) of the Kingdom as a whole. A variety of industries can be found here...none in great number or dominant in their field, but all thriving nonetheless. Wyndamere is the Capitol of Candle'Bre.

35 - Vandamere: Another of the King's core provinces, Vandamere is nearly identical to its sister territory, though the terrain here is not nearly so evenly mixed. In fact, the northern half of the Province is hardwood forest...carefully managed. The King's Archers get their bows and equipment from logging operations in that area.

36 - Rook's Roost: An empty stretch of plain, bordered by stout hills in its northern reaches. The province is thinly populated, and plays home to the occassional goat herder. It is remarkable for the mass THOUSANDS of migrating Rooks who call the place home in the winter months...so many, in fact, that the locals export their droppings as fuel. A rather messy province, all in all, but wealthier than one might expect.

37 - Tharn: Hills in the south where it borders Rook's Roost, semi-fertile plains in the north, leading all the way to the mountains. Marginal farmland, but excellent for goat herding, which the local populace excels at. Many herders and tanners to be found here.

38 - Aard: Almost entirely plains, with odd dottings of tiny, tangled forest, it is otherwise quite similar to Tharn. Runoff from the mountains makes the soil too acidic to grow much, but the possibilities of one day discovering vast riches in those forboding mountains is a lure that draws many more than one might expect, Aard is slightly more populous than Tharn, but like its sister province, specializes in goat herding and leathercraft.

39 - Ramese'Bre: Often referred to as the "lynchpin of the north" this largish province has two chief advantages. Location (in that it shares borders with many provinces), and better resources than most territories in the North. It is chiefly known as the King's Ironworks. The ore present here is not as abundant as it is near the Loch, but it is substantial nonetheless, and a significant Iron industry has sprung up in the territory. The farming is good (excellent in places) and there are some well managed forests in the territory that provide game and woodcrafting. Better still, because the province shares borders with a number of relatively resource starved ones, the folk of Ramese'Bre have never had to worry over a market for their goods, and in fact, farm much of the craft labor out to neighboring provinces whilst they focus on the mining, logging, trapping, and transport angles. The symbiotic relationships they have forged with their smaller neighbors has made them wealthy indeed, and they enjoy lighter taxation than many territories on account of their service to the king with regards to weapons and armor.

40 - Illium: A mostly flat territory, quite similar to Aard and Tharn.

41 - Cedri: Best farming in the northern reaches, Cedri makes its way in the region by selling its bountiful surplusses of foodstocks to its near neighbors, and by accpting unfinished goods from Ramese'Bre and working them. An even mix of craftsmen and farmers here, and the terrain is moderately hilly plains.

42 - Ravanna: The fishery of the west, Ravanna is fed by numerous streams that flow down from the mountains and into their hilly/forested territory. Because fish is something of a rarity in the area, they never have a shortage of customers. The land itself, though hilly, is resonably good for farming, generally giving them bountiful surplusses.

43 - Henderlaas: A thinly populated stretch of plain that plays home to numerous small cattle ranchers. The land's not so good for farming, but the steaks are devine!

44 - Jima: With high hills all along its eastern border, gently rolling plains in the center, and fierce mountains to the west, Jima is subject to odd turns of climate that do not affect the rest of the kingdom. Year round, the place is lush and green. They have no real industry to speak of, but it is among the most popular vacation spots in the Kingdom, and every year, the wealthy flock to the place to enjoy the unusual (very nearly tropical) climate.

45 - Sarsgardia: Largest of the south western provinces, Sarsgardia is home to the only gold mine known in the kingdom. It is the site of the King's second home, the national mint, and the King's reserve vault. The folk of Sarsgardia know their gold makes them the target of envy, and so they are none too fond of outsiders, viewing most with suspicion. If one can overcome that initial suspicion, however, the people are known to be frank, honest, open, and friendly. The land is a mix of plains and rolling hills, with no real mineral deposits, save for that vast band of gold. Farming is marginal (better toward the northern fringe), and most of the folk of the territory find work in either government (at the many gold-related government buildings), or crafting jewelry and other fineries from their metal.

46 - Shaladare: Deep and mysterious woods that grow at a phenominal rate comprise the whole of this territory. Rumor has it that the deepest part of the wood is home to a number of Farie Dragons, tho none can say for certain if it is so. The people are typical foresters, preferring their own company to those of outsiders, but the territory IS among the King's core, and many volunteers for the Archery Corps come from this Province.

47 - Hen (Luria): Originally called Luria, this province became known as "Hen" after an unfortunate incident involving a number of marauding Nilrogg who survived the cataclysm came down intent on feeding on the citizenry of Candle'Bre. The provinces in the area rallied to the battle standard of the Furies and fought bravely, excepting for the men of Luria, of whom it was remarked by the Fury clan that "Their men and so-called soldiers clucked and ran about much like Hens, contributing little but entertainment."

The name has stuck since.

As to the province itself, it is actually quite bountiful farm country, few hills and few forests interrupting the neatly laid-out farms of the place. The people are sometimes considered almost foolishly brave, as though they are constantly trying to make amends for the cowardice of their anscestors.

48 - Haven: The most lawless of the provinces of Candle'Bre, Haven is very hilly, and difficult to reach. Rains frequently wash out what few roads there are, and little effort is made by the folk of Haven to rebuild or repair them. Little is known of the territory, or its exact population, but dissidents from all over Candle'Bre flock there to escape...whatever it is that needs escapingn from.

49 - Etian: A long province that lies not far south of the Loch, it is nearly cut in half by mountains that run through its center, and it's people dwell principally in the two valleys that exist because of it (northern Etian, which borders on Mourngrym lands, and southern Etian which lies between the line of mountains that runs across the length of the province and the mountains the comprise the bulk of the range surrounding Candle'Bre). The northern folk are primarily farmers, and word hold that the southern folk are herdsmen, though little is seen or heard from them, in truth, because of the difficulty in reaching them.

50 - Gallowmir: An even longer province than Etian that suffered much the same fate that the time of the cataclysm. In fact, the only way of reaching the southern valley of Gallowmir is to ride to the southern most tip of the province, then round the mountains that bisect it, and enter the valley proper. The people are wild and free, and mysterious. They keep their own council and care little for the intrusions of others. If they have any resources of note, they mostly keep them internal...very little trade flows from Gallowmir, and no exact information on her population is known.

51 - South Watch: Yet another province that the mountains of the cataclism broke into segments. A lone, vast mountain sits in the center of the territory, with small cousins to the north and south, creating a number of pockets and hideaways. Despite the prevelance of mountains in the area, the land here is not so acidic as to prevent farming (which is surprisingly good). The people are slightly more open than the folk of Gallowmir, but every bit as fierce and free. For a time, immediately following the cataclysm, the King stationed numerous semi-permanant garrisons here to watch for the presence of Nilrogg, but after ten years of seeing only the occasional straggler, the bulk of the garrisons were removed, leaving the territory to fend for itself (save for one garrison stationed near the base of the vast, central mountain). Aside from the mountains that dot the territory, the land is quite flat.

52 - Perrin's Point: Shortly after the cataclysm, there was fear that perhaps some of the marauding armies persuing the refugees survived. In fact, those fears were well-founded, and Perrin's Point was established as a series of earthenworks fortresses to guard the rest of the kingdom against attacks coming down from the mountains. The fortresses still stand, but are only minimally staffed these days, as no attacks have come from those mountains in many long years. As to the province itself, it is in a pocket, created by the mountains as they sprung up. Reasonably flat, the land is of median farming value and the people here are pretty evenly split between herding goats and farming. There is currently no mineral value to the territory, but with mountains all around, the possibility is certainly there....

53 - Widow's Way: At the moment of the cataclysm, another band of refugees was travelling north, having spotted Arliss Castillar's group and making for them to join up. The women were sent ahead, leaving the menfolk to wrestle with the unruly wagons.

When the mountains sprang up, all of the wagons and most of the menfolk in that group were lost. True, some few survivors were found, but the vast majority simply vanished without a trace. Many of the women from that ill-fated group settled here, and though the territory was never officially named Widow's Way, it was the name given the place by travellers, and has stuck since its first hearing.

The land itself is quite fertile and flat, with gentle swells of hills leading up to the mountains. There is some ore (silver) to be had here, though the mining operations are somewhat small because none of the veins is truly massive (a series of small mines). Nonetheless, the presence of silver adds considerably to the value of the province (and the fact that, to this day there are significantly more women than men here only adds to its allure).

54 - Thunder Hill: Because of the strange acoustics of this place, a handful of marching men can be made to sound like a thousand. It is on this hill that Duncan Fury made his famous stand against the marauding hordes intending to lay waste to the refugees. The time he and his men bought by standing firm here allowed the mighty spell that caused the cataclysm time to be completed, and after that epic battle, a fortress was erected on the site to honor the men who died so that the kingdom could be born. Nominally under the control of the Fury family, but too distant for them to exert any real control, this territory of marginal value is nonetheless one of the most historically significant lands in the whole kingdom. It is mostly hilly in the center, with plains stretching out from there. The land is of marginal farming value, and the whole place is sparsely populated (and then, mostly with scholars and historians). Those who DO choose to call this empty, haunting land home, however, are fiercely independent and free.

55 - Elynthia: One of the territories of the reculsive wizards, this territory is almost a complete mystery. Nothing is known of it save that it is nearly blocked in on all sides by the mountains that were formed during the cataclysm, and that it is led by one of the two Witches in the eldritch order known as Bezzamarrabizzarra.

56 - Maldev: If Elynthia is a difficult land to reach, then Maldev is easily twice so. It is almost entirely a mountain province, interrupted only occasionally by tiny valleys and passes that run between some of the smaller mountains. Nothing at all is known of the population, and rumor holds that the high tower of the wizards lies somewhere inside this rugged land.

57 - Dasgardia: Most accessible of the wizard's territories, this province is a godsend to them, for surely the other lands they control cannot do much in the way of farming. Dasgardia makes up for that, and then some. Unlike most of the territories hemmed in on practically all sides by mountains, a large central expanse of plains can be found here which are quite fertile and well suited to growing crops. Thus, the whole of the wizards' holdings are likely fed from this one province. Outsiders are not welcomed here, and so little is known of the place, aside that a great many orders for farm equipment are placed here.

58 - Vargalas: Land grant given to the daughter of General Vargas' daughter upon his death in defense of the kingdom against the Nilrogg. Secretly, her purpose is to watch closely the provinces east of her, and guard the King against the machinations of the wizards. To that end, the territory contains a large standing contingent of the king's forces, left at the Lady's disposal. The land is near-surrounded by mountains (as with most fringe provinces), of median farming value, but with iron deposits sufficient that the troops stationed here can maintain themselves and their gear. Surplus iron is traded to surrounding provinces, though the Lady has, to this day, not signed any such trade agreements with the wizards east of her. Where they get their weapons, if they have any, is a mystery. Like most fringe provinces, the people of this territory are of their own mind, free, and prefer it that way.

59 - Bessmer: A community rich in mineral excess and goat herds. Mostly mountainous, with marginal quality land, the people here thrive thanks to their copper and clay, from which fine pottery is made. These are sold to the far reaches of the kingdom, making Bessmer an isolated, but wealthy province. The folk here have decidedly fringe attitudes, and the province is somewhat thinly populated.

60 - Brom: A tiny afterthought of a province made powerful by one thing alone....there is a rare flower with great medicinal value growing in abundance here called the Moon Lily...it seems to thrive in the acidic soil of the place (which is good, because not even goats will eat the grass here), and the folk of Brom have made a fortune selling the extract from these flowers to the outside world. The citizenry here have all either taken a vow of silence, or have gone mute as a side effect of so much exposure to the extract of the flower....which is the case is not known. What IS known is that this tiny, thinly populated territory is among the least accessible in the entire kingdom, and the one entrance to it is heavily guarded by a stout garrison of the king. The Lord of Brom pays only the most minimal of taxes, and is largely left to do as he pleases.

Velociryx is offline Velociryx
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Historical Starting Positions:
For the "Historical Game" consider the default starting positions to be these:

Furies: 25,26,36,37,38
Castillar: 21,29,30,31,32
Mourngrym: 1,2,3,4,5
The Seven: 6,7,8,9,10
Wizards: 11,12,55,56,57
****


(41,44)----> Two other "valley" territories resonably close to Haven....while not quite as known for lawlessness or openness to all, they are still remarkably different from the marked conservatism of the bulk of the rest of the Kingdom...it is these three provinces more than any other that give the "Folk of the Fringe" their Liberal-Minded and Lawless reputations.

(48 - Haven)--> One of the remotest of remote valleys on the fringe of the kingdom - It is famous principally for its lawlessness, and the fact that all are welcomed here (lately, it has become a popular destination for those facing religious persecution)


(34,35,46)----> These three are the "core provinces" of the kingdom...the King's Palace is in Wyndamere, and Shaladare/Vandamere border it. Rumor holds that in the deep forests of Shaladare, a small band of Farie Dragons live, but no one has ever seen such creatures.


(25,26)---> The provinces that comprise the bulk of the Fury family holdings, Cerilon is the home of the stout walls of Fury Keep.



(1,2)---->Westkeep and Eastgate are territories adjacent to each other that form a natural choke on one side of the lake inside Candle'Bre. VERY important trading Provinces! - Home of the Mourngrym family.


(37,38,40)----> More border/valley territories. Rural, somewhat thinly populated, the folk living here tend to have much more in common with the bulk of Candle'Bre than do some of their "wilder" fringe-dwelling cousins.

(27) - Trentare - A sepratist colony of gypsy-folk who were travelling with the refugees. Most unique province in all of Candle'Bre, and also the one which the least is known about! (Trentare is a physically large province just south of Fury holdings--which are themselves, just North and east of the king's core provinces) (Such that Trentare borders the king's core provinces to the west and the furies to the north). They pretty much keep to themselves, but DO trade with the furies (fine gypsy horses). Also, While Lord Michael, of the house of Fury is quite fair skinned, it should be noted that both his brother Stephen AND their cousin Kenna are of swarthy complexion, with the dark curly hair of the wandering folk....)

(30,31)- Castillar family holdings (Ouestron = Westron, in pronunciation)






9 - IronPort(thanks to an abundance of fine, straight hardwoods in the area, IronPort is home to Candle'Bre's tiny shipping industry)



(55,56,57)---->More valley provinces, these are home to the Council of Five

(more to follow)
-=Vel=-
For a VERY hastily sketched out map to give you an idea, have a peek here:
http://www.angelfire.com/sc2/hartpence/test.html

(Note to Art Team - Don't laugh! LOL) (ohhh, okay, laugh then....:P )

(note that province numbers in this post have (mostly) been updated to show where some of the major provinces are.
-=Vel=-

Velociryx is offline Velociryx
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**Originally Posted by Cyclotron7**

As part of our effort to transfer the map of Candle'Bre onto a terrain grid, I give you step 1, a rought terrain map.

And I do mean rough! Just put together with a paint prog to give me an idea of how terrain all fits together. Here's a key, and the address:

White: Plains, swamp
Green: Forest
Gray: Mountains, hills

http://geocities.com/cyclotron7.geo/candlemap.htm

Enjoy... It's pretty darn close to Vel's descriptions!

Velociryx is offline Velociryx
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**Also by Cyclotron7**

Alright, it's here: The v2.0 Candle'bre terrain map. A key for you:

Yellow: Fields
Dark Gray: Mountains
Light Gray: Hills
Green: Forests
Brown: Marshes
White: Plains

The v1.0 map is also on this page. Note that I have the v2.0 on psp7.0, but I cad to convert it to a merged image jpeg for it to upload properly. I you want it, I can try to zip it to you.

http://www.geocities.com/cyclotron7.geo/candlemap.htm

Enjoy! The next (and final) iteration will have roads, cities, and minor rivers, but you'll have to wait a bit for that.

moomin is offline moomin
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Vel, while I'm astounded at the level of detail and thought that has gone into your world and its provices, this rather spells the doom of the random map generator, doesn't it? It'd be neigh-on impossible to generate this level of depth and background randomly.

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Yes it would ... but it doesn't have to the the doom of a RMG. The 'Historical' game that the above map documentation (and it is awesome, isn't it?) outlines is crucial to the story, and the story is crucial to the playing experience, at least in single player mode.
However, a RMG (or a good map editor, hopefully both) is gonna be a neccessity by the time any future commercial release comes around.
When you play an MP game, either on the 'net or hotseat, against other human players the established background story kinda goes out of the window and instead a new story is created ... the kind of one that you can talk about with your mates afterwards: "if I hadn't got FateCardX just when i was about to attack then i would have crushed you!", "i wouldn't bet on that, man, i've got a few more tricks up my sleeve.", "oh yeah!, well let's have another game then!" ... see?

Restricting the player to a single map for all games would be too annoying and would narrow the market for the game. People love variety and we're gonna have to give it to them (and we will ).

Chowlett is offline Chowlett
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Notice that many of the provinces are named after team members - which was a nice touch by Vel.

However - it just struck me rereading the list that we have a province called Wyndamere. Unfortunately, "mere" in English means a lake of sorts, and Windermere is a major lake in Northern England. Similar (although lesser) problems arise from Vandamere - while there is no lake in Britain called that, neither province description contains any mention of a lake. I don't know if this bothers you, but it might be necessary to rename them.

FrustratedPoet is offline FrustratedPoet
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You could be right there Chowlett, although it isn't nearly as bad as the rather amusing Calimari people who are also in there

aarrrghh! Attack of the Prawns!

hehehehe We did agree to change that a while back, but i don't think it made it into this document.

cyclotron7 is offline cyclotron7
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Yes, I brought the seafood situation up, and immediatly was informed of the whole naming thing by Wenchy...

As to naming conflicts, I need to remind everyone that these are, and must be, filler names: When we actually start the release, we need to all do copyright checks, putting each made-up word into search engines and making sure that nobody got there first.

Velociryx is offline Velociryx
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^Bumping for some ongoing event research^



-=Vel=-

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