Flarp
2009-11-04, 06:24 PM
http://i620.photobucket.com/albums/tt284/Arathanar/th_Talar.png (http://s620.photobucket.com/albums/tt284/Arathanar/?action=view¤t=Talar.png)
Talar: an unexplored world, full of intrigue, treasure, and danger.
Four adventurers, for reasons of their own, have come to the tranquil village of Delwyn Mills - a minor town on a trade route through Elderleaf Forest, the elven homeland.
Sustaining an economy through the river that runs through town and the waterfalls within it, Delwyn Mills is part of the Fendillian Alliance: a trade kingdom ruled by an elven government, which reports to the Pentacouncil of Elvenkind.
Because of this, most villages and towns of Fendillian are predominantly human, with regular appearances of elven traders, governors, and politicians. Other than this, however, the humans are willing participants in this nation, and are allowed near complete autonomy.
This is Delwyn, then. A sleepy village, set on hills, with a slow river running gently down the sharp drops that mark the town's landscape. The village is set just within the Forest, meaning that though imposing trees surround the settlement, the open plains are a three hours walk away.
Within, dirt and rock roads pave the streets, which house shopfronts and homes made of stone and wood. The elves' influence on the town is evident - all the wood used in construction has been carefully hewn or shaped by magic - no sharp cuts of any kind.
In the center of town, the river is diverted into two tiny streams to allow room for an island park, growing beautiful flowers for the citizens and rare reagents for the local wizard.
Just above the park is the market - an ever changing thoroughfare of permanent shops and seasonal tents, dyed with vibrant colors. The side of the market set on the river is full of granaries, blacksmiths, and woodworks - work needing the powerful mills of the stream.
The other side is dominated by more artistic fare - more evidence of the elves. Paintings, sculptures, instruments; all these and more can be found in the so-called "Artisan Side" of Delwyn.
South of the park is the tiny town hall and a small museum, connected by a hallway. Like all cities, towns, and villages of Fendillian, Delwyn's laws are decided by its residents, and then approved by an elven governor, who resides in the town hall.
Surrounding this main road are barely twenty small houses, residences for those who don't sleep above their shops. Most houses maintain some sort of garden or grove nearby, filled with sylvan plants and occasionally small pets.
A single tavern lies on the far side of the town, past the town hall - the Cheery Archer, an entirely wooden building three visible floors. In the daytime, its dim light portrays emptiness. After hours, however, it is the center of town activity. The massive window on the second story brims with a warm, yellow glow, and the faint sound of friendly-but-not-rowdy patrons is audible from the outside.
Indoors, the tavern has a bar on its first story, cramped inside along with sitting windows and a grand staircase upstairs. On the second story, cushioned booths set into the wall contrast with wooden and stone tables, long and accommodating to the large party, place in the center around the stairs down.
OOC: here (http://www.giantitp.com/forums/showthread.php?p=7254539#post7254539).
Talar: an unexplored world, full of intrigue, treasure, and danger.
Four adventurers, for reasons of their own, have come to the tranquil village of Delwyn Mills - a minor town on a trade route through Elderleaf Forest, the elven homeland.
Sustaining an economy through the river that runs through town and the waterfalls within it, Delwyn Mills is part of the Fendillian Alliance: a trade kingdom ruled by an elven government, which reports to the Pentacouncil of Elvenkind.
Because of this, most villages and towns of Fendillian are predominantly human, with regular appearances of elven traders, governors, and politicians. Other than this, however, the humans are willing participants in this nation, and are allowed near complete autonomy.
This is Delwyn, then. A sleepy village, set on hills, with a slow river running gently down the sharp drops that mark the town's landscape. The village is set just within the Forest, meaning that though imposing trees surround the settlement, the open plains are a three hours walk away.
Within, dirt and rock roads pave the streets, which house shopfronts and homes made of stone and wood. The elves' influence on the town is evident - all the wood used in construction has been carefully hewn or shaped by magic - no sharp cuts of any kind.
In the center of town, the river is diverted into two tiny streams to allow room for an island park, growing beautiful flowers for the citizens and rare reagents for the local wizard.
Just above the park is the market - an ever changing thoroughfare of permanent shops and seasonal tents, dyed with vibrant colors. The side of the market set on the river is full of granaries, blacksmiths, and woodworks - work needing the powerful mills of the stream.
The other side is dominated by more artistic fare - more evidence of the elves. Paintings, sculptures, instruments; all these and more can be found in the so-called "Artisan Side" of Delwyn.
South of the park is the tiny town hall and a small museum, connected by a hallway. Like all cities, towns, and villages of Fendillian, Delwyn's laws are decided by its residents, and then approved by an elven governor, who resides in the town hall.
Surrounding this main road are barely twenty small houses, residences for those who don't sleep above their shops. Most houses maintain some sort of garden or grove nearby, filled with sylvan plants and occasionally small pets.
A single tavern lies on the far side of the town, past the town hall - the Cheery Archer, an entirely wooden building three visible floors. In the daytime, its dim light portrays emptiness. After hours, however, it is the center of town activity. The massive window on the second story brims with a warm, yellow glow, and the faint sound of friendly-but-not-rowdy patrons is audible from the outside.
Indoors, the tavern has a bar on its first story, cramped inside along with sitting windows and a grand staircase upstairs. On the second story, cushioned booths set into the wall contrast with wooden and stone tables, long and accommodating to the large party, place in the center around the stairs down.
OOC: here (http://www.giantitp.com/forums/showthread.php?p=7254539#post7254539).