Difference between revisions of "Trinbar"

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== Description ==
 
== Description ==
  
Trinbar, the green dragon that rests in the margins of Sirion River. First defense of Sirion. In the northern hills the main fortress crowns the elevations of the land. The motte is a raised earth mound in the form of a small, often artificial hill and topped with an imposing construction with walls of gray stone and great watchtowers: the Keep, also known as Dragon's Nest. In the highest towers the Lord has a wide vision of the hot deserts of Sermbar and the arid lands of Tabost. It is also good observation point of the movement of ships in Sirion River and of the Sirion towers in the horizon.
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Trinbar is a pleasant land that rests on the shores of the great river that runs to its east. Situated in a triangle of prosperity created by the three cities in nearby regions, Trinbar has become something of a centre for trade, with caravans constantly crossing its tracks and roads. Many small trading houses and inns are found at the roadsides offering rest and bartering places for both local traders and those from further afield. Trinbar itself, the bustling commercial town from which the region takes its name, stands on the northern banks of the river. Filled with noise and activity, it is often said that anything you could wish to buy can be found in its shops and markets. But guard your gold well, as such a hive of activity attracts its fair share of thieves and cutpurses, in spite of the town watch's constant efforts to hunt them down.
  
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A modest keep, ringed by a reasonably sturdy wooden wall, commands a small man-made hill in the middle of the town, with two further runs of wooden walls extending beyond it. Inside the first of these walls are most of the major houses and shops, putting them close to the safety of the keep, while the outer wall holds the market, lesser shops, and the town's poorer dwellings.
  
The earth for the mound would be taken from a ditch, dug around the whole castle. The outer surface of the mound is strengthened with wooden supports. Two baileys flank the Keep. One to the north and one to the south. The baileys are surrounded by palisades built of mid sized trunks of trees aligned vertically, with no spacing in between and sharpened at the top, which would be overlooked by the Keep.
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With the majority of the region's population seemingly either employed in or servicing trade, visitors are sometimes surprised to hear that there is also a thriving fishing community that lives along the full length of the great eastern river. Working from several small villages that are nestled on the river banks, the waterway is alive with fishermen rowing their boats morning and night. Life for them follows the familiar pattern of setting their nets and pots at sunrise and then returning to gather them in at sunset, when the river comes alive with the sound of fishermen singing as they haul in their catches as the sun's final light of the day glows red and orange on the horizon, glinting on the waters.
 
 
 
 
The northern bailey protects Local Lord's lands and the gates that protect the roads for Sermbar and Sir Temple. A contingent of the local militia patrols the palisades and protect the gates. The safety is reinforced to keep the timber drawbridge that gives access to the motte, which could be separated from the bailey as a last defense mechanism. This road is more used by soldiers that need to travel for the territories of Sirion. The southern bailey is the most important. It was often directly connected to the ditch surrounding the motte. The bailey was often enclosed inside another wooden palisade and surrounding ditch, so as to add an extra layer of protection. It was also connected to the motte by another timber drawbridge.
 
 
 
 
 
The southern bailey is an enclosed courtyard. Around of the great square are the main constructions destined to the bureaucratic works and the great hall where the Lord receives the population and hold courts. The central square was built with beautiful white stones and with a majestic garden. Among the most important constructions and in the middle of the garden there is an imposing white tree that was brought of Old Rancagua in a distant past. Many houses for the nobility were also built around of the main square to the south, where are the stables, the market, the house oh healing, cartbuilders, banner manufacture, scouts guild, traders supplies, recruitment centers and the noisy weapon 'n armour smiths. A mixture of people, colors and sounds. The militia protects two gates. One to the south, for the farms and for Tabost and other to east with two small towers to protect the bridge that ties Trinbar and Sirion. A magnificent vision of the great walls and towers of the Capital of Sirion.
 
 
 
 
 
Out of the fortifications, to the south of the territory, great farms of wheat and barley populate the plains. Trinbar stands out in the creation of horses, cattle and sheep. The fishing activity is also very varied along Sirion River. In the hot summer the people will take a bath in the river and celebrate with the best beer of Sirion, produced in Trinbar.
 
 
 
  
 
== Estates ==
 
== Estates ==

Revision as of 00:23, 9 September 2015

https://battlemaster.org/dynamicmap_mini.php?SetWorld=1&ShowRegion=43
Region Details
Continent East Continent
Region Type Townsland
Geographic Area North Plains
Population 16200
Economy Trade, Fishing
Politics
Realm / Duchy Sirion / Osmeneliath
Local Lord Jay II Fireborn


Trinbar is a townsland region in the north of the East Island. Across the Sirion River lies Sirion City, capital of Sirion. Upstream of Trinbar is the Sir Temple.


Description

Trinbar is a pleasant land that rests on the shores of the great river that runs to its east. Situated in a triangle of prosperity created by the three cities in nearby regions, Trinbar has become something of a centre for trade, with caravans constantly crossing its tracks and roads. Many small trading houses and inns are found at the roadsides offering rest and bartering places for both local traders and those from further afield. Trinbar itself, the bustling commercial town from which the region takes its name, stands on the northern banks of the river. Filled with noise and activity, it is often said that anything you could wish to buy can be found in its shops and markets. But guard your gold well, as such a hive of activity attracts its fair share of thieves and cutpurses, in spite of the town watch's constant efforts to hunt them down.

A modest keep, ringed by a reasonably sturdy wooden wall, commands a small man-made hill in the middle of the town, with two further runs of wooden walls extending beyond it. Inside the first of these walls are most of the major houses and shops, putting them close to the safety of the keep, while the outer wall holds the market, lesser shops, and the town's poorer dwellings.

With the majority of the region's population seemingly either employed in or servicing trade, visitors are sometimes surprised to hear that there is also a thriving fishing community that lives along the full length of the great eastern river. Working from several small villages that are nestled on the river banks, the waterway is alive with fishermen rowing their boats morning and night. Life for them follows the familiar pattern of setting their nets and pots at sunrise and then returning to gather them in at sunset, when the river comes alive with the sound of fishermen singing as they haul in their catches as the sun's final light of the day glows red and orange on the horizon, glinting on the waters.

Estates

  • Barley Fields

- Elric Altenahr

  • Dragon's Nest

- Durion Eyolf Serpentis

  • Lion's Den

- Troy Langdon