child_m.gif (3208 bytes)aenor: Towns and Trade

Cities of Note Other Cities Trade Roads

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When the land of Gaellia was conquered, the Shadow-Mage required a fortress and citadel from which to rule. He found what he was looking for in Mith'ara, a Gaellian palace/temple. Modifying and enlarging the palace, the Shadow-Mage quickly made the Dark-Palace his capital.

Although originally an isolated fortress, a town quickly grew around the citadel, originally comprising builders, soldiers and herders. With time, this town expanded onto and around the Amno Gur, Hill of Dread.

The city is now the second largest, after Mellye-Terric, and is the realm's capital. The city is divided into two sections, each surrounded by tall black walls, and guarded day and night by Gaellian soldiers. The section around the fortress is known as the Zer-Mer'zot (B. The Shadow-Mage's confines), and they are strictly off-limits to the general populace. Inside the Zer-Mer'zot are the barracks, administrative buildings and guild-halls. Access to the section is permitted only to soldiers, guild-masters and officials, on production of the proper documentation. Around the dark walls of the Zer-Mer'zot lies the city proper, the Zer-Gizar (B. The People's confines). This is where the common people have their houses, inns and shops. It is also the location of the city's plethora of temples. The streets of the city have grown as the population dictated, and thus there is very little planning. The avenues and roads form narrow mazes throughout the city, and it is easy to become disorientated and lost in amongst the high buildings. Only the large squares, where the people gather daily to worship Balzot, provide a landmark in labyrinth. These squares are usually dominated by large statues of Balzot, the Death queen or the Shadow-Mage. Again, the Zer-Gizar is surrounded by fortified walls.

The city is home to the guild houses, in particular, the Thieves Guild and the Guild of Masons. The Thieves Guild pay a large commission of their victims' wealth to the Citadel of Carakum. Also located here, within the Zer-Gizar, is the sprawling complex which makes up the College of Eternal Flame. It is here, near the walls of Zer-Mer'zot, that the next generation of Black Fang are trained.


The City of Mellye-Terric is located where the Teric and Gaellian rivers meet. Formerly known as Cargael, it was once the capital city of the Gaellian kingdom. Upon being conquered by the Daenorim, the city became the main location of the Shadow-Mage, until the fortress of Carakum was built. His temporary fortress, Fire-Pike, still dominates the city from its large hill to the south of the town. Nowadays, Fire-Pike is the home of General Raukar, and his highest ranking officers.

Mellye-Terric is situated on both sides of the Teric River, which is spanned by three Obsidian bridges. On the south bank lies the Imperial Barracks, where the majority of Daenor's Gaellian troops are housed. Also here is the Academy of Holy fire, which houses those training to become members of the Order of Blood. In addition, on the north-bank, are the Slave-Master guilds (who capture and sell slaves to those who can afford them), and the famous Brothel of Linas. Girls fortunate enough to be granted with looks and charm sometimes escape the Slave-masters by being sold to the Brothel.


Miru is a shadow of its former self. Once a spiritual haven to the Gaellians, known for its hot springs blessed by the Goddess, Mira, now it is a place of filth and murder. Miru, then known as Mirkaer, was captured by the Daenorim in 884, and used as a base from which to besiege the mountains. Its people were murdered or used as slaves, and many of its building razed, before the Shadow-Mage could hope to prevent it. During the siege, important buildings were re-built, and barracks constructed.

Following the capture of Cargael, Miru's large garrison was relocated to there. The Shadow-Mage decided to leave the majority of the Orcs in the city, to serve as their barracks, as well as keep them away from the Mannish folk who disliked them. The Orcs quickly took over, making live hell for the Gaellian residents.

Miru is built in a hollow between four hills. Its once proud walls are virtually crumbled, with only a few remnants remaining on the north side. Most of the buildings have been taken over by Orcs, and what humans live there have been used as slaves, and are bordering on insane. The Orcs kill any who venture to far, though occassionally a half-wild girl will make it to a nearby town (where she is quickly sold to the Slave-Master's Guild). The Orcs, suffering from over-population, have begun to delve caverns deep into the surrounding hills, to be used as warrens.

Located on the fourth hill, over-looking the sprawl of the city, is the domed Great Hall, home of the Servants of Lore. Any Orc who ventures onto the hill is killed, and no warrens have been excavated there. The Orcs worship the inhabitants of the dome as Mishra, Gaellian spirits of magic.




Formerly Kilheim, Gumbil ('Gum-Hill') was the capital of the Killari people. It was also the location of the signing of the Treaty of Kilheim, which marked the beginning of the alliance. Located next to a grand waterfall, the Kjilh-Vin (B. Tears of the Killari), which cascades down the Heights, Gumbil is scarcely occupied. A small garrison of soldiers, placed there to protect the heights, watch the haunted plains of the north from the Old Killari fortress atop the falls. In the city below, the commoners needed to support the troops live in the city, stone buildings built around the original wattle and daub houses. The city was spared destruction during the Conquest, and the banks of its small lake are still lined with the Standing-Stones which mark the water as sacred.


Furton is the northernmost town in Zar-Eaza, and one of the closest to Daenor. Originally a hill-fort, Furton is now a well-garrisoned and wealthy town. Its purpose is to trade with the Ilman territories, as well as house those troops travelling north to reinforce Ilmanor. As such, its almost completely a commercial center, its hillfort walls now busting with brothels, taverns and shops.


Located south of the Emyn Beraid, Stonsul was originally one of many towers scattered through the hills. This changed however when the Black Fang built the School of Eternal Shadow in the nearby forest. Originally a holy site, the Black Fang built their school to undermine the Gaellian religion, as well as to utilize its obvious qualities (it is rumoured the forest is an Earthnode). Once the School was completed, a small town grew around it, to service the Black Fang and their students. Stonsul is a small town, with wide streets and an abundance of temples.


Located on the edge of the Loeg Hithui, Melenik is a small town built largely on wooden stilts. It high walls and streets have deep foundations, and a complex system of drainage ensures the swamp does not flood the town. Melenik, unlike most towns in Daenor, is a mix of both Gaellians and Orcs, ruled by Lord Keasa. Keasa rules from his lavish palace, Drake-hall, inside the walls of the town- a building of vast beauty and wealth, catering to the expensive tastes of the Keledrakun. Keasa has had high towers built around the walls, which are manned by Gaellians during the day, and Orcs at night.


M'os Rizo is the largest Arim town, and the only one large enough to be classed as a city. It is located on the northern section of the Mi'Nor Plains, in the foothills of the mountains. Surrounded by squat sandstone walls lined with wooden stakes, M'os Rizo is the Arim capital. Many tunnels and homes are carved into the hills themselves. Also, a vast pit has been dug into the center of the city, covered with wooden gratings, within which the giant slugs and snails of the city are contained. Overlooking the pit is the Mo'Bes Palace, where the current Arim High Chief lives. His totems line the walls, reminding the Arim of the greatness of their leader.


Situated on the south bank of Lake Gaellia, Huamo is the capital town of the Huani. A sprawling town of small houses and vast op0en spaces, Huamo actually occupies a greater area than any other town in Daenor (though its population density and number of buildings is considerably less than that of Mellye-Terric or Carakum). Dominating the city is the magnificent Rashika (Lion-Gate), the palace of the High Chief, and meeting place for the Huani tribes. The Rashika is surrounded by a wide moat, and its walls and gates are carved with the images and statues of lions.


Deep within the eaves of Taur Liantier is the Dark Elf city of Morlond. Carved from a mountain deep in the forest, and extending for several miles beneath, the city is home to a thousand Drow who have offered their services to the Shadow-Mage. Several of the oldest buildings are carved from the rock itself, whilst over have been built around the spurs of the mountain (known as Kishmor). Atop the peak, standing miles above the city, is the Lug Grash, a large fortress carved from white stone and green laen. It is the home of the Dark Elf leader, Prince Grashor.



Daenor is economically isolated from the other nations of Iaurdor, due to the constant threat that Daenor poses to the Empire. Despite this, the country is rarely found wanting. They are a self-sufficent nation, and trade is rarely necessary. Food is grown in the farms of Zar-Eaza, and weapons forged in the vast smithies of Balzot's Reach. Other produce is supplied by skilled Gaellian workers, and an abundance of slaves ensures a constant work force. If in need of something in particular, the Daenor will not hesitate to steal it from the neighbouring countries.

Daenor exports a few products to Ilmanor in the north, though they themselves are also self-sufficient. Mostly, the exports include slaves and troops, though occassional food supplies are also sent north via the Fornarda river. Trade with Vancumar is limited, and is based on mutual necessity. This is not due to any animosity, as both countries are strong allies; rather, the vast distances involved, as well as Vancumar's own self-reliance deem it impractical. When considered necessary, troops are sent from Vancumar, as well as building materials, whilst the Daenorim export slaves and weapons.



The roads of Daenor are minimal at best, built for moving armies, rather than for wandering travellers. Though some are paved, most are merely sand or dirt roads, churned-up over time as constant streams of armed men have traversed them. Great ruts lie in many of them, where heavy-loaded carts have distorted the mud. They are unsafe for most horses travelling at more than a trot. However, the roads are wide, wider than most in the empire, in order to facilitate the movement of armies.

The roads are heavily patrolled, and there are constant toll-guards along, at regular intervals. These tolls are particularly expensive near towns, or at road junctions. Despite the heavy guard presence, they are far from safe; bandits and cutthroats often hide in the ditches at the side of the road, waiting for the slow-moving horses to appear. The toll-guards do nothing to discourage the assaults, being content with their heavy taxes.

The Riverway- This ancient road runs north from the Ered Glos , and dissects both Daenor and Ilmanor, before eventually arriving in Malidor. It follows the eastern bank of the Fornarda river, and the Duinon in the south, and is often used for vanguards and patrols, accompanying the slave and trade boats. The Malidoran end is heavily fortified, ensuring no one from the northern lands enters easily. Wide, and flanked by drainage ditches, the Riverway is the only road in Daenor to be in good condition. It was paved long ago by the Alliance, and is still well-serviced. However, it has been widened at the southern end, and its flanks are as unkempt as the rest of the Daenor roads.

The Udum Road- The literal 'road to hell.' The Udum road runs from the Riverway, near the Ardadain border, and stretches eastwards, through Deathvale, and over the Gi'No River. From here it skirts Lake Gaellia before passing through Huamo to Carakum. It is one of the most important roads in Daenor, and is heavily travelled. It is also the most guarded, with tolls every 10 miles are so.

The Gi'zan Trail- The Gi'zan trail starts at the mines of Balzot's rach, and travels south, through Mellye-Terric, before joining with the Udum road near Lake Gaellia. It is an important road for trade, taking weapons and wealth to both Mellye-Terric and Carakum.

The Imperial Road- The Imperial road is the longest road in Daenor, save for the Riverway, and was built to bridge the two halves of the empire, without having to pass through Udum. Starting at Melenik, in Zar-Eaza, it travels north, via Furton, before turning west and skirting the southern Hills of Blood. From there it continues west to the town of Buba, where it joins with the Riverway. Being an internal road, and a necessary one, it is not heavily tolled, but neither is it well-patrolled. The section of the road near Furton and the Hills of Blood is rife with bandits and criminals.

The Eastern Trail- Eastern Trail leads east into the land of Rhutalath, and is heavily fortified at the border. The road intersects with the Imperial Road at Melenik, and continue towards the Taur Liantier. It appears to end at the Elven city of Morlond. This is not strictly true, and those loyal to the Shadow-Mage can continue on the road, which travels under the mountains and past the Drow city, before emerging at Carakum. The Drow Elves are charged with guarding the road, and ensuring only those necessary are allowed access.