The Nations, Cities, and Landmarks of Tyria
(since I haven't got far enough to do the Cantha version)In Progress
Introduction: Tyria, the northern continent, and largest landmass. It has a wide variety of climes and locales, from the frozen Shiverpeaks, to the Elonian Desert, and everything in between. In the BE (Before Exodus) age of Tyria, is it said the True Gods themselves made this land their home.
Nations of Tyria:
Of the human kingdoms, there were three great nations. The nations of Orr, Ascalon, and Kryta. As well as the human nations though, there were also the nations of dwarves, the Stone Summit, and the Deldrimor Dwarves, the Tengu Tribes, and the lands of the Ancients. However, it is the human nations which hold most of the power and land, and those shall be the first we cover.
The Human Nations:
1) Ascalon. (Presearing)
Ascalon is currently a nation under seige by the large, beastial Charr, fire worshipping devils from the northern edge of the world. Ascalon was a nation founded by shepherds and farmers, scraping out life on the cool northern steppes.
Through the years, Ascalons became known for one major achievement, The Great Northern Wall. This massive structure is constantly under construction, having started hundreds of years ago. Each king adds more and more to it. This formidible wall is believed to be the only reason the Charr have not completely overrun the cities of Ascalon.
In the days before the Searing, Ascalon was a lively place. With mild, warm springs and summers, and cool winters, with only a touch of snow during the coldest days. Ascalon is marked with rolling hills, grasses, leafy trees, and farms over most of the settled lands. Roads are little more than a few well worn tracks between townships, and just a step outside could bring you face to face with wild animals, everything from rabbits to bears.
This presearing Ascalon was an orderly place, with the jewel on The Northern Wall, the great Ascalon City bringing plenty of travelers, trade, and excitement to those that sought it. In fact, Ascalon City seemed to be a much grander place than the capitol of Rin, with more than a few of the nobles (Such as Prince Rurik and his beloved Lady Althea) choosing to live in Ascalon City.
Nearby to the South was the township of Ashford, known more for it's Abbey, dedicated to the Goddess of Healing and Light, Dwayna. Most of the well to do in Ascalon are known to worship here, as well as being the humble home of future heroes of Ascalon, Mhenlo and Devona.
A short trip to the West, and one would come into Green Hills Country, the holdings of Duke Barridan and his Vanguard. Here instead of grain and livestock, most of the farms are dedicated to producing the grapes for the famous Absinthe that comes from Green Hills. Barridan true heir to the throne, and leader of the vanguard, maintains a small estate in this area, and vigilantly keeps patrols through the area.
Farther to the west of Green Hills, one would finally come to the ancient capitol of Rin. At one time, Rin was the jewel of the kingdom, but now is outshone by Ascalon. Few bother to travel to Rin in the days before the Searing, unless they have business with the Crown. Here, King Adelbren the First holds court.
Traveling South from Ashford, there are several interesting landmarks one might find. The locals call the area "Wizard's Folley", though no one questioned seems to know why. The area is dominated by a lone, snowcapped mountain, which houses a massive tower inside its caldera.
Nearby, one can also find Foible's Fair, there always seems to be something interesting going on here, as well it is a known gathering point for "Royalists" the rebellous Sect that wishes to dethrone Adelbren and install Barridan as king.
And to the East of the Fair, is the small village of Riversend, where a certain deranged Necromancer one lived... (Note: Not official game information or a location. There's just an unnamed village there.)
Now, those that want to track through the wilderness, dealing with hungry bears, skale and vile Grawl, might break their way through to the Hunters. A crazy groups of Drunks, they do seem to at least at one time have been capable woodsmen. To hear them talk, one of them slew a bear with a single arrow. They're always ready to share stories, a drink, or play a rousing game of "Blood, Sweat, Tears".
Wolves and Spiders will plague your way further east, til you come to the massive Fort Ranik. Far from the Northern Wall, they never see combat against anything more dangerous than a wolf. Serious Warriors such as Barridan look down on the rookie garrisons and commanders that are stationed at the Fort, and see it little more than a place to punish people, or train green recruits.
Also, the sightseer might want to travel west from Ranik, there, they can find the vale of King's Watch. There, a marker shows the spot were every single King of Ascalon has ascended to the throne, with the blessing of the highest ranking Priest of Dwayna in the land.
Outside the gates of Ascalon City, is the Theater, owned by the Lady Althea, and also a shrine to the Goddess Lyssa, Twinned Goddess of Illusion and Beauty.
Those that venture North of the Wall, will face large numbers of powerful Charr. However, it is said those brave few that can either fight through their lines, or sneak around them, have discovered that Piken Square still stands. Once a farmer's market, it hasn't been used in nearly ten years, in wake of the Charr invasion. Still, the white stone of the market, and old Ascalon architecture is quite breathtaking.
Along the Eastern side of Ascalon City is the Military Academy, here the lines of Captain Tidus, Warmaster Grast, and other members of the Vanguard train and test new recruits.
2) Home of the Gods, Orr.
The people of Orr are known as spiritual, peaceful (Unless provoked) and to believe themselves blessed to be the caretakers of the gods. Whether the gods favor Orr especially or not, no one really knows. However, it is not desputed that the capital of Orr, Arah, was once the home of the Old Gods, in particular it was known Dwayna, Balthazar, and Melandru created the city, and resided there before The Exodus of the Gods.
Orr was the last nation to join the Guild Wars, and they did not wish to be drawn into the conflict, but when foreign Guilds started to war in their streets, the Orrian military was mobilized to put down the bloodshed. The involvement of the Orrian Military lead to Ascalon and Kryta doing the same, turning the Guild Wars from small conflicts between rival guilds, into a full world war between the three human kingdoms.
With the end of the Guild Wars, Orr was once again at peace. Located south of Ascalon, they were safe from the brutality of the Charr, thanks to the efforts of their neighbors, and located far from the various troubles of the Shiverpeaks, or Kryta.
Then came the Searing, the day when fire and crystals rained down on Ascalon, called forth by the Charr. Massive sections of the wall were decimated, and the Vanguard that protected Ascalon was scattered and broken. The Charr swept through Ascalon, moving south to Orr.
It was believed that the Orrian army, a power to rival any in Tyria, well trained, and well rested, not having been the subject of constant Charr attacks could have turned the invaders back north to the Wall. However, that was not to be. Through some act of gods or men, the Charr overran the Orrian army, barely breaking stride as they headed for Arah.
There, the king's Vizier became desperate. A powerful sorcerer he could see only one way to prevent the Charr from defiling the City of the Gods. Deep beneath the city he went, finding one of the Lost Scrolls, containing the destructive, sealed magics of the Gods.
No one survives that knows exactly what happened, but as the Charr reached the City of Arah, a great explosion engulfed the Orrian lands, destroying the Charr invaders, as well as the City of Arah and the Kingdom of Orr. It is said no one survives.
The blasted land sunk, overtaken by what was before called the Bay of Sirens, to become the Sea of Sorrows. It is said the spirits of the restless Orrians still haunt the area where their cities once stood.
3) The Kingdom of Kryta.
Largest kingdom on Tyria, spreading from the Shiverpeaks on its eastern border, the to Maguuma Jungle to the west. Kryta is by far the dominate power in Tryia, after the Searing. Their lands untouched by Charr, and at peace they have had time to grow prosperous while Ascalon burned and Orr was decimated by ancient magics.
This is due in part to the coming of the Unseen Gods, and the prophet Saul D'Allesio. Saul was a criminal, exiled by royal decree. Lost in the highest of the Shiverpeaks, running from Stone Summit and starving, he discovered the benevolent Unseen Gods. They gave him comfort, food, shelter, and imparted upon him guidance and a vision of how the world should be.
Saul returned to Kryta, preaching to the people. They were beatened down, desperate under the yoke of a cruel monarch, and under Charr and Stone Summit raids. Saul was killed a heretic, but became a martyr. Kryta rallied in memory of Saul D'Allesio, overthrowing the Royals, and establishing the rule of the White Mantle. United under the White Mantle, Kryta became a power, throwing out the last of the Charr, Stone Summit, and even the Centaurs from their borders, establishing peace, for a time...
Chief among the sights in Kryta, is the city of Lion's Arch. Lion's Arch is the crossroads of the world, a busy harbor from which ships sail to nearly every port, even the far off land of Cantha provides regular traffic through Lion's Arch.
It is here the last reminents of the Royal Armed Forces, the Lionguard, resides. They are little more than peacekeepers, investigating crimes and keeping the roads relatively safe, rather than an actual force to be reckoned with. More and more people are becoming irritated with the incompetence of the Lionsguard, instead seeking the help of the Mantle's Knights.
The area around Lion's Arch is a strange combination of plateau, swamp, and jungle. Take a wrong step, and you can easily find yourself waist deep in poisonous marshes, beset by Bog Skale, or find a murder of Tengu sweeping down upon you. Stick to the roads, is always the suggestion to new arrivals.
Those that take the road West, will soon come to D'Alessio Seaboard, named after the founder of the Mantle, and home to the Temple of Tolerance, where Confessor Dorian watches over the surrounding villages from. The nearby villages though keep a shrine to Melandru, over making sacrifices to her, in open defiance of the White Mantle's Unseen Gods.
If you find yourself heading North from D'Alessio Seaboard, you will run into unnatural neighbors, packed elbow to elbow. This area houses the various refugees and colonists that have been allowed to reside in Kryta, all built around the small village of Nebo. These are the settlements of Ascalons, fleeing from the Charr Invasion, having made the long trip across the Shiverpeaks, as well, as settlements of both Luxon and Kurzicks, warring factions from the Empire of Cantha. Their close proximity often means raids and attacks between the settlements.
Between D'Alessio and Nebo is Bergen Hot Springs. The water here is believed to have medicinal properties, and is often used in the best medicines. As well you often find vacationers here, taking a dip in the hot springs. Bergen recently has become somewhat of an armed encampment, with the Tengu and Undead outside, and the hordes of adventurers using the Springs as a base from which to make their way to the Temple of Ages.
To the Northwest of Bergen, is Beetletun. A quiet, sleepy town on the Watchtower Coast (So named for the behemoth towers that regularly rise from the coast). There isn't much in the way of excitement for adventurers in Beetletun, and if you blink, you might just walk through it without even knowing it was there.
Now, for those brave, desperate, or blessed souls, the road West to the Temple of Ages is perhaps the most dangerous road in Kryta. The White Mantle and the Lionguard never patrol this area, seeing little value to it. Thus all manner of dangerous undead have taken up residence, and the swamps have claimed back most of the pathways.
The Temple of Ages holds the most complete compilation of Shrines and Knowledge of the True Gods in Tyria. Many come there to learn about the old ways of Dwayna, Melandru, Lyssa, Balthazar and Grenth. Would be heroes are well advised that they should pay at least one visit to the Temple during their travels.
... to be continued.