Towns tend to be situated at the centre of a collection of villages, or looking out onto a river or lake. They are centres of trade and usually closely allied to the nearest great city. There are many towns to the east and north of Avalon. Refer to the Map of Avalon to locate these towns. For details of the Sphere of Influence values for each town, refer to the SOI table.
See also: List of Villages, List of Cities and List of Wilderness
| Name | Description | Quests |
|---|---|---|
| Ariadne | Ariadne is a lake-town nestled in the lowlands by Lake Thrullmere, it has a long history of righteousness, and is believed by many to have been the first settlement of humankind on the Avalonian continent. Ariadne's emblem is a rampant lion. | |
| Azrili | The legend of the Azrilites is perhaps the most well-known. It is said that these children of the Sun inhabit the uppermost regions of the remote northern mountains; that their township is spun entirely of gold; that sickness is unknown to them, and that only joy fills their lives. The Azrilites are led by their Chief Corazon and spiritually guided by Wykoshia, High Priest of the Sun. The vale of Azrili is lit always by the sun, for she rests herself during the night-time upon her sacred temple. The way to Azrili is unknown to all but the most worthy adventurer - it begins with some hidden path in the northern Greenwood east of the hamlet of Ladakh. | |
| Coriona | Coriona is a town situated in the southeastern corner of Avalon, between the cities of Mercinae and Parrius. It is the gateway to Mount Sapience, which looms ominously in the background, casting a dark shadow on the town beneath it, its peak eternally obs cured in a ring of clouds. | |
| Gaurthang | The wind came from nowhere. Ringing into existence with the reverberation of a hammer striking doom, it carried the heat of a forge that fashioned war and searing death. It came into being in the heart of an ancient fortress, emerging from some strange pl ace between that which is and that which seeks to be. It blew from the escarpment, where dark magics were being forged. Angry, it stank of ancient evil, echoing with long forgotten prophecies. In a frenzy the wind spun, swirling out of the void, as if see king a course, it seemed to pause, then it blew eastward. | |
| Goblin Town | The Goblin Town, in the west of the continent, should be considered a separate cultural centre. Its entrance is guarded by the infamous Wolf Gate which opens irregularly to the world with a great rumbling that can be heard from miles around. It would be too easy to dismiss the goblins as simply manifestations of a cruel, distant evil. They are motivated above all by strong instincts of self-preservation and a rigid social order. Should you delve deep into the goblin town, you will find breeding chambers, working mines, and a bustling internal trade. The goblins maintain cautious friendship with some of the more ruthless humans, and many of those who forsake the major cities end up residing beneath the mountain in the town of the goblins. The goblin town, as has been stressed earlier, is not simply a battleground for righteous humans. It is home also to a small brotherhood of humanfolk who have chosen to forsake the major cities and live beneath the protective walls of the goblin town. Fangthane was the first to tread this dangerous path, followed closely by Astiroth, Taker of Souls and Helkarakse, of the frozen wastes. | |
| Thaumacie | Thaumacie sits atop the mountainous territories to the south-west of the Avalonian continent. Many view it as an enigma in itself, for it is a town-like colony of hardened dwarves, dwelling in a barren citadel astride the rear-end of the Goblin City. Further research will reveal, however, that their resolve to remain in such a dangerous place is both well-founded and valorous. The dwarves are a hardy race, living and working under the leadership of Verlakmar the Golden. It is upon this precarious position that the dwarves live with special intent, that of keeping guard over their sworn adversaries the Goblins. They are committed to impede the menacing Goblin troops by keeping them engaged in intermittent battles over the invaluable mountain passes. It is in part their bravery that allows Mercinae to breathe easily in her slumber. The fortress of Thaumacie has another purpose, one that is more dangerous and yet more essential for the existence of all peoples. Beneath the citadel, behind the bronzed gate, is the entrance to the fabled Under-deeps. Thaumacie stands guard over the most dangerous of all enemies, the Demonic Black Sun. Brooding in immortal anger under the vigilance of the dwarves, the Black Sun waits for Thaumacie to fall, and to chase the Sun from the sky. Hence the presence of Thaumacie is crucial, and the dwarves the sturdiest of all allies to humankind. | |
list_of_towns, Rev. 6, Last changed on 2007-04-01 13:19, 883 page hits