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Lore:Guide to Ald'ruhn

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{{Lore Book
|MW=1
|description=An overview of Ald'ruhn's people and notable places
}}
[[File:MW-book-Ald'ruhn Region.jpg|center]]
====Principle Districts of Ald'ruhn====

{{Lore Link|Ald'ruhn}} is the district seat of {{Lore Link|House Redoran}}, and one of the largest settlements on {{Lore Link|Vvardenfell}}. The three principal districts are Ald'ruhn town, Ald'ruhn-under-Skar, and Buckmoth Fort.

Ald'ruhn town is a large settlement in the Redoran village style, built of local materials, with organic curves and undecorated exteriors inspired by the landscape and by the shells of giant native insects. Most guildhalls, cornerclubs, and merchants are sited in the southwest corner of town, convenient to West Gate and the strider port, while the Temple is located on high ground to the east, and surrounded by a residential section.

{{Lore Link|Manor District|Ald'ruhn-under-Skar}} is the most distinctive architectural feature of Ald'ruhn -- a manor and council district sheltered beneath the shell of an ancient extinct giant crab. The large carapace encloses a central dome, from which radiate the entrances to the {{Lore Link|Redoran Council Hall|Redoran Council}} chambers, the manors of the Redoran councilors, and shops of a few upscale merchants.

{{Lore Link|Buckmoth Legion Fort|Buckmoth Fort}} is the Imperial legion garrison for the district. The strong walls and towers of this Western fortress lies a short distance to the south of Ald'ruhn town, through South Gate behind the {{Lore Link|Mages Guild}}.

====Services====

House Redoran services are in the Council House and Councilor's Manors of Ald'ruhn-Under-Skar. The {{Lore Link|Tribunal Temple|Ald'ruhn Temple}} on the east side of town provides service for Temple worshipers. Buckmoth Fort offers services to the {{Lore Link|Imperial Legion}} and devotees of the {{Lore Link|Imperial Cult|Imperial cult}}, including an Imperial cult altar. The guildhalls of the {{Lore Link|Fighters Guild}} and Mages Guild are near the South Gate. Pricy but high-quality clothier, alchemist, and enchanter shops are under Skar as well. Commodities at reasonable prices, but with smaller selections, are available from the smith, clothier, trader, pawnbroker, and bookseller near the entrance to Ald'ruhn-Under-Skar. The {{Lore Link|Ald Skar Inn}} and the {{Lore Link|Council Club (Ald'ruhn)}} cornerclub are found to the west, near West Gate and the silt strider port. {{Lore Link|The Rat in the Pot}} cornerclub is in south Ald'ruhn, near the guildhalls.

====Notable figures====

All six Redoran councilors, {{Lore Link|Brara Morvayn}}, {{Lore Link|Hlaren Ramoran}}, {{Lore Link|Athyn Sarethi}}, {{Lore Link|Garisa Llethri}}, {{Lore Link|Miner Arobar}}, and {{Lore Link|Bolvyn Venim}}, have manor residences in Ald'ruhn-Under-Skar. {{Lore Link|Edwinna Elbert}} is the Mages Guild steward, and {{Lore Link|Percius Mercius}} has recently become the Fighters Guild steward. Old {{Lore Link|Methal Seran}} is an eminent Temple priest and scholar. {{Lore Link|Raesa Pullia}} is commandant of Buckmoth Fort, but {{Lore Link|Imsin the Dreamer}} is the chapter steward. The {{Lore Link|Redguard}} Hean is priest of the Imperial cult. {{Lore Link|Goren Andarys}} is the guild steward of the {{Lore Link|Morag Tong}}, whose guildhall is found in Ald'ruhn-Under-Skar.

====Travel and Transportation====

Roads lead northwest to {{Lore Link|Maar Gan}} and {{Lore Link|Gnisis}} villages and by a circuitous western route to {{Lore Link|Caldera}}, {{Lore Link|Balmora}}, and points south. The road to Balmora swings northwest to avoid the barren wastes, and curves around towards the west until it heads south again to Caldera. Between Ald'ruhn and Caldera are many sidepaths; watch for signposts, or you'll get lost. The silt strider port is along the western town wall, north of West Gate. Silt strider service goes from Ald'ruhn to Balmora, Gnisis, {{Lore Link|Khuul}}, or Maar Gan.. Guild guides at the Mages Guild teleport you to Balmora, {{Lore Link|Vivec (city)}}, Caldera, and {{Lore Link|Sadrith Mora}} for a modest fee. {{Lore Link|Gnaar Mok}} is a LONG and exceptionally unpleasant walk west to the coast and then south; there are no trails or marked routes. Casual travelers ill-equipped for the attacks of wild beasts and brigands should keep to the roads and travel services.
{{Book End}}
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