Gazeteer :

3 entries found.

Corn Road
Keywords
RoutesCorn Road
SizeRoute
RegionNistray
The Corn Road runs from the gates of Nistray Counterturn towards Last Home. It is named after the enormous quantities of corn that are carried along it to satisfy the appetites of Ningaur's people.

The Corn Road is generally in good condition, wide, and surfaced with rounded cobbles taken from the One River's tributary streams. Guard posts are situated every ten Klegs, although they stop short at the border of Last Home's territory. Occasionally flash floods from rain storms in the plataeu will wash away sections of the road entirely, but it is quickly repaired.
Nistray
KeywordsCity
RoutesCorn Road
SizeCity
RegionNistray
North75
,
Turnwards40
Last Home
Keywords
RegionLast Home
Last Home sits on the edge of the Plateau of the Twilight Lands, overlooking the Drylands, at a point where the cliff down to the plains is particularly shallow. This is, naturally, the route that most travellers take down to the plains. Tax expeditions set out from here towards Darkin, Hellgrass Reach and Harradum. The town is heavily geared towards travellers, with many inns and corrals for Crdlu, as well as a thriving market where Twilight Merchant Satraps exchange goods with plains Caravans. The walls here are of earth reinforced with wood, forming a broad circle around the town. Gatehouses of dressed stone guard the roads in and out of town, while farmland presses close. The heart of the town is the crowded Suk, while temporary rulers and Bonded Ones make their home in the House of the Setting Sun.

Two main routes enter Last Home from the Nightwards, the Corn Road that leads across the plateau to Nistray and the Lion's Path that runs down into the forest and turn turns towards Ur. Ningaur's Steps run Counter-Daywards towards Darkin, while, The Lesser Road runs parallel to the One River, through the Plateau lands. Once The Reachway ran Turn-Daywards towards Hellgrass Reach, but most now join the road upriver at Sword Landing.

Last Home is the main gateway to the Drylands for most traffic from the river valley, and as such is ruled by the Orders of all four great cities. The town is overburdened with officials, Mages and Bonded-Ones, who devote far more time to jockeying for power with each other than they spend on running the town. So long as they do nothing to upset the public appearance of calm and the trade through the town the local Merchant Satraps can do much as they wish. Defence of the city is generally relegated to the town's own force of soldiers, distinctive with their white shields and capes, although armed forces from each of the Cities serve as a supplementary guard for the nobles and Mages. These out-town soldiers change every season, rotating through the four cities over the course of a Short Year.
North115
,
Turnwards-60