Situated directly north of Lake Ravok, this outpost is built with the intention of increasing trading routes.
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A city floating in the center of a lake, Ravok is a place of dark beauty, romance and culture. Behind it all though is the presence of Rhysol, God of Evil and Betrayal. The city is controlled by The Black Sun, a religious organization devoted to Rhysol. [Lore]
Current Stage of Completion: Stage 1 Complete as of 45 Summer 515
The location:
The North Ravok Outpost is located almost directly North of Lake Ravok, at least a 6 day ride from the lake and on the northern coast of Sylira. It is situated in a forested area just off the coast. On either side there are steep hilly and rocky areas that are sparsely forested, which end at the coast in a long sheer cliff. The outpost is situated in a depression between the two hilly cliff areas caused by a fresh water stream, which feeds out into the outer ocean via a pebble beach.
The outpost is based over the spring that feeds the stream, supplying fresh water for the outpost. The spring was the main reason for siting the outpost there, along with the defensible location.
With steep hills and cliffs on either side, the only easy way into out of the outpost is through the pebble beach on the water side, and along the depression that the outpost is settled in, thus limiting the avenues of attack.
Further south from the outpost is thick forested area, which slowly turns into bogs and wetlands a few miles out, common of the northern area of Sylira.
Due to being further north in Sylira the outpost does have colder winters than the cities further south, but in turn has somewhat milder summers. Travel tends to be less safe and slower during the winter season, and travel to and from the outpost is usually limited both by land and water during this time.
Currently Samara Alenta is in charge of the outpost and its completion.
Breakdown of time and facilities:
Secret :
Stage 1: Expected completion midsummer 515
Includes: Basic fortifications, basic barracks and accommodations, the main dock.
Stage 2: Expected completion late fall to early winter 515
Includes: Enhancement of fortifications, added basic crafting facilities, merchant/trade area, stabling, added facilities for fishing, and temple.
Stage 3: Expected completion summer 516
Includes: Added tavern and inn, expand fortified area, permanent accommodations for officers and visiting ambassadors. Added housing and accommodations for short or long term visitors or those living/working in outpost, permanent merchants/shop building, expanded dock, and larger temple.
Stage 1: Completed 45 Summer 515
Stage one of the outpost is the initial buildup. It focuses on making the area defensible, and on opening the new water trade rate for Ravok. At this point the outpost is still heavily reliant on Ravok for supplies.
Basic fortifications: The basic fortifications consists of a square log wall surrounding a area cleared of trees, centered on the spring, and with the stream cutting down the middle. A small opening at ground level is cut into the side of the coast to allow the stream to flow out, which has been reinforced with stone. There are two gates, one on the south side for those coming from Ravok, and one on the north side leading out to the coast and the docks.
Military/Soldier area: Basic accommodations have been built to house the soldiers and to supply their needs, based around the spring for defensive purposes. This consists of several simple barracks style housing units, a dining area, a kitchen, an armory, and a training area, along with a large storage area to hold goods and supplies and a meeting/map room for officers to meet and plan. There is enough facilities to house 50 soldiers at one time.
The main dock: A large wooden dock made of logs similar to those used in crafting the fortifications walls, it can accommodate four large vessels or twice as many smaller ones. Boats don't usually stay for long, instead offloading or on-loading their goods and then moving on.
Stage 2:
Secret :
Stage two of the outpost focuses on adding needed services and making the outpost more defensible and viable in the long term. It cuts down on the need for some goods to be imported, mainly common easy to make goods and food, and expands the capabilities for trade.
Enhancement of fortifications: The fortifications have been further enhanced, adding a guard post/tower to each of the four corners of the walls, along with guard posts adjacent to each of the gates, all of which house archers. These are made with timbers and planks, instead of the simple log design of the main wall. The walls themselves have also been reinforced with additional timbers and struts on the inside. The gates have been reinforced and fortified, and a large timber can be dropped in place in each in case of siege or attack.
Added basic crafting facilities: A tanner/leatherworker, blacksmith, and carpenter facilities have all been added along the north wall of the fort. Weapons and armor are still imported or brought from Ravok, but simple repairs for weapons and armor and simpler items can be made and acquired, though anything more complex that they sell will not have been made on site. The main thing made and sold by the carpenter is wagons and carts. Anything that could be acquired at one of these shops in a city but would not be made on site, costs 1.2 times the normal list price. So while repairs can be done on site: horseshoes, simple wagons/carriages, and other simple items can be made: armor, weapons, and other more complex things will be imports at additional price. It will also be unlikely to find rare, unusual, or race specific items, or items of unusual or non-standard materials, as the stock is limited. Armor is also further limited to medium sized or lighter.
Merchant/Trade Area: The merchant/trade area has taken up residence between the northern side of the fortifications and the beach, outside of the fort. This consists of carts, stands, tables, and other more temporary facilities. These merchants are mostly middlemen, dealing directly with the ships and passing vessels, buying their goods, and then sending them to sell in Ravok via caravan, or selling goods from Ravok to passing boats, usually art or slaves. Typically these are unwanted or excess slaves that could not sell in Ravok, and so are not usually as high quality or as skilled as those found within Ravok itself. Still an occasional gem can be found amongst the riffraff. No slaves valued over 500 gm.
Stabling: Housed just outside of the south gate are the stables. They are simple facilities, enough to hold a dozen horses. They offer similar services to those found in the Ravokian stables though they do not offer riding training, and are owned by the same person as the Ravokian location. They do not offer barding or carriages, though the latter can be found at the carpenters shop. Their services and limited goods are at a 1.2 times markup of the general list prices found in cities, and only allow short term stays of a few days due to limited space.
Fishing facilities: The fishing facilities consists of an additional dock for berthing the ships, along with a half dozen various small and large fishing vessels. Along with the dock simple bunk/barracks style housing for the fishermen are made near the shore and new dock, with facilities for storing, preparing, and preserving the fish. Most of this food is used by the soldiers as their base staple, though the excess is sold to the merchants. The rest is preserved and stored for winter storage within the soldier’s area, since it becomes too cold to safely fish during this time. Due to this most of the fishermen will leave the outpost and head back to Ravok as winter nears at the end of fall, and return at the start of spring.
Temple: The temple is located just west of the main military/soldier compound. It is an elaborate chapel devoted to Rhysol. The temple has a polished black marble altar at the front with a black marble statue depicting Rhysol upon it. Behind that is a raised stage, from where an acolyte of the Black Sun leads several daily worship services to honor and praise Rhysol. On the back wall over the stage is a highly stylized and intricate painting depicting an eclipse over Ravok. Along the walls are a series of stained glass windows depicting various scenes of Rhysol and the good he has done, including several of him ushering his followers to safety after the Valterrian, and one of Ravok being formed. In the front of the chapel is a series of well-made and cushioned pews for worshipers to sit in. An acolytes and agent of the Black Sun are quartered in a room off the rear of the chapel, and at least one of them is in the chapel at all times should anyone wish to worship or ask about Rhysol when worship is not in session.
Stage 3:
Secret :
Stage three further opens the outpost to trade, allowing for longer term stay, and many amenities that are only possible in a well defended and built up location. Where the other stages were all about practical needs and defense, at this stage comfort and long term expansion begin to be dealt with.
Inn/Tavern: An inn is added for those passing through to stay in, and for the locales to drink and get some food. It is situated just inside of the south gate, and is one of the first places seen upon entry. The ground floor is taken up mainly by a full tavern. It has a large fireplace with a roaring fire for warmth in most months, along with an extended bar at the back with stools for seating. The main floor has several small group tables, along with several long tables that take up at least two thirds of the floor, which also serves as a dining area. It serves meals, ale, wine, and whiskey imported from Ravok, similarly priced to what would be found in other cities. (Refer to the price list section on taverns) The meals are fish heavy, it being the main staple of the outpost, though occasionally there will be a stew made of other game meat. Since the wine and whiskey must be imported, they both cost a 1.2 times markup. Rooms are found up a staircase at the front and back of the dining area, and are rented out by the night from any of the barmaids. It also has a kitchen in the back where the food is prepared, with barmaids and servers coming in and out through open doors at either end of the bar. Adjacent to the tavern/inn in another building is a brewery where the ale is made.
Expanded fortified area: The area that is fortified has been expanded, adding additional space north and south of the main area that is newly fortified and walled in. These new areas are used for additional housing and other newly built structures, since the space within the main fortifications is becoming limited. Now the north and south gates lead into these new walled in sections, and these areas now have new main gates that lead out of the fortifications, along with new added guard posts at the gate and the two new corners.
Permanent formal accommodations: Within the fort proper new nicer housing is added for the Ebonstryfe officers placed there in charge of defense and for the administrators running the outpost. Along with this several nice residences are put in to house visiting ambassadors on their way too or from Ravok.
Added housing: Accommodations are added for short or long term visitors, or those living and working in the outpost. This common housing is added in the two new fortified areas. Fishermen, dockworkers, and merchants that deal with the ships directly mainly take up residence in the north walled area, while hunters, woodsmen, and merchants that deal with the caravans heading to and from Ravok mainly take up residence in the south walled area. A mix of general laborers and other workers live in either section. A small amount of rivalry rises between those who live in either the north or south walled sections.
Permanent shop building: A general store is added within the main fortifications, by a member of the Nitrozian family, situated just east of the main military/soldier compound. Its main wares are equipment for wilderness survival, hunting, and other outdoor gear, though it also stocks other more general use item, such as clothes. Anything besides outdoor or hunting gear, or simple unadorned common material clothes, can be acquired in the general store for a 1.2 times surcharge over the normal price found in most cities. The inventory however is limited to common items found in most cities, and as such nothing magical, race specific, alive, or valued over 100 gm would be available.
Expanded dock facilities: The docks themselves are expanded, making room so that twice as many ships can be berthed there are once. Along with that the various merchant groups get together and build a small warehouse/storage area just off the docks, to hold goods when they are offloaded, and when they reach the outpost but are not yet ready to board a new ship, adding new efficiency to the trade process and allowing more goods to be taken. Now a single representative of the merchant’s deals with each ship captain, stores the goods in the warehouse, and the merchants then later break up and buy the goods amongst themselves.
Expanded temple: The temple facilities are expanded, adding room for twice as many worshipers, and adding several new statues and pieces of art in celebration of Rhysol. It also houses an additional acolyte and agent of the Black Sun. With extra hands they now begin to frequent the market and merchant areas, taking the chance to spread the word of Rhysol to those who visit the city, while still keeping a constant flow of worship inside of the temple.