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Ayr (pron: ire) is a large walled town northwest of [[Wicklow]], populated exclusively by elves. In 3098 KE (1164 CE) the village was attacked by a troop of [[beastmen]]. The town was successfully defended when the Loegaire cousins joined several of Ayr's best warriors in battle against the marauders. | |||
The architecture of the town is incorporated into the surrounding forest, with trees serving as structural support for some buildings. Many Ayr citizens live in what humans refer to as "tree-houses," some of which span over several trees. Almost all the elves of Ayr prefer not to sleep on the ground, and carry a light hammock on them as part of everyday attire. | |||
Though it is located near the sea, Ayr is protected from piracy by a long beach and shallow shore. Atacking piractes would be forced to use small boats or even wade ashore. Any approaching threats are neutralized by elven archers long before they can reach shore. Similarly, Ayr is protected in the west and north by mountains. The town is most vulnerable on its southern flank, where much of its defenses are normally concentrated. | |||
Every citizen of Ayr is expected to serve in the defense of Ayr. Most adults are trained to use a shortsword or staff, and even elven children are taught to use knife and bow. | |||
== Ayr after the Great Devastation == | |||
Ayr is the only elven town to survive the Devastation, situated as it is far from the center of destruction. The town was the primary focus for the elven refugees who survived the cataclysm and fled the Outlands. While Ayr remains in barbarian territory, the combined forces of the various elven tribes have been able to defend it. Elven and dwarven engineers constructed a series of three concentric wooden walls with stone bases around town, providing formidable defense against marauders. Ayr has access to both fresh and salt water fish. Roman-style aqueducts feed a number of gardens within the city. Through the aid of elven magic, these gardens and the fishery are able to sustain the population. The town also enjoys healthy trade with both Wicklow and Dubh, and is the intermediary shipping point between the two cities. A large trade market is set up within the outer walls of the city. | |||
During the winter of 3098KE, the elves of the mountains surrounding Ayr were beset by a horde of well-organized and seemingly intelligent orcs. These marauders had dark red skin and bore strange tattoos on their faces and arms. Their attacks were much more strategic and well-organized than the usual orc attack, but they were even more brutal and bloodthirsty. Elves fleeing these "[[Red Orc|red orcs]]" sought refuge in Ayr. | |||
[[Category: GURPS Eíre]] |
Latest revision as of 03:26, 3 June 2011
Ayr (pron: ire) is a large walled town northwest of Wicklow, populated exclusively by elves. In 3098 KE (1164 CE) the village was attacked by a troop of beastmen. The town was successfully defended when the Loegaire cousins joined several of Ayr's best warriors in battle against the marauders.
The architecture of the town is incorporated into the surrounding forest, with trees serving as structural support for some buildings. Many Ayr citizens live in what humans refer to as "tree-houses," some of which span over several trees. Almost all the elves of Ayr prefer not to sleep on the ground, and carry a light hammock on them as part of everyday attire.
Though it is located near the sea, Ayr is protected from piracy by a long beach and shallow shore. Atacking piractes would be forced to use small boats or even wade ashore. Any approaching threats are neutralized by elven archers long before they can reach shore. Similarly, Ayr is protected in the west and north by mountains. The town is most vulnerable on its southern flank, where much of its defenses are normally concentrated.
Every citizen of Ayr is expected to serve in the defense of Ayr. Most adults are trained to use a shortsword or staff, and even elven children are taught to use knife and bow.
Ayr after the Great Devastation
Ayr is the only elven town to survive the Devastation, situated as it is far from the center of destruction. The town was the primary focus for the elven refugees who survived the cataclysm and fled the Outlands. While Ayr remains in barbarian territory, the combined forces of the various elven tribes have been able to defend it. Elven and dwarven engineers constructed a series of three concentric wooden walls with stone bases around town, providing formidable defense against marauders. Ayr has access to both fresh and salt water fish. Roman-style aqueducts feed a number of gardens within the city. Through the aid of elven magic, these gardens and the fishery are able to sustain the population. The town also enjoys healthy trade with both Wicklow and Dubh, and is the intermediary shipping point between the two cities. A large trade market is set up within the outer walls of the city.
During the winter of 3098KE, the elves of the mountains surrounding Ayr were beset by a horde of well-organized and seemingly intelligent orcs. These marauders had dark red skin and bore strange tattoos on their faces and arms. Their attacks were much more strategic and well-organized than the usual orc attack, but they were even more brutal and bloodthirsty. Elves fleeing these "red orcs" sought refuge in Ayr.