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Welcome to Varlyrio

Welcome to Varlyrio – The Guild of Merchants, Marauders and Mariners.  If you are looking for political intrigue, desolate wastes or savage seas, look no further!  Varlyrio is an island Guild located off the west coat of Avalonia, and is diverse culturally as well as geographically.  The Guild colors are Gold and White, but Dark red, White and Black are the favored colors for buildings along the eastern coast.  Incorporating these colors as appropriate into your builds will help show you Guild affiliation.

Read on below for a much more detailed description of the Island Guild of secrets and intrigue.

Section I: Guilds of Historica Background

See the main Book IV thread for the origins and current story status.

Section II: Guild Background and Theme

Varlyrio: The Island Guild of Secrets and Intrigue

With contrasting expanses of great wealth with great hardship, Varlyrio is home to fertile lands, towering mountains, and dry wastelands, surrounded by the great oceans. The island is inhabited by numerous races and even more cultures. With the wind in your sails, Varlyrio is about 2 weeks sail west from the port of Barqa and even closer to the southern reaches of Avalonia. Varlyrio is known for its Master merchants, expert sailors, and convoluted politics, all driven largely by money and power.

Varlyrio is ruled by powerful families, who fight for lucrative positions as trade ministers.  The Ministers use their power and influence to further their own houses, and vie for the coveted position as the Varlyrio’s Minister of Trade, the Rego of the Guild.

Not all of Varlyrio is easily accessible. Heavy easterly currents prevent all but the most experienced captains from accessing the western shores by sea, and for those that dare, they must also face the extensive pirates that roam the seas around the island.  Only eastern Varlyrio can be reasonably accessed by sea.  By land the island is just as hard to cross. A high range of mountains separates the fertile east from the wastelands to the west. The inhabitants of Eastern Varlyrio are similarly isolated, rugged and formidable.

Standard

Gold and White

History

Long ago, about the time that the sages of Historica were joining together in council at Cedrica - a time when myths still shrouds the history of the realm - the ancient family of Cioto claim to have been the rulers of Varlyrio, pointing proudly to the legendary Aureo de Cioto as the founder of the guild.  However, the first written records still in existence date from the reign of Blasio Amancio, a master shipbuilder and a wise and sturdy leader, who brought peace and prosperity to his island kingdom and founded the city of Illaryian.  When the king died from a jousting wound, however, his oldest son was still a babe, and the family of Chiaro, the merchants and builders of the guild, took charge of the island for three generations.  They were benevolent and kindly, inviting some enterprising foreigners like the Khoar's, master armor-makers and experts in dragon-leathers, to the guild, but disaster struck soon after the last Chiaro mounted the throne as the two islands of Varlyrio crashed into each other and, shortly afterwards, the young Rego mysteriously died.

The powerful lord of Baiamonte, head of a family which had long been building its way up through the ranks of the soldiery, stepped up to fill the vacancy.  Ruling the land with a rod of iron, the Baiamonte's did their best to keep the families of Varlyrio always separate and at variance with one another, but despite all their efforts, the Amancios's, Chiaros, and the rising family of de Fiori, sword-makers of the realm, continued to grow in power and influence.

The marriage of the dashing Dialto de Fiori to Angela Chiaro, eldest daughter of the house, was about to unite the two families, when the young bride was assassinated on the eve of the wedding by Baiamonte's minions.  He had succeeded at preventing a union which would have given another family the dominance of power in the guild, passing up both the Amancios and Baiamontes, but it would prove the last straw for the Varlyrian people.  The Baiamonte's involvement in the mysterious disappearance of the young Rego of the house of Chiaro, which had allowed the Baiamonte's to come to power and had previously only been hinted at in whispers, became the open talk of the guild, and before long, the Baiamontes were hurled off their misused throne, and the Amancios, more powerful and influential than either the Chiaros or de Fioris on their own, rose once again to power, amid the joy of the populace.  Under their rule, though sustained by cunning and ruthlessness, the guild has prospered once more, and has even opened up in its trade and interactions with the other guilds.  

Supano Amancio, the third generation of his family to continuously hold the throne, boosted his own popularity with the people by marrying his long-time sweetheart Ercilia Cioto shortly after he became Rego, but knew that he held on to the throne by only a thread, and was willing to use any and every means to stay in power and fight back the rival families.  

The general tension and subdued excitement in the guild did not disappoint.  In a sudden flurry of intrigue and discoveries, the guild has exploded with life.  Led by Mychel Conzaga, a group of adventures in the western badlands made their way into the underground Kolgari domains and uncovered the tyranny of the Rego toward his underworldly subjects, sending to the east for the families to band themselves together against him.  Meanwhile, however, the Rego - whose soldiers to be sent to the Queen's aid had been mishandled by his nephews and consumed by a giant werewolf in the mountains - hearing of unrest on all sides -- the families, the Kolgari, and the dwarves -- and out of favor with the Queen, set out for Avalonia by stealth, intending to win over her majesty and to wait until the storm blew over.  But the sailors of the Golden Fortune arrived in Avalonia only weeks later, without the Rego, telling terrible tales of pirates and fighting.

The anti-Rego alliance, now firmly in control of the situation - or so they thought - replied by setting Luca di Carlo in the place of the disgraced and vanished Rego to rule "in their interests."  No sooner had this been done, however, then the new Rego, drunk with his new-found power, turned upon his alliance, assassinating Staffen Conzaga and holding his youngest daughter captive in Kaliphlin, ridding himself of the de Fiori Captain of the Guard in Tergiversa and nearly of Alesio de Fiori as well.  When the latter came ringing to his doorstep Luca di Carlo had his back-up plan ready though, and throwing his allies and fellow-conspirators the De Cioto's into the villain's position, he raided the De Cioto palace and helped to recover Capri de Fiori and restore her to her family.  In doing so the new Rego successfully maintained his popularity with the populace and a few of the leading families, although some certainly look on him with suspicion or outright enmity.

But despite the death of their family's head, the Conzaga's grew in the public esteem for their roll in freeing the Kolgari and ousting the Rego.  The Amancios, on the other hand, suffered quite heavily in their fall and, while still a powerful family - now in the hands of Supano's nephews - are disgraced and disliked almost universally.  

But that was not all.  Up in the mountains dividing eastern and western Varlyrio the dwarves and the Baiamontes have been finding themselves in a tangle, coming to its climax in the appearance of Rufus, the heir of the Baiamonte's title and estate, riding stark mad into the capital on a dragon to avenge his dead father.  His brief reign of terror ended (temporarily, at least) with the dragon flying his mad rider out to the west of Varlyrio where all such madness belongs - but needless to say, the episode did not greatly contribute to the public's appreciation of the already frown-worthy name of -- Baiamonte.  

Luca di Carlo, and Arama di Athena de Cioto fell in love following their previous escapades. To make matters more complicated, Arama had also “fallen in love” with the powerful Tiger Prince Råiden Tígrisdýrið who saved her from dying in the Sunken City after she had trespassed, despite Luca forbidding her going. Brabantio Moccenigo, a once famous architect, patroned by the Amancio and Di Carlo Regi, and friend to the Tiger Prince, had the misfortune to uncover the lover’s secret. He stalked the pair and wrote to the Tiger Prince. For this, Arama killed him. His son Ilazio swore vengeance against the Rego, who both he and Råiden believed was the murderer. Råiden Tígrisdýrið, Ilazio Moccenigo, and Arama Di Athena di Cioto agreed to blackmail and depose the Rego by implicating him in the theft of the sacred Kolgarí healing amulet, the kidnapping of Fiorello de Cioto, and by revealing the conspiracy of his rise to power to the people and the families who had good relations with him. But Arama had tricked both of them! The kidnapping of Fiorello was quickly uncovered at the Moccenigo‘s estate instead of the Rego’s Palazzo and the amulet was not found on Di Carlo like they had planned. Arama had placed a false amulet on the Tiger Prince who was then unjustly killed by Lord Círdan. Ilazio, fearing that the triumvirate had failed, attempted to assassinate Di Carlo. He would have succeeded but Arama used the real Kolgarí healing amulet. The Kolgarí and the Rego made peace after returning the amulet.The Moccenigos were pardoned by Raiamonde de Cioto and Rego di Carlo but their name became infamous for a time.

Still out for blood, Ilazio Moccenigo plotted against the Rego with the help of Kolgarí spies and his brother Ristoro. Ristoro warned the Rego because he believed that the was Rego innocent. Arama went after Ilazio but he defeated Arama, nearly killing her but ultimately spared her life. This sudden change of heart moved Arama and she agreed to help Ilazio become the Rego in return for amnesty. Arama confessed to the great families the intrigue surrounding Di Carlo’s rise to power and her role in the chaos. They agreed to depose di Carlo and appoint Ilazio Moccenigo as the new Rego under their watchful eyes. The great families disseminated valuable information against Di Carlo, sparking outrage in the people. During Ilazio’s coronation ceremony, Arama and Luca di Carlo tried to escape in the crowd, but were betrayed and locked up in a fortress in the wastelands in the name of peace and justice. 

Politics and Economy
 

The Politics of Varlyrio play out almost entirely on the east side of the island, and are deeply intertwined with the trade and economy of the Guild.  Eastern Varlyrio is the breadbasket of the Guild, producing virtually all of the food, livestock, and raw materials that fuel the Island’s production and trade.  The Cities along the east coast developed through trade, and those families that had mastered these trades were able to assume control in these Cities.  The Eastern Varlyrio families have successfully funneled the island’s trade through these Cities to benefit their coffers.

As the trade Cities grew, the ruling families began to vie for control over the eastern coast as a whole.  The complex trade taking place within the Guild required a massive bureaucracy to help administer contracts, manage warehousing and storage, coordinate shipments and enforce customs and regulation.  Merchants would negotiate contracts to provide materials and goods to markets outside their City, and Families began to negotiate these contacts on the behalf of the bureaucracy.  It was determined that the family that negotiated the most income for the Bureaucracy would be awarded the position of Minister for that trade.  Once this precedent was established, Families quickly began to buy up trade futures, and then use them to boost their families negotiating power. 

Today, there are 11 trade ministers (Finance, War, Arms, Art, Domestic Goods, Agriculture, Herds and Stocks, Plantations, Commerce, Seas, and the Prime Minister of Trade) as well as the ministers of Dwarven and Goblin Affairs. The family that earns the most contracts in all trade is granted the position of Minister of Trade, and serve as the Rego for the Guild.  The Minister of Trade, and the two next highest earning ministers are called the Artori.  These three ministers rule the Guild, with the Rego having the strongest vote.

Each year, all trade contracts are finalized during the Tradewinds Festival (The beginning of the Spring trading season) and the Minister positions are reassigned to trade families based off a combination of 1.) the total contract amounts negotiated for the upcoming trade season, and 2.) the total value of export duties earned over the past 5 years.

Trade minister positions are highly lucrative, and families will do anything to retain these positions, sabotage other families, or gain new positions.  Assassination, forgery, blackmail and bribery are commonplace in Varlyrian politics and trade, and a number of families are rumored to have arrangements with the Western Pirates to target the vessels of other families and other Guilds.
 

Section III: The Regions of Varlyrio

Map:

IMG_7203.jpeg

Locations:

Abradule: based on Gnome builds by Rogue Angle (Amancio)

Apri: no build, I drew it based on some buildings in Catania

Fort Defiance: by W Navarre (de Cioto)

Grahark: by narbilu (Khaor)

Gromm: no build photos available, based on sign up page wasteland images, story by Judge of the Wastelands (Waythe)

Ilesole: by W Navarre (de Cioto)

Illaryia: by MikeyB

Kashgar: by narbilu (Khaor)

Mines of Rhangvar: by Louis of Nutwood

Pilars of Allunare: no build 

Porto Nascosto: myself (Moccenigo), based on Manarola and Riomaggiore in Cinque Terre

Ostia:  by ZlatanXVIGustaf (di Carlo)

Razinia: no build

Tergiversa: by ZlatanXVIGustaf (di Carlo)

Veniera: no build, based on Tuscan villa

Spoiler

Other locations found based on previous builds in the forum: (Thanks to TalusMoonbreaker for finding these!)

Cities

Illaryian: bay of Illar

Kashgar: Bay of Illar

Sunken City: Wastelands?

Gromm: Wastelands

Tergiversa: Bay of Illar?

Porto Caglaveri: Bay of Illar

Rocca Velneria: Eastern Heartland

Porto Nascosta: Pirate Coast

Veniera: Eastern Heartland

Ostia: East Coast?

Apri: Northeast coast

Mines of Rhangvar: High Ridge Mountain

Castle where Luca and Arama are imprisoned: Wastelands

Ilesole: Wastelands?

High Ridge Gates/Unnamed Dwarven stronghold: High Ridge Mountains

Grahark: Wastelands

Tradesmeet Port: some Island

Geography

High Ridge Mountains

Wastelands

Eastern Coast

Bay of Illar

Zaglio River

Unnamed River where Rego Amancios troops got their butts kicked

High Ridge Foothills

Miscellaneous

The Sunken Tavern/La Taverna Sommersa: the ocean

Big catan road thing

Lorelei Loch: Sunken City?

Brunnen der Veränderung/Well of Transformation/Spring of Styx: Lorelei Loch

Conzaga country estate: somewhere outside of Illaryian

Naga‘s Garden: Wasteland F

ort Defiance: Wastelands

Tower/hamlet where the Conzagas + Avalonian mercenaries beat Rego Amancios troops

Fazia Manor:Eastern heartland

Sana Argenta Cathedrale Ruins: Outside Illaryian

Pillars of the Allunare: somewhere?

Thelassia: existed before Varlyrio

Great City of Raziniya: forgotten/ruins?

East Coast

The east coast of Varlyrio is the most beautiful part of the island with fertile deltas, sparkling rivers, sandy beaches and rising cities.   This region has a very Mediterranean feel to it. The east coast is the heart of the Valyrian economy, trade and politics. The Bay of Illar is host to several prominent cities, including the capital city of Illaryian. The other major trade cities of Varlyrio extend north and south of the Bay, capitalizing on the Bay’s commerce.  Each of the coastal cities started as isolated settlements, but over time have grown to the point that they stretch out like one great sprawling metropolis.  Paved roads extend between the commercial districts of the coastal cities, and cities within the Bay of Ilar are crisscrossed with canals and channels. The bay is the safest access for ships to travel forth and back to Historica, and the main port lies in Illaryian.

Varlyrian architecture focuses on grandeur and expense, and the Cities are characterized by large pillars, high roman/Greek/Venetian architecture, and tiled roofs with elaborate domed towers.  The Bay cities are built around the canals, with businesses and residences lining canal corridors, or opening directly onto the water.  Trade and transport is performed primarily by boat, and the rich and affluent travel by gondola.  

The agricultural countryside is dotted with small farming communities who maintain the large grapes, olive and plum plantations, and lavender and wheat fields. On the somewhat yellowish grass, goats and sheep graze. Varlyrian horse are bred for speed and appearance and are highly prized by the wealthy elite.  The surrounding towns are focused on processing and transport of the crops and livestock from the area to the coastal cities. 

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East Varlyrian Cities

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East Varlyrian Countryside

 

The High Ridge Mountains

Known as the High Ridge Mountains by the Dwarves and the Coluna mountains by those to the East, Varlyrio is divided by this tall mountain range. Only one main road leads from the Eastern cities to the Wastelands and that is through a steep pass through the High Ridge Mountains.  This mountain range is home to an ancient race of stout dwarves who have long mined and defended these mountains and the surrounding foothills. The dwarves have built fortress like cities within these mountains to serve as hub for trade and supply.  These Dwarven strongholds can be accessed from the main road or from smaller roads the Dwarves have built out of Eastern Varlyrio to the north and south. The main pass is heavily guarded and toll payment is required to gain safe passage.

The rains that help keep eastern Varlyrio fertile are caused by the High Ride Mountains, and the western side of the mountains are cold and dry, with only a few tops holding snow year-round. Little grows on the High Ridge, and the dwarves are dependent on traders and travelers for many of the fruits, vegetables and spices they use.  Through the toll they collect on the main road, as well as their trade in ores and gems, the Dwarves have accrued vast wealth, and are more affluent than their other Historican cousins.  

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Dwarven Fortress Cities

Wastelands

Stretching from the High Ridge Mountains to the western coast, the wastelands are hard, dry and forbidding. But this is no desert with sandy dunes, but instead stony hills, table mountains and broken hills govern the landscape. Little grows on the hardened soil of the Wastelands except scrub trees and bushes and sparse hardy grass.  Water is the most valuable asset in the Wastelands.

In the foothills and plains at the base of the mountains, the main denizens are orcs and minotaurs.  The monsters fight for control of the lands and recognition in battle.  Often living in tents and walled burrows they lead a nomadic life. The orcs grow berries and keep pigs for food. There are a precious few very deep wells provide the necessary water, but they are scarce, and are some of the greatest prizes for which the nomadic tribes battle.  The dwarves have mountain outposts and patrols to guard their mines and lofty strongholds from the wasteland wanderers.

Beyond the mountains, the wastelands inhabitants are hidden and largely isolated.  There are no main roads or trade routes beyond the mountain foothills, except along the coasts, and the secrets of these wastes are known only to those that can survive there.

The Coastlines are home to pirate ports, Tribes of Feline and Serpentine Races, and gritty bandit outposts.  The Scarlet Marauders are the largest and most organized of the Pirate bands, and their scorpion sigil spells doom to those Historican Merchants that spy it on the high seas.  They are rumored to have illicit agreements with some of the shadier Varlyrian families, but those rumors have never been substantiated.

Gnome enclaves can be found dotted throughout the mountains and wastelands.  The gnomes mine for ore, gems and other materials to help power their contraptions.  Their advancements in technology are not always reliable, and many a gnome has tinkered a step too far, ending in an explosive last hurrah.  The gnomes have been known to muster formidable defenses for their enclaves, ranging from golems to mechanical beasts to explosive traps (sometimes intentionally), and they are largely unmolested in their daily lives. 

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Wasteland Strongholds

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Gnome Outpost

The Sunken City

Long ago, Varlyrio had been composed of two separate islands.  The eastern island was drier, and the western island was wetter and fertile, with a large inland sea.  When the two islands collided, the High Ridge mountains were formed at the impact, the basin of the great inland sea was split asunder in the massive earthquake that resulted, and the water from the sea was drained into a massive subterranean cavern.  With the new mountain range, the western land became dry and arid, but the subterranean lake continued to be fed by underground river that drain the High Ridge mountains. 

The ancient peoples (Largely the Kolgari race of Elves) that had dwelt along the inland sea were forced to migrate underground and settled along the shores of the great lake that had formed.  Strange flora and fauna grew up in the great cavern devoid of sunlight, and the Kolgari used their knowledge and magic to alter their terrestrial seeds and seedlings to adapt to the subterranean environment.  After centuries of constant use of this powerful magic, the plants, animals and inhabitants no longer resemble what they once were.

Beautiful alien cities exist amidst beautiful colored flora.  Only a lucky few have been able to witness these exotic sights.  Some of the Kolgari have migrated above ground, and their magic and healing abilities are highly sought after, though few know where these people are truly from.

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Sunken City

 

Races

Varlyrio has a wide variety of races and strangely enough, these races don’t usually live close to one another.

Humans: in the cities in the eastern part of Varlyrio, amongst the pirate bands in western Varlyrio, some adventure over the whole island

Dwarves: Mostly in the dwarven mountain dwellings and great halls underground, with a large population also in the eastern coastal cities.

Gnomes: some in the cities, but mostly in the gnome towns in western wastelands, and a few in the High Ridge Mountains.

Orcs/minotaurs: warriors who live in camps and nomadic bands in the eastern part of the wastelands.  They are often employed as mercenaries by Varlyrian nobles and families.

Goblins: Infest the wastelands, as with any sparsely populated area that they have access to.

Lionells: catlike humans who split between the eastern cities, the western bandit and pirate outposts, and their ancestral bands in the wastelands.

Kolgari; Subterranean Elves who live underground and hardly dare to resurface, some Kolgari tribe are prized as mercenaries and healers 
 

Typical Varlyrian Builds:

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Eastern coast

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Sunken City

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Tergiversa

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De Fiori Castle, main hall

Section IV: Current Guild Challenges

After completing challenge 1 parts A and C, and at least your home scenery for challenge 2, Your family will be eligible for a royal minister position, based on the trade they are engaged in, as determined by the Lords of Varlyrio.

The minister positions are awarded to the master of that trade, so the more your builds incorporate the parts of your trade (from raw materials to processing to shipping and sales) the better your chances will be for gaining your minister position.

Participating in overall challenges and later Varlyrian challenges will grant your family other benefits, which will be determined.  Varlyrio is the home to tumultuous political intrigue, and chaotic trade wars, and this will be incorporated through future mini-challenges.

The Varlyrian Famile Intrigue will not operate in the same manner as last book.  Although the families still have ranks, any attacks/assassinations/changes to families and characters must be agreed upon by the members involved and leadership, with the idea being that such moves are story based and can further the narrative of the guild.

Guild Challenge 1 - Family affairs

·       You need to complete all 4 categories below to complete this challenge. 

1A. Who’s in charge

Present your main character or the person in charge of your family (if it is not your character) and include their backstory.

Suggested: 8x8 Vignette

1B. Family and known associates

A family contains of more than one person, so present each notable member with a short backstory.

Suggested: 8x8 Vignette

1C. Line of business

You didn’t get famous by sitting doing nothing. Display your business or main trade.

Suggested: 24x24 or larger build.

1D. Everyone needs a home

With all the fame and fortune comes a nice residence. Display your primary residence.

Suggested 16x16 building with additional base, suitable for the area you live in.

 

Guild Challenge 2 - Varlyrio Scenery

·       All builds should be a minimum size of 16x16

·       The home area of your character should include your sigfig

·       You need to complete at least 3 of the categories below to complete this challenge. 

2A. East Coast Cities

Build a part of a typical Varlyrian city block or building

2B. Eastern Lands

Build a part of the agricultural heartland of Eastern Varlyrio.  This could be a farm, a homestead, or part of a small village or town

2C. High Ridge Mountains

Build a dwarven mine, a minotaur lair, or some other mountainous scene.

2D. Wastelands

Build a typical dwelling, watchtower or structure of the savages that live in these areas.

2E. Sunken City

Build a scenery of the alien world that the denizens of the Sunken City inhabit.

2F. Western Coasts

Build a pirate outpost, a marauder stronghold, or some other forsaken coastal stretch.

 

Historic Links:
 

Varlyrio Book I - Closed

Varlyrio Book II - Closed

Varlyrio Book III - Varlyrio Guild

Section V: Guild Leadership and Family Overview

Acting Guild Leader: @Garmadon - Bjarke DeFiori

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Acting deputy: @Rogue Angel - Supano Amancio

wKC9iA3.jpeg

 

Family Overview:

Each family with a linked thread below (i.e., finished Guild Challenge 1 here) is able to participate in the ranking system, hold political positions, etc.

Conzaga Family ( @Basiliscus )

D'Gatto Family ( @mccoyed )

DeCioto Family ( @W Navarre )

De Fiori Family ( @Garmadon )

Khaor Family ( @narbilu )

Moccenigo Family ( @TalusMoonbreaker )

Current Family Ranking:

Ruling Family (Rego): Moccenigo, Rego of Varlyrio, architects (@TalusMoonbreaker)
Secondary Families: Lords of Baiamonte, soldiery (unclaimed family), Chiaro, merchants (unclaimed family),
Third rank: De Fiori, sword-makers (@Garmadon), Conzaga, wine-makers (@Basiliscus)
Fourth rank: De Cioto, aristocrats and gold-hunters (@W Navarre)
Fifth rank: Khaor, cloth and leather merchants, tailors (@narbilu)
Sixth rank: D'Gatto, artists and antiquarians (@mccoyed)

Currently unranked families (those without family threads as stated above):

Amancio, shipmasters (@Rogue Angel)

 di Carlo, merchants (@ZlatanXVIGustaf)

 Waythe, judge and mercenary (@Judge of the Wastelands)

Current Guild Members

TalusMoonbreaker - Moccenigo, Rego of Varlyrio

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Velnerius - Federico Velnerio

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  • Grover pinned this topic
Posted (edited)

I declare my allegiance to Varlyrio. 

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Ilazio Moccenigo, son of Brabantio, was previously an architect before getting embroiled in intrigue following the sudden death of his father. He is the current Rego following a "healthy amount" of intrigue and conspiracy including the an unlikely alliance, the tragic death of an honourable Kolgari Prince (rip :( ), one failed assassination attempt on Luca di Carlo, a few minor setbacks and family drama, a secret alliance with Arama di Athena de Cioto and the great families, and the subsequent betrayal of Arama.

More can be found out about the Moccenigo famiglia here for all of your backstabbing needs :)

I'm excited for book IV!

Edited by TalusMoonbreaker
Posted
4 minutes ago, TalusMoonbreaker said:

I declare my allegiance to Varlyrio. 

Good thing! Your sigfig is on the splash page representing the Valyrian Guild!  :wink:

Posted

Those in the GoH discord might have already seen this, but I made a map of Varlyrio for fun! I got inspired by the wonderful maps that JTooker is doing for Kaliphlin. I tried to reference real builds of locations in Varlyrio when possible and referenced the original map by Mikey B and the map from last book by Rogue Angel. I wasn't able to cram all of them in and I don't wish to upset the Kolgari by showing the world the location to the entrance to the Sunken City! 

IMG_7203.jpeg

Locations:

Abradule: based on Gnome builds by Rogue Angle (Amancio)

Apri: no build, I drew it based on some buildings in Catania

Fort Defiance: by W Navarre (de Cioto)

Grahark: by narbilu (Khaor)

Gromm: no build photos available, based on sign up page wasteland images, story by Judge of the Wastelands (Waythe)

Ilesole: by W Navarre (de Cioto)

Illaryia: by MikeyB

Kashgar: by narbilu (Khaor)

Mines of Rhangvar: by Louis of Nutwood

Pilars of Allunare: no build 

Porto Nascosto: myself (Moccenigo), based on Manarola and Riomaggiore in Cinque Terre

Ostia:  by ZlatanXVIGustaf (di Carlo)

Razinia: no build

Tergiversa: by ZlatanXVIGustaf (di Carlo)

Veniera: no build, based on Tuscan villa

Other locations, some of which didn't make it to the map (perhaps I'll do a bigger one someday?):

Spoiler

This is all of the locations I was able to find in the forum based on previous builds:

Cities

Illaryian: bay of Illar

Kashgar: Bay of Illar

Sunken City: Wastelands?

Gromm: Wastelands

Tergiversa: Bay of Illar?

Porto Caglaveri: Bay of Illar

Rocca Velneria: Eastern Heartland

Porto Nascosta: Pirate Coast

Veniera: Eastern Heartland

Ostia: East Coast?

Apri: Northeast coast

Mines of Rhangvar: High Ridge Mountain

Castle where Luca and Arama are imprisoned: Wastelands

Ilesole: Wastelands?

High Ridge Gates/Unnamed Dwarven stronghold: High Ridge Mountains

Grahark: Wastelands

Tradesmeet Port: some Island

Geography

High Ridge Mountains

Wastelands

Eastern Coast

Bay of Illar

Zaglio River

Unnamed River where Rego Amancios troops got their butts kicked

High Ridge Foothills

Miscellaneous

The Sunken Tavern/La Taverna Sommersa: the ocean

Big catan road thing

Lorelei Loch: Sunken City?

Brunnen der Veränderung/Well of Transformation/Spring of Styx: Lorelei Loch

Conzaga country estate: somewhere outside of Illaryian

Naga‘s Garden: Wasteland F

ort Defiance: Wastelands

Tower/hamlet where the Conzagas + Avalonian mercenaries beat Rego Amancios troops

Fazia Manor:Eastern heartland

Sana Argenta Cathedrale Ruins: Outside Illaryian

Pillars of the Allunare: somewhere?

Thelassia: existed before Varlyrio

Great City of Raziniya: forgotten/ruins?

 

Posted
21 hours ago, TalusMoonbreaker said:

Those in the GoH discord might have already seen this, but I made a map of Varlyrio for fun!

Gorgeous!  I love it!  I'm adding it to the main thread if you don't mind.

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