Contained here are all the civilized settlements and locations within
Clarain and the purpose they serve.
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Sector 1: The Six River Cities
Cities
Lanborou (River Trade + Military City: Seafort-Related Familial Homes)
Lancastle (River Trade + National Trade Center)
Landahall (River Trade + Thrill Activities; Bungee Jump, Skydive, Wingsuit, Spicy Food)
Lanpelari (River Trade + Elven Community Center + Fey Favorite)
Lanrouk (River Trade + Mental Health Mecca)
Lanstobar (River Trade + Waterparks & Aquatic Activities)
Lingual, City of Bards (Entertainment Cultural Center + Wine Mecca + Nation Origin: First City)
Towns
Firevein Hot Springs Resort
Foresynth (Wildhour Woods Flora Collection)
Hogtime (Wildhour Woods Flora Collection)
Villages
Bahjort
Barabouk
Bator
Caelhome
Debell
Delamm
Doorway
Doubri
Eastgold (Fishing Village)
Famji
Mackay
Northgold (Fishing Village)
Pelapi
Southgold (Fishing Village)
Uproad
Valesight
Valevarn
Valehoort
Vulpics
Westgold (Fishing Village + Tourism Hotspot & Resting Stop)
Military
Fort Alabast (Military Garrison)
Fort Safevale (Military Garrison)
Fort Travel (Military Garrison)
Other
The Deadwood Lumber Camp (Lumber Town)
The Clarainian Gate (Ancient Portal to the Choco Bunch)
The Riverway Six Highway (Highway)
The Royal Road Highway (Highway)
The Urnkeep of Clarain (Resting Place for the Ashes of the Dead)
The Whitestone Quarry (The Primary Whitestone Quarry)
Wild
The Blackwhite Rush (One of the Three Main Rivers in Clarain)
The Blackwoods (Forest with Druidic Past)
The Brightwood Flood (One of the Three Main Rivers in Clarain)
The Cauldron's Golden River (One of the Three Main Rivers in Clarain)
Giant's Garden (Hills with Giant History)
Goldfish Lake (Famous Fishing Lake)
The Ironwolf Depict (Historical Monument)
The Island of Greets (Ancient Fae Meeting Place)
Journey Woods (Forest with Adventurous Past)
The Northern Wildhour Woods (Forest with Fae History)
Poet’s Perishing Pour (Waterfall with Bardic History)
The Silver Spine (Mountain Range)
The Southern Wildhour Woods (Forest with Fae History)
The Waves of the Damned (Hills with Necromantic History)
Sector 2: The Green Pastures
Cities
Corelane (Food Processing & Shipment)
Castleward (Black Range Mountaineer HQ)
Fairbrook (Tourist Spot: Strawberry Crowns)
Hardholme (Naval Trading City)
Rockhaven (Naval Trading City)
Towns
Amar Hold
Midcourt (Lumber Processing & Shipment)
Southcastle
Tairnovyl (Imperial Magic Crystal Creation & Recharge)
Villages
Beastblood
Beenwok (Lumberjacking)
Bloomhill (Lumberjacking)
Clausconter (Lumberjacking)
Coatstone (Lumberjacking)
Connconckle (Lumberjacking)
Cordeva (Lumberjacking)
Crossheart (Inn-Village/Resting Stop)
Darkvale (Recreational Mountain Climbing)
Gladkin (Game Hunting: Meats)
Joonriver (Lumberjacking)
Laurylee (Wild Berries, Fruits and Nuts)
Midhill (Hill-Dungeon Dives)
Northhill (Hill-Dungeon Dives)
Passage (Inns & Taverns)
Redfield (Wild Animal Husbandry)
Remnan (Game Hunting: Leather)
Southhill (Hill-Dungeon Dives)
Thal Aúren (World Tree Care)
Thal Mianra (World Tree Care)
Thal Mih'dell (World Tree Care)
Thal Rindari (World Tree Care + Vuserai Hives)
Thal Tuuri (World Tree Care)
Waypoint (Game Hunting: Bonework)
Wyking (Lumberjacking)
Military
Fort Breakpoint (Tairnovyl Watch & Containment)
Fort Peakwatch (Dur’Mordun-Clarain Trade Center)
Other
Castle Bloodhunt (Origin & Academy of the Blood hunters)
The Clarain's Castle Research Station (Subject: The Dark Lord's Clarainian Castle)
The Eastacross Highway (Highway)
The Rosemary Roundabout (Highway)
The Strawberry Crowns (Cultural Location)
The World Tree of Clarain (One of the World Trees)
Wilds
Southcastle Forest (Forest)
Lake Allure (Lake)
The Baraaph Range (Mountain Range)
The Black Range (Mountain Range)
The Coast City Hills (Hills)
The Eastern Border Blockade (The Eastern Border of Clarain)
The Foothills (Hills)
The Herbivore Champaign (The Livestock Holdings of the Empire)
The Peakwatch Woods (Forest with Dwarven History)
The Rockwall Forest (Forest)
The Thousand Hills (Hills)
Lake Borderblue (Lake)
The Titan Timbers (Titanic Forest)
Sector 3: The Western Bounties
Cities
Baurauli (Brawn Contests: Fist Duels, Brawls, Arm-Wrestling, etc)
Borum (Brawn Contests: Eating Competitions)
Raspatali (Brawn Contests: Strength Tests)
Figura (Tourist Spot: Arcane Disaster)
The Sealorn City-Keep (Food Processing & Shipment)
Widow’s Peak (Military City: Borderfort-Related Familial Homes + Square Foods)
Towns
Goldfield (Harvest Storage & Processing)
Horizon (Harvest Storage & Processing)
Kuogone (Harvest Storage & Processing)
Mercatch (Harvest Storage & Processing)
Villages
Artamahall (Farming)
Barleywell (Farming)
Barntop (Farming)
Bordbail (Farming)
Breading (Farming)
Burdhol (Farming)
Durmal (Farming)
Farcorn (Farming)
Grainval (Farming)
Hailmarry (Farming)
Harvas (Farming)
Lamorda (Farming)
Lardfull (Farming)
Loranti (Farming)
Tallhus (Farming)
Military
Fort Barlikey (Northcoast Highway Watch)
Fort Bennet (Border Defense)
Fort Blackshield (Northcoast Highway Watch)
Fort Northwatch (Border Defense)
Fort Pomare (Border Defense)
Fort Sturrock (Northcoast Highway Watch)
Fort Songster (Border Defense)
Other
Dam Terasin (Water Dam)
Figura (Cultural Location)
Tairnovyl (The Crystal Production Facility of the Empire)
The Northborder Highway (Highway)
The Northcoast Highway (Highway)
The Steel Cliffs (Cultural Location)
The Westacross Highway (Highway)
Wild
Lake Blesser (Lake with Divine History)
Lake Highgift (Lake with Noble History)
Lake Holden (Lake)
The Corn Cobs (Miuntain Range)
The Glass Gorges (Titanic Battle Aftermath)
The King's Cage (Skeleton of an Elder Dragon)
The Lush Weeds (Forest)
The Misty Valleys (Mountainous, Mist-Covered Valley)
The Pale Patch (The Surrounding Area of Figura)
The Southern Border Blockade (The Southern Border of Clarain)
The Twice-Grey Hills (Hills affected by Figura)
The Western Border Blockade (The Western Border of Clarain)
The White Desolate (Graveyard for Dragons)
Sector 4: The Heartvein
Cities
Lacroix (The Central Crossroads Hub + Cultural Melting Pot)
Lancabow (Naval Trading City)
Lyrron (Naval Trading City)
Macmillian (Naval Trading City)
Towns
Port Albanacker
Port Alfabat
Port Baralis (Beach Resort + Mountainous War Games)
Port Goldfield (Beach Resort + Fishing Spot)
Port Haag
Port Hamilton
Port Isenvare
Port Landpoint (Beach Resort + Guided Island Tours)
Port Longhome
Port Midpoint (Beach Resort + Military Fort Supply Hub)
Port Mountshade (Beach Resort + Military Downtime Resort)
Port Nico (Beach Resort + “Cavernous Treasure Hunts”)
Port Rien
Port Triway (Beach Resort /w Water Parks + Village Culture Trading Center)
Vanwright
Villages
Bahrnorm
Brenek
Briarville
Brightbridge (Culture Creations: Food)
Cleridge
Crowley
Druoin
Durnball (Culture Creations: Stone)
Elsbury
Etherridge (Mountainous Sightseeing)
Everlight (Culture Creations: Hardlight)
Fallock (Culture Creations: Metal)
Gillingham
Hancoch
Hilgerhill (Culture Creations: Dancing)
Himmeler (Culture Creations: Clay)
Keroch
Kiembreen
Koudra
Lachlan
Leeshook
Manik
Mognah
Rugecott
Sinclair
Tahina
Trickett
Urweave
Valroy
Wyre (Culture Creations: Weapons)
Military
Fort Eastwatch (Border Defense)
Fort Greystone (Military Garrison)
Fort Hannah (Highway Watch)
Other
The Haag Highway (Highway)
The Macmillian Path Highway (Highway)
Wild
Lake Gino (Ship Route Crossroads)
Solitair Forest (Forest)
The Delorum Sweep (Hills)
The Hamilton Crowns (Forest)
The Macmillian Grounds (Forest)
The Hills of Haag (Hills)
The Northern Border Blockade (The Northern Border of Clarain)
The Whitescale Mountains (Mountains with Dragon History)
Sector 5: Lake Gigant
Cities
X
Towns
Xavier's Retreat (Tourist Spot: Natural Mineral Pools Resort)
Villages
X
Military
Seafort Dutscher
Seafort Elijahsson
Seafort Xavier
Eastman's Island
Seafort Duncan
Other
X
Wild
Dutscher's Island (Island)
Eastman's Island (Island)
Elijahsson's Island (Island)
Xavier's Island (Island)
Common Architecture
City Woods
Given the density of forests within the nation,
clarainian culture was influenced by their beauty and their inclusion in the architecture of the nation was a natural outcome. Within the districts of each city, town and village, there is rarely a location where green is not the dominant color among the decorative flora.
The majority of alleys have greenery hanging from wooden grates between buildings and pottery filled with flowers resting on window stone rests, as well as lush shrubbery on the ground and hanging off of the walls. Many walls across the settlements have lattices where colorful flora grow upwards from planters, and it is common to see paintings of historical and cultural significance adorn the walls parallel to the main streets and the alleyways.
Notably, all districts have trees lining every street in comparison to the military districts which sports four foot high stone fences lining every street, providing cover in the event of hostilities. This architectural design, as well as more heavily reinforced buildings, has born civilian evacuation protocols that proritizes these districts for escape until further aid can be provided.
Forest Roads
The path within the woods of Clarain are covered in what appears to be wooden planks but are in reality the wood of the trees, having been manipulated into lengthening and sculpting into such a shape for the convenience of transport and trade through the forests.
Lost Locations
Hamlets
The use of Hamlets in Clarain has been attempted many times throughout the country’s history and the majority of those Hamlets have failed to stand the test of time with a majority being due to dangerous beasts and monsters.
Due to the precedent dangers of creating and populating Hamlets, the introduction of an expansion to the standard limit of buildings and populations of villages, as well as an increase in the standard of a village's guard force, significantly improved the life expectancy of the resident citizens within wallless settlements. This ended the use of hamlets in Clarain as a possible type of settlement.
The ruins of these Hamlets are spread out throughout the entirety of the country’s lands, and are a favoured type of location for the bases of operations, headquarters and otherwise, for criminal groups, be they bandits, smugglers, thieves, assassins, etc.