ZlatanXVIGustaf Posted August 14, 2018 Posted August 14, 2018 (edited) Ostia, Varlyrio Agriculture - Livestock: Farm Hospitality: Bakery Edited August 17, 2018 by ZlatanXVIGustaf Quote
Henjin_Quilones Posted August 18, 2018 Posted August 18, 2018 (edited) To update this thread and get it active once more, the Royal Cartographer's Guild of Albion is pleased to announce every settlement listed in the Royal Registry of Historica's Locations of Note: Barqa, Kaliphlin (@Gideon): Port City Mpya Stedor, Kaliphlin (@Maxim I): Port City Sionnach, Avalonia (@de Gothia): Port City Dalig Ulv, Mitgardia (@MKJoshA): City Mophet, Kaliphlin (@adde51): City Zamorah, Avalonia (@Zilmrud): City Trifork, Avalonia (@Bregir): Port Town Osgard, Avalonia (@MiloNelsiano): Port Town Euosmos, Mitgardia (@Gunman): Port Town Estolad, Kaliphlin (@Adair): Town Daydelon, Mitgardia (@soccerkid6): Town Belynia, Avalonia (@Simon_S): Port Village Thorshaven, Mitgardia (@kabel): Port Village Khadira, Kaliphlin (@Muakhah): Village Kashgar, Varlyrio (@narbilu): Village Helenia, Avalonia (@mlongworth): Village Shadowmere, Nocturnus (@Lord Vladivus): Hamlet Burrium Aqua, Avalonia (@Kerntechniker): Hamlet There are lots of settlements that have been started and never finished to the point of becoming a registered hamlet, even though many have more than five builds; they just need to fulfill one or two of the required categories to make it. If you go back and update your post to meet a new level of settlement (which is what you are supposed to do, rather than making a new post) let me know so I can acknowledge it, since I will not be poring over this thread looking for any new edits. Tagging me in a comment at the end of a post for your latest barn, for example, would be a good way of letting me know you think you finally have a hamlet. This is a time for rebuilding, so get building your settlements! Your people need a functional place to live. Builds for Book III Challenge I will count for this task, if they apply to any of the categories. Please note that typically Challenge builds do not count. Edited August 24, 2020 by Henjin_Quilones Quote
narbilu Posted August 20, 2018 Posted August 20, 2018 (edited) Kashgar - Varlyrio WIP - Kashgar (August 27th 2018) Craftsmen Armorer: Golden Wing Leather Workshop Religious: Temple of Daïnna REQ Military: Khaor Guard tower REQ Hospitality: Drinken Imp Inn Agriculture: the Flying Pony Residence: Khaor Guest house Residence: Khaor Manor REQ Agriculture: Farm's Market Services: Gnomish Warehouse Services: Kashgar Customs Entertainment: Kashgar Open air Theater WIP - Kashgar (Januari 13th 2019) Edited January 14, 2019 by narbilu Quote
Muakhah Posted October 16, 2018 Posted October 16, 2018 (edited) Khadira - Kaliphlin Khadira is a settlement in the far east of Kaliphlin. Where a river flows into the sea very close to the borders of Nocturnas. REQ - Agriculture - Grains & Produce: Irrigation ditches and gullies Agriculture - Livestock: Nautical: REQ - Military: Khadiran Barracks Religious:Temple and Garden (Mazadar) Medical: Hospitality: Street Food REQ - Hospitality - Lodging: REQ - Laborers: Adobe Makers REQ - Craftsmen - General Goods: Craftsmen/Merchant - Arms & Armor: Craftsmen/Merchant - Clothing: Craftsmen/Merchant - Specialty: Flower Sellers Services: Scholars: Entertainers: Scarlet House of Khadira Administrative (Town or City only): Council Chamber Reading through the Guidelines at the start some of these may not be acceptable to count towards a settlement. Just let me know and I will remove them. Also can I find out whether a Specialty Craftsmen/Merchant counts towards the Minimum requirements as a General Goods one. Is it that you can have any Craftsmen/Merchant or must it be the specific type? Edited November 14, 2018 by Muakhah Temple Added! Quote
Henjin_Quilones Posted October 17, 2018 Posted October 17, 2018 21 hours ago, Muakhah said: Reading through the Guidelines at the start some of these may not be acceptable to count towards a settlement. Just let me know and I will remove them. Also can I find out whether a Specialty Craftsmen/Merchant counts towards the Minimum requirements as a General Goods one. Is it that you can have any Craftsmen/Merchant or must it be the specific type? You need to have a craftsmen/merchant build, but fulfilling any of the four categories of craftsmen/merchant will do. Just like either of the two agriculture categories will work, or either of the hospitality categories. It looks to me like you qualify for hamlet status! Congrats! Quote
adde51 Posted November 11, 2018 Posted November 11, 2018 (edited) Mophet, Kaliphlin Located between two of the major cities in Kaliphlin, Barqa and Petrea, Mophet is a desert oasis turned city, that has recently been growing due to increased trade and some inspiring leadership. Read more here (Wiki page - external link) REQ - Agriculture - Grains & Produce: Juz'albieta farm, Small farm inside the city walls Agriculture - Livestock: Swineherding in Wadi-khinz'ir, Cow stable inside the city walls Nautical: REQ - Military: Guardtower, City walls Religious: Temple, Temple of Afe'aa Medical: Physician Hospitality - Food & Beverage: Baker, Refreshment stand REQ - Hospitality - Lodging: Stable REQ - Laborers: Stone Cutter, Horse tamer, Stable boy, Mason REQ - Craftsmen - General Goods: Wainright, Coal miner/salesman, Potion vendor Craftsmen/Merchant - Arms & Armor: Blacksmith, Armory Craftsmen/Merchant - Clothing: Craftsmen/Merchant - Specialty: Potter Services: Scholars: Observatory Entertainers: The fighting pit of Mophet (By Gideon), Ostrich racing Administrative: Town hall I'll keep updating this as I continue to build. Edited August 7, 2019 by adde51 Quote
Henjin_Quilones Posted November 13, 2018 Posted November 13, 2018 (edited) Druidham, Avalonia Located near the center of the Mystic Isles REQ - Agriculture - Grains & Produce: Farm*, Mill, Granary, Orchard Agriculture - Livestock: Farm*, Cattle/Horse Ranch, Swineherd, Sheepfold, Fishery Nautical: Harbor, Shipwright, Quay, Fishery*, Ferryman REQ - Military: Keep, Barracks, Gatehouse, Tower, Castle, Fort, Armory Religious: Chapel, Monastery, Temple, Shrine Medical: Apothecary, Herbalist, Infirmary, Physician REQ - Hospitality - Food & Beverage: Bakery, Butcher, Winery, Brewery, Tavern, Kitchens Hospitality - Lodging: Inn, Stables, Coach House REQ - Laborers: Lumber Mill, Mine, Stone Cutter, Mason, Wheel-barrower Craftsmen - General Goods: Cooper, Wainwright, Tannery, Dyer, Glass Blower REQ - Craftsmen/Merchant - Arms & Armor: Blacksmith, Bowyer, Fletcher, Armorer Craftsmen/Merchant - Clothing: Cobbler, Seamstress, Furrier, Woolen Mill Craftsmen/Merchant - Specialty: Candle Maker, Wood Carver, Bookbinder, Jeweler, Potter Services: Herald, Cartographer, Money Lender, Scribe, Courier, Shipping House Scholars: Observatory, Alchemist, Philosopher, Astrologer, Library Entertainers: Minstrel, Fortune Teller, Performing Troupe, Theatre Administrative (Town or City only): Town Hall, Chancery, Forum, Courthouse, Meeting Hall Edited September 8, 2022 by Henjin_Quilones Quote
Henjin_Quilones Posted February 28, 2019 Posted February 28, 2019 The Royal Cartographer's Guild of Albion is pleased to announce the following updates in status of settlements: Mophet in Kaliphlin is now officially a City. Khadira in Kaliphlin, Kashgar in Varlyrio, and Helenia in Avalonia are now all Villages. Congrats to @adde51, @Muakhah, @narbilu, and @mlongworth for your new recognition! Quote
Zilmrud Posted June 27, 2019 Posted June 27, 2019 (edited) Zamorah - Avalonia On a mountain top at the border to Mitgardia lies the city of Zamorah. Long have the city been kept a secret for the outsiders with a magical dome that covered the mountain. But now The Aurum Order - rulers of Zamorah have declared that they want to trade with others and that they stay loyal to Avalonia. Read more about Zamorah in this tread: Zamorah - The hidden city Current status of settlement: City Hamlet (5/16)REQ - Agriculture - Grains & Produce: Farm, Mill REQ - Military: Keep, Barracks, Gatehouse, Tower, Castle, Fort Hospitality: Food & Beverage: Bakery, Butcher, Winery, Brewery, Tavern REQ - Laborers: Lumberjacks, Mine, Stone Cutter, Mason REQ - Craftsmen - General Goods: Cooper, Wainwright, Tannery, Dyer, Glass Blower Village (8/16)Agriculture - Livestock: Farm, Cattle/Horse Ranch, Swineherd, Sheepfold, Fishery REQ - Hospitality - Lodging: Inn, Stables, Coach House Craftsmen/Merchant - Arms & Armor: Blacksmith, Bowyer, Fletcher, Armorer Town (10/16)Medical: Apothecary, Herbalist, Infirmary, Physician Craftsmen/Merchant - Specialty: Cheesemaker, Farrier, Wood Carver, Bookbinder, Jeweler, Potter City (14/16)Administrative (Town or City only): Town Hall, Chancery, Forum, Courthouse Services: Herald, Cartographer, Money Lender, Scribe, Courier (pidgeons), Shipping House Scholars: Observatory, Alchemist, Philosopher, Astronomer Entertainers: Puppetry, Minstrel, Fortune Teller, Performing Troupe, Theatre PortNautical: Harbor, Shipwright, Quay, Fishery*, Ferryman ExtrasReligious: Chapel, Monastery, Temple, Shrine Craftsmen/Merchant - Clothing: Cobbler, Seamstress, Furrier, Woolen Mill Edited August 30, 2020 by Zilmrud Quote
Aurore Posted June 18, 2020 Posted June 18, 2020 (edited) Horgaard, Mitgardia A small settlement in the Heavenly Mountains. HSS Builds (bold = requirements for Hamlet, grey = no build in Horgaard for this category) - Agriculture : Goat herding ; Foraging in the forest - Military - Religious : Ancient standing stone - Medical : Herbalist - Hospitality - Laborers - Craftsmen - Services : Barber ; Falcon trainer - Scholars - Entertainers Other builds - More gardens : Sigrid's garden in autumn (Challenge entry) Edited August 3, 2021 by Aurore Quote
jtooker Posted June 21, 2020 Posted June 21, 2020 (edited) Batuhan, Kaliphlin Batuhan is a growing settlement in northwest Kaliphlin south of the Wither Woods near the Avalonian border. REQ - Agriculture - Livestock: Stables near Batuhan REQ - Hospitality: Pizzaria, Shisha Parlor REQ - Laborers: Buğra Quarry, Sawmiller REQ - Craftsmen - Arms & Armor: Shieldsmiths, Shield Shop REQ - Military: Great Wall Edited May 17, 2022 by jtooker Added the map Quote
Henjin_Quilones Posted August 24, 2020 Posted August 24, 2020 (edited) @Zilmrud, congratulations! I'm a bit late updating things, but Zamorah is now an official City of Historica, by decree of the Royal Cartographer's Guild. Everyone else, keep updating your posts as you build things. Or make a post (looking at you, @Grover)! Thanks for posting that list, by the way. I deleted the post to keep this tidy, but added the very helpful list to the first post of this thread. Edited August 24, 2020 by Henjin_Quilones Quote
jtooker Posted August 24, 2020 Posted August 24, 2020 I've got a question for @Henjin_Quilones / @Rogue Angel / moderators: one of my MOCs is miles away from my settlement but is linked to it, should I list that location in my settlement post? Specifically, the Buğra Quarry is miles up the road from my Batuhan settlement, but does supply the stone for it. Quote
Henjin_Quilones Posted August 25, 2020 Posted August 25, 2020 16 hours ago, jtooker said: I've got a question for @Henjin_Quilones / @Rogue Angel / moderators: one of my MOCs is miles away from my settlement but is linked to it, should I list that location in my settlement post? Specifically, the Buğra Quarry is miles up the road from my Batuhan settlement, but does supply the stone for it. Yes, you should include that. It is part of you settlement’s infrastructure. It’s not like cities and towns generally have a quarry in the middle of them, or mines, or forests for logging, or even farm fields for that matter. But all those things are still part of the economy of the city or town. Quote
Grover Posted June 12, 2021 Posted June 12, 2021 (edited) Prenmôr, Avalonia Pop. 300 Agriculture - Livestock: fishery Military: palisade wall with gate Hospitality - Food & Beverage: brewery Laborers: quarry/stone cutter, stone mason Craftsmen: blacksmith Religious: shrine Port Nautical: fishery Edited June 14, 2021 by Grover Quote
Aurore Posted August 2, 2021 Posted August 2, 2021 (edited) Embervale, Avalonia Somewhere deep in the Enchanted Forest. HSS Builds (BOLD+CAPS = requirements for Hamlet, grey = no build in Embervale for this category) - AGRICULTURE - MILITARY : - Embervale Castle command room and armoury - Religious : - The goblin guards' crypt (level -2 of the castle basement) - Medical - HOSPITALIY : - The Adventurers' Guild Also : - Ivo the Baker (at the Summer Fair), - Embervale Castle well and kitchen storage room (levels 0 and -1 of the castle basement), - Embervale Castle cheese cellar (level -4 of the castle basement) - LABORERS - CRAFTSMEN : - Luthier - Elgwi's Curiosities (at the Summer Fair) - Services - Scholars : - Alrune's Study (in Embervale Castle) - Entertainers : - Minstrels and cup and balls performer (at the Summer Fair) - Administrative : - Embervale Castle meeting hall Other Builds - Falconry Training Edited January 6 by Aurore Quote
Sympatik Brick Posted November 1, 2021 Posted November 1, 2021 (edited) Marginea, Avalonia REQ - Agriculture: « New Hope » Grange in Marginea Agriculture - Livestock: Nautical: REQ - Military: The dragon clan watchtower on the edge of Marginea Religious: Medical: Hospitality: REQ - Hospitality - Lodging: « Golden Dragon » tavern-inn in Marginea The wine cellar in Marginea REQ - Laborers: Round windmill in Marginea REQ - Craftsmen: Craftsmen/Merchant - Arms & Armors Marginean Black-Smith Craftsmen/Merchant - Clothing Craftsmen/Merchant - Specialty: « Zany Snake » potion shop in Marginea Services Scholars: Entertainers: Administrative (Town or City only): Edited April 19, 2023 by Sympatik Brick Quote
Eyrezer Posted December 27, 2021 Posted December 27, 2021 (edited) Notomys was a hamlet on the southwest coast of the Enchanted Forest. The word "notomys" came from the jerboan language, literally meaning 'home' or 'world'; as human settlement increased, however, the name came to be used for the small estuary port that serviced the fishermen, hunters and farmers that settled in the region. The settlement: Agriculture: REQ: Slågö Farm: specializing in corn and root vegetables Hot pools on the hunt: mountain hunting grounds that supply the village Standing Stones Swap Meet: fungus herders breeding ground and trading market Nautical: Anton's Fish Shop: specializing in seafood and fishing supplies Craftsmen: REQ: Mushroom groomers Labourer: REQ: Fur trappers' camp Military: REQ: Slågö Farm: an women's archery militia defends the hamlet. Religious: Standing Stones Swap Meet: ancient druidic standing stones The inhabitants: Despite its size, Notomys was home to many diverse races: CDC2 CMF Eyrezer: humans, jerboans, pixies, high elves Anton's Fish Shop: humans, grents, were-beavers Standing Stones Swap Meet: grents and mallowmen Hot pools on the hunt: varanan hunters Leaders Bewere: The Wulf-Tang Clan: were-beasts (werewolves, werecoons, weretygers, werebeavers) Guardians of the Galaxiflora: high elves, faeries, dryads, treants, drow Slågö Farm: humans, centuars, cyclops, gnomes and wood elves Fur trapper's camp: jerboans Edited March 3, 2022 by Eyrezer Quote
Exetrius Posted September 14, 2022 Posted September 14, 2022 (edited) Rockwail, Nocturnus Rockwail is an ancient fortified city in the Boulder Bogs, at the heart of the Moruth Swamplands. According to tales of old, the entire fortress was carved out by dwarves from one giant boulder. Being surrounded by a hazardous swamp, shrouded in fog, and protected by thick walls, Rockwail is a very secure place. REQ - Agriculture - Grains & Produce: Agriculture - Livestock: REQ - Military: Wall with watchtower REQ - Hospitality - Lodging: Inn Hospitality: REQ - Laborers: Miners and mine entrance REQ - Craftsmen - General Goods: Craftsmen/Merchant - Arms & Armor: Blacksmith Craftsmen/Merchant - Clothing: Craftsmen/Merchant - Specialty: Jeweler Services: Scholars: School and teacher, Wizard Entertainers: Administrative (Town or City only): Religious: Catacombs, Chapel Medical: Nautical: Edited March 19, 2024 by Exetrius Quote
T-86(swe) Posted February 18, 2023 Posted February 18, 2023 (edited) Dandelume [Avalonia] The city of Dandelume is located west of the great eastern plains of Avalonia, midway between Albion and Cedrica. The city and surrounding areas create a flourishing territory with great amounts of municipal farmlands and small-scaled villages, all loyal to Wifgrir- the duke of the city. More info in the Dandelume - thread. HSS (Not yet finished/photographed) REQ - Agriculture - Grains & Produce: Windmill, Spice-farmers REQ - Military: Fortified trading post REQ - Hospitality-lodging: Inn/bakery REQ - Laborers: Miller REQ - Craftsmen - General Goods: Wheelwright --------------------------------------------------------------------------- Agriculture - Livestock: Fishmonger, Hillside pastures Religious: Sanctuary of light Medical: Infirmary of meringue order Hospitality: Inn/bakery, 'Vilohir's vineyard' Craftsmen/Merchant - Arms & Armor: Blacksmith by the ford of Aerima Craftsmen/Merchant - Clothing: Weaver's shop Craftsmen/Merchant - Specialty: Wendelin potters, Kiln of Wendelin Services: Treasurer, Stage coach Scholars: Feudal keeper of chronology Nautical: Port of Dondess Entertainers: Travelling minstrels Administrative (Town or City only): Town Hall Edited October 19, 2024 by T-86(swe) Quote
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