I’m busily writing The Citadel at Nordvorn, Gaming Ballistic’s next return to the world of Nordlond (known as Torengar in Dragon Heresy). This one’s a mini-setting, focusing on the events and interactions between important players (including the characters!) in the lands surrounding this vital town. I am having ridiculous fun putting these towns together.
I just finished the description and detailing of Nordvorn itself. I am moving on to the other two important towns in the book, Ainferill (Riverbend) and Vegghofn (Sallyport).
The compact nature of the towns – Ainferill and it’s roughly 1,000 inhabitants sits on a chunk of land and water about 25 acres in size. That’s a circle about 350m in diameter, which is basically the size of The O2 (formerly the Millennium Dome) in England. That is, the entire village would fit inside it.
Even the much larger keep and town of Nordvorn is only 7,500 residents and its longest dimension is only three times that of Ainferill.
These are little places, relatively speaking, which means they can truly come alive with detail.
I certainly hope that you enjoy visiting them as much as I am writing them.
Some fun bits from the draft. Subject to change, of course. Presented entirely lacking context or structure.
The “lift road” is named for its terminus at the great lifts coming from the docks and the lower market and shipyard. After one leaves the market proper, one can find all sorts of ironmongery and shipfitting crafts: Sailmakers, blacksmiths, armorers, brassworkers, and weaponsmiths. The armorers and weapon-makers are closest to the Ring Road, mostly to reduce the noise. Any goods coming upstream, or going downstream, by ship must pass through the lift. As such, some call Lyfta Road “Skattgötu,” or “tax street.”
A name like that invites hubris, but the Eilífur Brú has the chops to merit the name. The walls are over 20 feet thick, the columns, supports, and span magically melded with the strong rock of the river gorge. It has stood up to wind, weather, and thrown boulders from trolls and hill giants, as well as projectiles from siege engines.
The bridge begins with a massive structure known as The Terrace Gate, which as its name implies houses a series of massive doors each on a different level of the structure. The Terrace Gate actually enters a hundred feet or so below the top of the eastern gorge wall, and the winding staircase with interlocking gates, murder-holes, and other defensive emplacements is called The Spiral.
The town side of the Eternal Bridge ends in a large walled enclosure as well. There are barracks, training grounds, and defensive emplacements, and the entire structure would rank as one of the notable fortifications in Nordlond if it weren’t immediately adjacent to the Citadel itself.
The Hunting Gate
The closest tower and sallyport to Little Rock. Even more than the other city gates, the Hunting Gate is constructed to be used, and frequently, for war. It is staged to allow sorties from within the Lower Town when needed, as well as the point of departure for those thegns, huskarls, and Wardens who attempt to keep the people and goods coming out of the Hunted Lands safe. Or at least safer.
Thievery is forbidden. Sneaking around and taking someone else’s property is punishable by outlawry and thralldom. However, challenging someone to combat over a coveted possession, or facing them in some sort of fight, real or provoked, allows the victor vast leeway in claiming spoils of battle (in some cases this can include property and in older times, even family). Property obtained in this manner is called sigurtakn, (“victory token,” or “trophy”) and is considered honorable. Well, at least valorous. Dangerous, perhaps? A man bedecked head to toe in armor and weapons that are all sigurtakn is a man to be kept at arm’s length. Such people are called dýrð-óðir, or “glory-mad,” (behind their backs) and given the same sort of respect you give a scorpion, venomous snake, or feral dog – admiration for their deadliness, but not someone you turn your back on. Ever.