Sand-Covers-Jade

From Jaggedthrone

The home of the Flickering Voyage Caravan. This is where Blood-From-Dust cursed his family and fellow villagers with his dying words, leading to the most recent assault on creation by The Autumn Bringer.

Note: This description is updated from what I've been using up till now. I spent some time researching early Islamic architecture. It's still not remotely historically accurate, but I've borrowed some terminology and up-scaled the buildings a bit to match the main themes.

[edit] Locations in Sand-Covers-Jade

[edit] Original Settlement

  1. Well - Located at the center of town, this circular well contains what water the Cerulean Caliph in Fading Shadow deigns to offer. It is the settlements most important resource, and as such is located in full view of all of the buildings of the original town, and always has at least one guard watching over it. This is where the domestics of Sand-Covers-Jade come to gossip, and children come to play.
  2. The Company - The home of the Flickering Voyage Trading Company. A two story adobe building, with three story towers at the corners, framed with timber acquired at great expense from Nexan traders, and equipped with an ample stone reinforced cellar for the storage of wines and perishables. A long awning shelters the beasts of burden of the merchant company, and a carpenters workshop sits nearby. The center of the building is open, sheltering a small courtyard and garden.
  3. Smithy - One of Blood-From-Dust's greatest prizes was the forge he brought home from a trip to Lookshy and reconstructed piece by piece over the course of the summer, while enduring the incredulous gossip of the town. The Smithy grew around the forge, and soon Sand-Covers-Jade knew the benefits of being able to trade for ingots of metal and have tools made as needed.
  4. Pir - The house of healing. A simple adobe building built without benefit of framing, and has but one room, divided by curtains into three sleeping quarters, a place for meals, a place for washing, and a row of beds for the sick. One wall is made into a wind shrine, to appease the spirits of the air who sometimes bear illness. Home of Ember Eyes, Charity Grows, and the clan priest Ibn.
  5. Misr - A collection of buildings forming the homes and barracks of the town guard, centered around a shrine to the many war-gods of the desert.
  6. Public Bath - while rarely filled except in times of great wealth, a series of stone tubs punctuate the mosaic floors of this low building. Benches line the walls and a few tables for game playing wait nearby. In times when the tubs aren't filled, the bath serves as a gathering place for large informal meetings.
  7. Palace - The town of Sand-Covers-Jade is ruled by an elder council, as is traditional in nomadic clans. Nevertheless, Blood-From-Dust had a simple palace built for the Elders to share. Commonly used for council deliberations and quarters, as well as important community events such as marriages and coming of age ceremonies. Piaro has taken up residence in one of the Elder's quarters here.
  8. Storehouse - The community pools its resources for the harsh summer in this simple, but well guarded, building.
  9. The Row - shops and houses of ever-shifting occupancy. Home to the nomads seeking shelter, resupply, and comfort here.
  10. Walls - High arched gates are located in each of the four original walls. The corners are capped with half round towers, fitted with arrow slits for defense.

[edit] Post-Curse

  1. The Unfinished Immaculate Monastery
  2. Tent City
  3. New Walls
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