The City of Eruveil: A Primer.   Posted by DM.Group: 0
 GM, 6 posts
Fri 28 Dec 2018
at 06:09
The City of Eruveil: A Primer
"Though we are not as ancient and storied as some, this city has stood the test of time, and kept it's true heart through the darkest days. Our people are as varied as a painter's palette, and just as unified in purposed. It is from this diversity that we draw our strength, and our faithful commitments to each other that allows our civilization to flourish. This is why our city has stood a thousand years, and why I firmly believe it will stand a thousand more."

- Mariah Urshart, first of her name, Queen of Men, and Royal Councillor of Eruveil

Founded by a band of heroes roughly a thousand years ago, the city of Eruveil has seen unprecedented success. This is accredited partly to it's location, being both a port and close to valuable natural resources, but also to it's unique style of rulership: having five monarchs, representing the races of the five founding heroes - Humans, Elves, Dwarves, Half Orcs, and Dragonborn. The whole of the city is circular and walled, with pie-slice sections separated by their own walls and gates. In it's center, on a high hill, rests Castle Eruveil. The next ring around that consists of the Human, Dwarf, Half Orc, Elf, and Dragonborn Districts, cut into five pieces around it. The next ring after that is the outermost ring, which has the docks, market, graveyard, and common residential districts. There are communities just outside the city walls as well, though they are among the poorest citizens and their living conditions are not the best.

Being a port city, Eruveil is and has been a center of commerce. Goods from all across the land and seas make their way here. Being a trade hub also means lots of wealth, which has of course attributed to the city's expansion and power, and has attracted many guilds, merchants, and artisans to it. There is seemingly no end to the economic opportunities the city has to offer.

Outside of the city itself, many countryside farms are maintained, supplying a large portion of the food that goes into Eruveil to feed the hungry populace. Where these farms fall short, trade usually picks up the slack. There are also forests that are maintained for timber and game hunting, and an operational mine where a rare mineral known as Elementium is harvested. This Elementium is used as a focusing point for magics, making it highly valuable for crafting magic items and artifacts.

This message was last edited by the GM at 01:44, Mon 11 Mar 2019.

 GM, 7 posts
Sat 29 Dec 2018
at 05:57
Notable Settlements
The Twin Towns: Brinebarrow and Hearthfield

"We lead good, simple lives here. Work the field, harvest, eat good food and drink good wine. What more could you ask for?"

- Darry Brownbeet, eldest son of the Brownbeet family farmers

"Aye, my uncle made some new machine ta' squeeze the grapes, but it getsa' bit sticky in the heat."

- Milly Brassknot, local vintner

The large and prosperous towns of Brinebarrow and Hearthfield have stood for many hundreds of years, popping up just a few centuries after Eruveil. They are primarily Gnomish and Halfling towns respectively, though the cultures do mingle quite a bit, thanks to the partnership of these sister towns. Brinebarrow primarily produces woodcraft goods, alongside a strong intake of fish, and a few local breweries. Some of the more astute Gnome families there also dabble in rudimentary mechanics, and weave magic into these small machines, creating truly interesting outcomes. Hearthfield's economy centers around vineyards and farms, some for produce and some for livestock. The Halflings also grow some interesting varieties of plants that have unique effects on potion making, and in... other ways.

This message was last edited by the GM at 16:00, Wed 20 Feb 2019.

 GM, 8 posts
Sun 27 Jan 2019
at 20:25
Notable Settlements
Karum Dorndae: The North Coast Hold

“We respect the old ways, they are what allowed us to come this far. But we recognize that the old ways are not always the best ways, and we must be flexible as steel to meet new challenges. In this way, we maintain our knowledge, as a sturdy blade, sharpen it anew.”

- Lorekeeper Vorst Quarisson

The mountain Dwarves of Karum Dorndae have existed since before Eruveil was founded. The hold began as a small mountain tribe, which slowly worked its way into the stone of their homeland. While many Dwarven societies have become withdrawn due to their underground nature, these hardy folk have kept up regular contact and trade with the outside, even having villages in the mountain passes to facilitate better communication. It is tradition for all Dwarves born in the hold to leave when they come of age to explore the world outside and learn its ways, and even some of the village Dwarves take part in this pilgrimage.

While many Dwarves are known for their craftsmanship with stone and metal, these folk also maintain their own arcane traditions, and specialized alchemy, utilizing plants and minerals not found on the surface. Their tradesmen are also prolific, having strong ties with Eruveil and the high Elven city of Aranndor . While their traditions remain important to them, they are not as unmoving as the stones they live in, and have managed to keep themselves somewhat modern.
 GM, 11 posts
Mon 28 Jan 2019
at 06:01
Notable Settlements
Aranndor: The Old Seat

"This is our ancient and beloved home. It has survived much, and our people would will it to continue on into the ages. If you had the time, I could perhaps tell you a quarter of our history, but when I finished you would be in your twilight years, unable to make use of that understanding. Simply know, there is always a reason for what is done in Arrandor."

- Sharvayel, First Warden of Arrandor

The ancient Elves have always held some mystique to those who meet them, and this is perhaps, in part, due to the mystery surrounding their homeland. Arrandor is an ancient city, who's history is so long that few know the full length of it, and fewer still can track all of it's secrets. It's wood and alabaster structures are weaved into the land itself, the roots of it's local trees drawing life from magical leylines, making Arrandor seemingly one with nature and the arcane at the same time. While most visitors and tradesmen are welcome inside the walls, there are many places that are off limits to outsiders, such as the fabled Tree of Lore, or the Starmetal Forges, with only a select few ever gaining that access. Many magical scholars have pined for this permission, but only a handful every generation are found worthy of it.

This message was last edited by the GM at 06:07, Mon 28 Jan 2019.