| Post/Author/DateTime | Post |
|---|---|
| #1roger_nicholls_dupFeb 25, 2007 12:35:34 | Hi all, Im starting to write up the setting information for a new campaign i want to start in the autumn. Please take a look at my starter for 10 re Merylsward below. Please feel free to comment, correct thing, add to my thoughts etc. Regards Roger MERYLSWARD By: Roger Nicholls -------------------------------------------------------------------------------- I. Description Merylsward is a large town located in the far north of the Eldeen Reaches. Located some 15 miles inland from the wild coast line of the Eldeen Bay the town is situated on an open area of land approximately 25 miles east of The Towering Wood. Constructed from local materials the town has a distinctly grey look to it from the extensive use of granite in its buildings. Originally a frontier fort manned by the Merle Guard (Crow Guard in old dialect) the town itself grew from very humble beginnings. Originally nothing more than a village for the families of Merle Guards the town has taken several hundred years to grow into its present size. Combining the usual poor weather of the region and the militaristic construction of much of the buildings Merylsward does not have a reputation as looking like a welcoming place. Merylsward is a hidden gem however. Once inside the buildings of the town the true flavour and colour come out. Bright colours are used in decoration and the warming smells of stews greet people entering the inns, taverns and homes of the local populace. Meryslward has an extensive market ward, mainly grown around the activities of House Vadalis, make the town a centre of trade for animals both mundane and magical. The Reaches are filled with all manner of wild beasts and the local traders have probably seen most pass through the markets over the years. Such activities however also give the town a “wild side” as rival hunting gangs compete to get the best prices and prizes for the sale of their beasts. The strong odour of animals hangs in the air of the markets and the constant noise can be quite “intimidating”. Much of the taverns and shops are simple tents or quickly built constructions outside the city walls. Once the winter starts to set in these simply close and the transient population that support the animal trade moves to warmer climes. The locals stick to their permanent establishments within the walls and the quieter months makes for a less “wild” feel to the town. II. Government and Public Establishments The town is governed by a Steward who is elected by the permanent populace. Usually this role is filled by someone with close ties to House Vadalis although occasionally someone not in league with them does get voted in. The government is further made up from senior local officials, guild leaders and religious figures. All of whom form a council at the invite of the Steward. Local institutions such as schools, garbage disposals, graveyard maintenance etc is subsequently managed by this Council. III. Law and Order The Law and Order in Merylsward is enforced by two factions:- a) The local militia – this unit consists of approx 100 people on a full time basis. (Approx. 6% of the population). There main role is to patrol the streets and maintain order. In addition the militia also control the thoroughfares around the gates of the city and collect the trade taxes on the gates on behalf of the council. In general an honest hardworking organisation that local the local population respects. b) The Merle Guard – this military “order” was founded many centuries ago as a frontier defence force. Made up predominantly of rangers and druids the guards have protected the region ever since. Merle is the ancient word for Crow and as such their black uniform and silver crow emblem is worn with pride and honour by those who make up its numbers. Numbering approximately 50 the Guards’ primary role is the protection of the Northern Eldeen Reaches These days due to their now small and dwindling numbers they focus their attention on Merylsward and its immediate vicinity. The laws are the same as most civilised land e.g. no murder, no theft etc. However due to the nature of the region, location and the fact a lot of the population is transient the punishments tend to be painful, quick to administer and fairly harsh. As a result crime in general is not seen as a big problem in the town. Note however this should not be seen as there is no crime rather it is less obvious to those who look. IV. Religious Centers The Sovereign Host is most commonly acknowledged as the main religious faith within Merylsward. This, however, can be clarified further as more specifically worship of Balinor. There are many small shrines throughout the town where worshippers can leave offerings to the Host as well as a small temple to Balinor outside the town walls on the edge of the “Beast Market”. V. Unique City Features The most “unique” thing about Merylsward are the huge animal pens and market area both within and outside the walls. Although in the winter months those pens outside the city have no animals within them the structures and fences remain awaiting the return of the merchants in the spring time. VI. Important People a) Perdary Rothen (Steward of Merylsward) b) Rodaq Samlusk (Commander of the Merle Guard) VII. Shops, Guilds, and Organizations The usual mix of bakers, blacksmith and leatherworkers et al can be found within the walls. During the primary trading period of spring and summer however all manner of specialists associated with the beast trade can be found within and without the walls. VIII. Vital Stats Year Founded : tba Ruler : Steward Perdary Rothen (Lvl 3 Noble) Population / Demographics : Approx: 1800 (permanent), 3500 transient (only during trading months) Almost every race on Khorvaire can be found in Merylsward although predominantly 80%+ the population is human. Natural Resources and Manufactured Goods : tba Allies : tba Enemies : tba Fortifications : The town itself has a fortified garrison at its centre. Surrounding the town are stone walls with two main gate, one on the west wall and the other on the south. The surrounding land up to a mile in each direction is covered in animal pens and wooden buildings which although not designed as defences serve as an additional barricade to slow down any attacking force. Primary Religion : Balinor Other Religions : Most religions can be found within the walls although again this does fluctuate somewhat dependent on the time of year. |
| #2Matthew_ACFeb 25, 2007 13:12:40 | Very cool. I am all for the fleshing out of certain towns and areas of Eberron (so long as it is good fluff) |
| #3zombiegleemaxFeb 26, 2007 10:01:43 | I like what you have so far. It's well written and gives a good feel for the place. I especially like the "seasonal" aspect of the town: bustling mini-metropolis in the summer, sleepy and semi-vacant in the winter. The one thing that I find missing so far is any connection to the Wardens of the Wood or any other druidic sect. You even mention that one of the town's main power groups (the Merle Guards) has a healthy number of druids in it. Which sect do they belong to? For that matter, what relations does the Steward have with Oalian? With all of the Vadalis activity in the town (and, presumably, the sale of magebred animals), has Merylsward had any difficulties with the Ashbound? In general, how does this town fit in with the rest of the Reaches? Other than that, this is really good stuff. |
| #4roger_nicholls_dupFeb 26, 2007 23:23:33 | The one thing that I find missing so far is any connection to the Wardens of the Wood or any other druidic sect. You even mention that one of the town's main power groups (the Merle Guards) has a healthy number of druids in it. Which sect do they belong to? For that matter, what relations does the Steward have with Oalian? With all of the Vadalis activity in the town (and, presumably, the sale of magebred animals), has Merylsward had any difficulties with the Ashbound? In general, how does this town fit in with the rest of the Reaches? Thankyou for the kind words. It is very much the first draft so i was hoping i would get some input like this to help prompt me with more thoughts etc. Im not sure which faction the druids belong to although it pobably lends itself more towards the Wardens. I suspect for a plot line there will be at least one in a more radical faction though causing some problems. I think it fits in with other Reaches town in the area as its part of a group of 3 with strong House Vadalis connections on the far north. Im planning on putting some House Orien stuff there to provide some sort of "transportation" links. Has anyone else got any good advice or simple criticism before i start expanding on this ? Regards Roger |
| #5roger_nicholls_dupMar 05, 2007 15:39:46 | Just starting to carry on work on the region and a thought came to me re the natural resources of the area. Anyone got any thoughts on what sort of resources the locals would call on for trade etc. The town itself is centered around the trade of beasts etc but there must surely be other trade items in the northern Reaches. |
| #6ryoden_anariavasMar 07, 2007 9:37:20 | Just starting to carry on work on the region and a thought came to me re the natural resources of the area. Being a northern area they would probably be similar to Canada or New England/Maine as far a resourses go (lumber primairly) I dont like this idea though so how about they are the primary source of the material components that are harvested from the northers climes? Maple syrup could be a perfict ingrediant for making potions of cure light wounds. They will have a shorter growing season so they will likely be a hunting comunity. that may explain why the town has not grown much, the local flora and fauna cant support a larger population You mentioned that the buildings are all built from granite so how about a granite mine. The Icehorn mountians are nearby so maybe an abandoned quary as an adventure local? On a side note; a character in my campaing is a monkish type and we said that his monistary is in the mountians near merylsward(thats why I read the thread) and the monks got thier supplies from that town. so maby a Tibet style monistary devoted to Dol Arah is nearby and the town is a stopping point for pilgrims With the ocean nearby a port will be the next step even if it is just a stone pier that only gets used once a month during the summer. But hey, pirate raids are great fun for players. That could be the next step that Perdary Rothen wants to take. In order for his growing (permanent) population to survive through the winter he needs to increase the amount of food and supplies so he needs adventurers to go to house lyrandar and negotiate the creation of a port? I read someplace that Aundair wants to repopulate the ruins of Desolate with Cyrian refugees. Merylsward being right across the bay will surely have some part to play in that endevor. All in all I think you have a good idea here and probably will have a fun and succesful campaing. |
| #7roger_nicholls_dupMar 07, 2007 13:14:39 | Maple syrup could be a perfict ingrediant for making potions of cure light wounds. They will have a shorter growing season so they will likely be a hunting comunity. I like both of these so thanks for that i shall incorporate the idea into the overall write up. On a side note; a character in my campaing is a monkish type and we said that his monistary is in the mountians near merylsward(thats why I read the thread) and the monks got thier supplies from that town. so maby a Tibet style monistary devoted to Dol Arah is nearby and the town is a stopping point for pilgrims. I like this as well. Care to share any info you have on this monastry ? |
| #8ryoden_anariavasMar 07, 2007 13:51:04 | I dont realy have any info other than a location. the player wanted to play an artificer with a monastic background. He also pictured the character as a demon hunter so we looked at the map and settled on the Icehorns as a good location for the monestary do to the proximity of the Demon Wastes. Merylsward being the closest town to the monestary we incorporated it into his backstory. Actualy now that I think of it he is adventuring because the monestary was destroyed in a demon attack. Sorry that I dont have any concrete details. |
| #9DargurdJun 01, 2008 9:30:26 | I just dug up this old post i made re Merylsward. Sadly at the time I originally posted my gaming group moved away from Eberron and I never got the opportunity to develop any further. My son is now starting to play and I figured Id resurrect this as a starting area. Does anyone have thoughts on how my original posted info might be expanded - or alternatively point me in the direction that others have already taken. Thanks. |
| #10octaviusiiiJun 01, 2008 16:35:05 | Well, I've always liked the idea of there being a diamond trade from colonies in those Frostfell islands up to the north-west. Also, my guess is that Merylsward is a hub for a region, in which case it'd be about 20-30% of the population. The rest would be rural folk growing potatoes and making cheese. |
| #11revvecorJun 01, 2008 16:41:58 | It also seems like a good location for breweries.:D |
| #12roger_nicholls_dupJun 02, 2008 0:22:02 | Well, I've always liked the idea of there being a diamond trade from colonies in those Frostfell islands up to the north-west. Also, my guess is that Merylsward is a hub for a region, in which case it'd be about 20-30% of the population. The rest would be rural folk growing potatoes and making cheese. I too see Merylsward being the "hub" for the region. Id not thought of diamond trade though. In terms of Islands im assuming your meaning those off the cost of the Demon Wastes ? How have you used them ? Have you developed them at all ? |
| #13octaviusiiiJun 02, 2008 5:23:35 | I too see Merylsward being the "hub" for the region. Id not thought of diamond trade though. In terms of Islands im assuming your meaning those off the cost of the Demon Wastes ? How have you used them ? Have you developed them at all ? I haven't used them per se, I just like the idea of world-building. Anyway, I see them as something akin to the northern Canadian Arctic islands - scraped clean by glaciers, laying bare their mineral wealth: platinum, gold and diamonds. They would be frontier colonies at most, a bunch of libertarian, adventuresome folk that just want to get away from everything to fight the environment and pull out the useful stuff. Merylsward would be the first port-of-call for any ships departing for the islands or for any ships coming from them. It would be another reason for the Orien trade road, certainly. If it's not Merylsward, though, Otharaunt or Owl's Perch would work, too (although cargo from there would be bound for the Great Lakes region). |
| #14roger_nicholls_dupJun 02, 2008 13:47:05 | Merylsward would be the first port-of-call for any ships departing for the islands or for any ships coming from them. It would be another reason for the Orien trade road, certainly. So with the above in mind do you think Merylsward would be a sea port or perhaps river port city albeit maps show it as being a little inland ? |
| #15octaviusiiiJun 02, 2008 14:29:58 | So with the above in mind do you think Merylsward would be a sea port or perhaps river port city albeit maps show it as being a little inland ? Well, when I first thought of this I thought it was on the coast, but it could just as easily work with a distant port. Think Ostia and Rome, although on a much smaller scale. |
| #16revvecorJun 02, 2008 14:50:26 | Another reason for Merylsward with or without a port being used as the initial distribution point for diamonds and other minerals from the Frostfell islands is that it was a group of townsfolk from Merylsward that originally gathered the materials. If they were in fact one of the first groups to gather the materials from the islands they would have by now setup a chain of transportation points from the source to their town and out to the relevant markets. These points would include;
|
| #17roger_nicholls_dupJun 02, 2008 16:04:14 | Another reason for Merylsward with or without a port being used as the initial distribution point for diamonds and other minerals from the Frostfell islands is that it was a group of townsfolk from Merylsward that originally gathered the materials. If they were in fact one of the first groups to gather the materials from the islands they would have by now setup a chain of transportation points from the source to their town and out to the relevant markets. These points would include; OK im happy to use all the above as good ideas however the one concern i have is the location of the Isle to Merylsward - looking on the map they are hundreds of miles away... Why would they sail through presumably very treacherous icy waters to Merylsward to offload onto a land caravan (or airship) ? Incidentally ive started to map the area on 200x160 mile area map and Merylsward is now on a river and on the coast so we could use any of the concepts above. |
| #18octaviusiiiJun 02, 2008 18:58:53 | Why would they sail through presumably very treacherous icy waters to Merylsward to offload onto a land caravan (or airship) ? Well, assuming the mineral riches of the islands are worth the journey (which would be seasonal, too), that would be reason enough to go. They'd go to Merylsward because it's on a trade route near the Wynarn River, is with the current (it seems it's warm water coming up the Khorvairian West coast, then southward into Eldeen Bay; otherwise the northern half or more would freeze over in the wintertime), and because its accessible by land. Stormhome is closer, but involves cutting across the current, and then you'd have to ship through Scion's Sound which, although possible, involves the Mournland and that's just brutal. The only plus would be if Thaliost or Rekkenmark have cliffside ports like Sharn, which would make lightning rail shipments possible. |