Towns and Villages

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Outside of Torica, human settlements have become more common over the past few centuries, sprouting up across the continent after the events of The Sundering.

Ranging from well settled to sparsely-populated, these hamlets, villages, and towns often require constant vigilance, both to obtain enough food to survive, and against roving bands of bandits, monsters, and worse. Living out in the middle of nowhere is not for the faint-hearted, but by working together, many of these small settlements have survived, and a few of them, even thrive.

Below are but a few of the towns that travelers might come across (Note that villages and hamlets are unlisted and abundant):


Amber Bay

Tucked at the south end of the Almalthean Coast, this walled town has managed to stay clear of the kobolds and manifestations nearby perhaps by sheer luck. Amber Bay fought off a few Halmorian ships in the Halmorian Invasion, but ultimately was occupied like most other settlements in Eramere. Since the Halmorians retreated, they have rebuilt a small shipping industry, and have a regular trade network with Torica selling pearls and oysters.

Bad Water

Once a town in a slump, Bad Water is now a town on the rise. The town would offer an idyllic view of the lake, were it not for the massive fortifications guarding it from the karr and bandits. They are still strapped for resources, but now have a thriving agreement with the Gnomish residents, filling the town with technology not otherwise seen elsewhere on the mainland of Eramere. The bartender of the Rooster Block, Macarius, is the grudgingly appointed Mayor of Bad Water, as was his great grandfathers. A very long time ago it had only one defender once, but the acting sheriff Lawrence Creed had turned much of the bad crowd into a semblance of a town watch, which has remained in effect for hundreds of years.

Conner's Grove

Once the survivors of an expedition camp made of Haerkglar and humans whose caravan broke down in the valley, Conner's expedition survived through many trials and hardships and built a settlement all on their own. Their homes carved right into the valley, it is easy to mistake for a Haerkglar home. Nevertheless the original survivors seem quite settled. It began to grow as families began to join their prospectors in their new, resource-rich home, and then settlers flocked to the new opportunities. Conner's Grove became the home of the Haerkglar who were employed by Furin Ironstoker. As the years have passed some moved on, but a number of Haerkglar remain, including Furin's direct descendants, one of whom, Galdrin Ironstoker, now leads the Mining Authority in town.

Pella's Wish

Located just north of the Mystwoods, Pella's Wish got her name from the daughter of the original founder's of the town. Despite the implication, she did not meet a tragic end. Indeed, Pella became a grown woman who runs the town's aviary. Pella's Wish makes its living through their messenger birds. Still an untested method of communication, Pella's Wish still maintains a moderate amount of business with nearby towns who wish to communicate their news and information quickly without the ability to teleport.

It is said that Pella's decendants have some command of the woods. Whether or not there is any truth to the rumor, the town is generally unmolested by the creatures of the Mystwoods.

Pilgrim's Rest

Located along the River Ardena, Pilgrim's Rest was founded shortly after the end of the last war with the Blackspear. The spot was chosen because of an ancient shrine to Lilianthe, which was found during a scouting mission during the war. The shrine is rumored to have powerful healing properties, and has become a popular spot for members of the Lilianthe's faithful to come and visit.

The town itself boasts a population of just over 18 thousand or so villagers and farmers, who use the river to irrigate their farms. The town's main tavern is named The Anchor, which is often filled to capacity with outside visitors during the spring. Pilgrim's Rest became the home of quite a few of the Syl'vae that lived in High Reaches after it fell, and the town now sports one of the larger Syl'vae communities left in Eramere.

Saerugall

The first new permanent settlement of with the mountain was founded by the merchant Tiran Balderk, deemed Saerugall, or 'The Iron Halls' in the trade tongue on the Southern end of the Sandspire Mountains, with an exit to the Daiobi Desert. The relatively small community grew quickly in both population and wealth as they were now the only reliable trade with the surface. They quickly established a market with the Chorav, who were as at the time very happy to have an old trading partner secured, given the loss of business from both High Reaches, and THIMBLE. The Iron Halls have continued to grow over the past few centuries, and though it does not come close to rivaling Skolden'fel, it is still a jewel in the eye of a people who had suffered so much during the past millennia.

Three Oaks

Three Oaks was a small settlement a few days out from High Reaches. All adults were killed when the town froze over during a very warm spring. Magic was found to be the cause. The church used to be the leading voice within the village, until everything changed across Eramere. Eventually there was a small rebellion of sorts, and at the end of the day, Three Oaks had a mayor. The town gains a lot of information from travelers heading over the bridge, but in general they make a meager living. There is still a relatively large Faergolite following within the town, and they are famed for their undertakers. A number of higher profile funerals have been handled by their ilk.

Tims

The small mining town of Tims is located at the edge of the northern Silentfire Mountains. Supplying nearby towns with iron, rumours often crop up of rarer veins found nearby. Tims' tavern The Rusty Nail sees quite a few prospectors each spring, though most go home empty handed. Tims, while staying small in population, has become somewhat more prosperous. The Haerkglar have decided to allow the town to mine the local sites, with the promise that they would not encroach on their own operations.

Wellspring

Wellspring had a great start to it's town, with an active road between Hillcrest and Badwater to the north and south. However things went downhill once Hillcrest was destroyed. Wellspring was also occupied during the Halmorian Invasion, and lost much of its wealth to the Halmorians. In more recent decades, fortunes have shifted once again, and Wellspring has been restoring much of its former promise and wealth.

The farms are near the Witch Woods, and farmers often complain of things that go bump in the night. The town often employs adventurers to ensure nothing comes out.

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