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==Dwarven Lordships== Everoc is the homeland of the dwarves, a practical-minded race of gruff, obsessive workers who drink alcohol to excess. While normally level-headed and emotionally detached, the dwarves of Everoc are wound just a little bit tighter than others. They are prone to moodiness, withdrawal, suicide and outbursts of berserk frenzy. In any other race these would be signs of post-traumatic stress disorder. This is something dwarves prefer not to discuss. ===Diadem Vosterus=== The Hearthlands, heart of the Dwarf land. Diadem Vosterus is less a single coherent kingdom and more a collection of individual fortressholmes and their surrounding farmlands, each with its own lord. They rarely have any need to interact with one another except for trade. Dwarves live underground in vast mining complexes called fortresses, usually with small farming plots outside. They care surprisingly little about the surface of their territory and allow other races to settle freely. These villages and farms are technically tenants living under the reign of the nearest lord. In practice they are ignored as long as they don't interfere in dwarven business and provide food for rent. Settlements without a nearby lord are free to live as they see fit, but often trade with nearby fortresses to obtain manufactured goods. Not all races live in harmony with the dwarven lords. Wild goblins and human bandits are known to haunt the wilderness, raiding settlements and caravans for plunder. Despite the protestations of the Nodrak merchants the dwarves have done little to reign in such activity, only launching punitive raids when their own fortresses are threatened or disturbed. ===Nodrak=== The northeastern coast of Everoc is home to a number of bustling ports where ships from every nation of the world gather to trade their wares for the products of dwarven mining and industry. Trade and port management are considered unworthy pursuits by most dwarves as it involves the endless shuffling of paper with no tangible product at the end. The other races were more than eager to take over the task and four freeports were given charters to operate on dwarven soil. The ports are busy, industrial settings, filled with an ever moving background of cargoes, languages and races from every corner of the earth. While each port is open to all races (including a growing number of dwarfs who find trade and logistics an interesting challenge) each port is dominated by the race that received the original charter from the Lordships. Each freeport's adherence to their loose charters is monitored by a dwarven portmaster appointed by the Lordships. They act less as administrators than as judges, handing down decrees when the locals can't get along and solve their own problems. Since their power extends up to revocation of the charter itself, a portmaster's decisions are almost never challenged or questioned. From west to east they are: ====New Eibaumplatz==== New Eibaumplatz was the first freeport, established after some forgotten border skirmish. It is run by the elves, and is built on the ashes of Old Eibaumplatz, which was an elvish outpost established back in the Age of the Three Empires. Sadly, it is now a bit of a backwater compared to other towns. ====Orzfandrecht==== The largest goblin city outside their home isles. It is a holdover from their earlier empire, and was declared a freeport only a few years after New Eibaumplatz. It is built much in the style of the cities in the [[Sundered Isles]], but with non-goblin traders to fleece, it has established facilities second-to-none. ====Langstrand==== A freeport chartered by the Drow Republic, control is contested by scheming Houses. Langstrand has a reputation for unsavory ships and cargo. They say just about anything can be bought there, for the right price. ====Engelhafen==== Engelhafen is the newest freeport, chartered by human explorers and approaching its 150th anniversary. ===Blodsvargen=== Roughly translated as "the blood wolf" in dwarven, this area is more commonly referred to as the Iron Coast. This has nothing to do with the ores found in this rocky and mountainous region, though it is rich in iron deposits. Instead it refers to the strength of the coast when ships are hammered against it by the frequent storms found in this region. Despite the southern latitude it is a dark and gloomy place. When the vast storms sweeping across Vilous meet the warm currents of the Ebentis Ocean they create torrential storms packing hurricane force winds sweeping across the land. When Vilousian storms are scarce, Lindwurm picks up the slack, making the barren rocky landscape miserable for eight months out of the year. The land is sparsely settled, even by the dwarves who dwell underground and claim no interest in their surface environs. The few who do live here are said to be dour, grim and fatalistic, even by dwarven standards.
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