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East Run

Founded: 1,230 GM Population: 5,860 Purpose: Port Current Ruler: Mythhthaes Elders Militia: Curu (Magic) Initially a bestial conclave comprising of savannahs and plains, the original city and surrounding landscape were devastated by the arrival of the Kracken Titan Sedgendon, whose hundred-mile tentacles decimated a thriving collective on the eastern shore. Of these settlements, only East Run survived, though its plains now converted to bogs, the landscape altered by bile, decomposition, and unstable arcana. Thus the city was abandoned for the remainder of the Age of Amplification, the citizens afraid of their next aggressor.   It was the Elves during the Reemergence which found the city’s potential, reconstituting and levering its access to the undercurrents to help facilitate trade to their hidden city. While unproven, rumor has spread of a direct link between the two cities as magical trinkets for export continue to arrive despite having no visible means.   City Dynamics The Essence of Neutrality. Detached from the world’s ongoing conflicts or limitations, the Elves harbor no formal trading alliances, routing their magical supplies to all continents. Though envoys have arrived with aspirations to monopolize or increase their access to unique enchantments, none have succeeded.   Significant Locations Amber Vault. The second safest location after the Bank of Darngarum, the vault is a massive stone structure on the outskirts, discreetly harboring objects that are too sensitive, important, or dangerous to be held elsewhere. Several attempts to penetrate its enchantments have been made, the culprits now residing in its ever-growing statue garden.   Glass Sea. An Elven master creation, this vessel is so quick it seemingly glides on top of the water, never leaving a wake.

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