Halgamar Settlement in The 4th Race | World Anvil
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Halgamar
The winds of fate breathe life into even the sleepiest of settlements
 
History
Well it started life as no more than a travellers respite. A tavern and some farms, not much to write home about. I think that the locals would have prefered it stay that way, at least in hindsight. All the money and patronage in the world can't get your nice cozy hamlet back. It started as rumours see, there were monsters lurking in the night but not the kind that'd haunt your nightmares. More the kind that'll make you a good bit of coin if you're so willing and got a strong sword arm. It never takes long for stories like that to spread, young men no more than boys would leave home with their hatchets, rusted blades and hunting bows; all for a shot at a glorious life. Perhaps some would find luck on their side, but for most they would find the bottom of a shallow grave; not that those stories ever got told by the warm hearth of the local dive. For the prosperous few it was a sign that the rumors were true, their tales of grand adventure in the wilds and slain beasts would continue to draw many a newcomer for years to come.   And so Halgamar would find its place in this world, not because of grand wars nor resources most rich; but because of the deaths of hearts filled with hope. Those wishing for a better life beyond the smelly pastures, dirty streets and sleazy factions. The riverside Hamlet would grow from a few dozen locals, to over one hundred souls within the year. With many others soon to follow, setting up business of their own to support the now almost bustling village. Armorers, blacksmiths, tanners & taverns; all built quickly so as to capitalize on the areas new found wealth. Well this was all fine as the way of things goes, something of value is found, people flock, it becomes depleted and then most leave to move onto the next find. But this time the areas new found wealth would not deplete. Quite the opposite in fact. The rumors had been mostly true, there were beasts to slay, monsters to trap and creatures dwellings to plunder; but these amature hunters would not all fair so well. Most were easy prey and soon the hunters would find themselves the hunted. This turn of events drove the various creatures into a feeding frenzy, their numbers would also flourish and soon both sides of this pseudo war found themselves with much more than they bargained for. Some for better, others for much worse.  
Government
Halgamar has no rich landowners, no barons nor masters. It does not fall under a city's influence or a regions protection. It is a solitary village that governs itself. Many fights, brawls and heated discussions have occured on it's muddy streets but there is always a resolution to be found; one that doesn't bring harm or destruction to the place that feeds you and keeps you warm and dry.  
Defences
It is rare for the village itself to be attacked, a vast majority of its population is armed in one way or another. The quality of these arms could be questioned but the effectiveness of the masses is not to be trifled with. Because of this most bandit groups have learned to steer clear of the area and seek softer targets elsewhere. The beasties themselves have gotten bolder over the years, sulking closer to the township than ever before, but they rarely make it far before getting spotted and hunted down.  
Industry
The village has a small but well supplied industry, while it does not produce anything to export, the various trades never have to look far to find business. There is always gear to repair, maps to make, bread to bake and swords to hone. The various travelling traders and merchants often have Halgamar marked as a must when it comes stopping on route to wherever they may be headed; even if it's a days travel out of the way. The raw materials, trophies and other goods circulated through the town by the survivors can fetch a hefty sum elsewhere; not that they would tell you that of course.  
Infrastructure
The settlement has struggled to keep up with it's own growth. The various farmers of the area often find themselves with empty barns and grain stores when new influxes of travellers arrive. Not that they would complain as many of them have made a good bit of coin marking up their goods. To make up for the lack of local produce the town increasingly relies upon travelling merchants and caravans from other parts of the region to bring goods in for trade. The town is not lacking in coin, but it is sorely lacking in local supplies.  
Assets
If you want to find a rare hide, uncommon bone, scarce creature blood or even just a nice trophy; the village will probably have what you're after. If not it shouldn't take long to find a poor soul willing to undertake the task for a paltry sum.    
Guilds & Factions
I have heard talk recently, although I think it to be but rumours. That a few of the survivors are working on creating a guild of their own; a hunters guild if you will. I believe this would be very beneficial to the continued existence of the village and hope that they succeed. The sharing of knowledge and teachings is worth far more than a sharp piece of metal and a plank of wood strapped to your arm.  
Architecture
The village itself doesn't have much in the way of design nor thought in its construction. Homes, business and hovels are scattered almost at random throughout the village. Most made of wooden walls with thatched roofs, although recently a couple stone and wood taverns have been constructed. Due to the towns prosperous rush and lack of materials, many of these builders have forgone the usual method of fabrication as seen elsewhere in the region. Insted, the walls are kept small to limit the use of wood and the roofs are brought down almost to the ground in order to maximise the plentiful supply of thatch. This gives the settlement a unique feel and some might say a slight speck of charm. Adding to this is the valleys naturally fertile soil and strong winds all year round, where some farmers have long since constructed and maintained windmills to make use of the regions gifts.  
Geography
Halgamar is located in the highlands of e̲̜̜̟͇̰̬ͦ͑ͣ̃n̠̹̘̠͂ͧ͌́ͅt̨̪̀r̂҉̝y͎̭͍͈̼̞ͦ̒̃͑̔ ̙̽ͭͧ͛͜m̨͉̟͈̾ͪ̚iͩͅs̠̹̦̳͎̦̗͆͛ͦ͑͜ș̡͕̙̰̠̜̒ͮ̿ͣͅi҉͔͓̠͍̮̜n̟̖̲͚͓̩̪̓ͮǵ̶͍̺͊̿̽ where the river flows out of the mountains. It stays cold for a vast majority of the year however it is known to have hot summers from time to time. There are many wild forests and valleys in the area that make for perfect hunting grounds.     Afterword: These creations are places that have not truly found their place in a world, that being said they are a platform ripe for adaptation and further exploration. These articles will change many times as we take them and individually make them our own, but their true foundation will always live on in the preceding words, art and song.
Halgamar Homes
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  • Halfling 32%
  • Human 21%
  • Half-Elf 21%
  • Elf 8%
  • Gnome 7%
  • Dwarf 6%
  • Other 3%
  • Half-Orc 2%
  • Type
    Village
    Population
    274
    Breeze Mill
    "... and there we were right, the three of us cornered by this huge screeching bird-bear thing, our backs to the cliff face, rain pelting down on our bloody faces and the wind trying to howl nearly as loud as the nasty beast itself... when suddenly, like the gods themselves had sent him forth, fuckin' lil percy leaped from the tree he was hidin' in above, his blade reflecting in the lightning as he crashed into its feathered back... " - a scarred half-orc male 957YR

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