Rheklor Settlement in Eberron | World Anvil
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Rheklor

Prior to The Mourning and even The Last War, Rheklor was a booming port town linking Cyre with what is now southern Darguun. During The Last War and after the goblinoids founded their own nation it was a heavily militarized town, both protecting and launching excursions across the Kraken Bay narrow that dived the two states. When The Last War finally ended the necessity of the town quickly diminished as there was no appeal, even amongst the disenfranchised goblinoids, to exist that close to the horrors of The Mourning or the ever encroaching mystery that is The Khraal jungle. Now Rheklor is a town on the decline, as most inhabitants are relocating to Wyvernskull, Shae Joridal and other more inland cities and towns. Yet it still holds a place for adventurers looking to explore the southern coasts of The Mournland or launch expeditions into The Khraal, and the old warriors who made Rheklor their home during The Last War.   Rheklor is technically under the dominion of the Marguul Clan, yet no official political arm is set up to govern the town. Due to Zuvrun Marguul's paranoia and focus on controlling Wyvernskull, Rheklor is left to its own devices to maintain order. The town exists in a state of controlled anarchy, there are no established figures of authority but the town operates on its own code. Mild disagreements or crimes are settled by words, coin, or fists. Major crimes and other serious problems are often resolved at The Public House, where the oldest townsfolk and Last War Vets are found every night. Depending on the problem this 'council' may serve as judge, jury, executioner, place a bounty on a task to be completed, or work together in some other manner to resolve whatever dispute or problem arises.   The Public House The oldest building in Rheklor built by Cyrans, it has a strong human influence in design and structure. Most of the larger goblinoids need to duck or squeeze through entrances, and even some of the furniture can appear too small for the larger races. There is no one owner of the establishment, the patrons act as the proprietors by maintaining the building and its facilities. As far as drinks go, each patron fixes their own drink and deposits money into the community chest, and these funds are used to maintain the building and sometimes to resolve issues by bounty or reward. The Public House has no rooms to stay the night in, but does employ a cook who can provide basic meals. Notable people:   The Native Flower Since the town has been on the decline since The Mourning, The Native Flower, a once elegant and fine establishment, has had to adjust its direction to catering for the odd adventurer coming to explore the nearby lands. Run by the half-elf Mee'chel, the inn now caters to adventurers yet still holds a modicum of elegance in every aspect. The meals, while not as fancy as they once were, have a flair about their plating and a richness of taste. The rooms are still adorned with fine mattresses' and linens which Mee'chel fusses over if guests make a mess of or overly dirty. The inn has a fine bathing pool as well, and Mee'chel requires all guests to bath before occupying the rooms to keep them in top quality. Mee'chel himself is an interesting person about town, as he is one of the few non-goblinoids seen. When the goblinoids took over this portion of Cyre and turned it into Darguun, Mee'chel had been running the inn. Seeing as how most of his clients were goblinoids of high repute at the time, and his disdain towards other humans, elfs and half-elfs, Mee'chel made no fuss over the town turning from Cyre to Darguun control and has continued to maintain control of his inn. Mee'chel is often grumpy, sarcastic and unplesant, and seems to fit right in with the rest of the major races in Darguun and Rheklor.   Jungle Kafe Run by the female Bugbear Rur Vavok, this rather peculiar eatery specializes in exotic meats and game found within The Khraal and is one of the main attractions of Rheklor, as some people will travel from all across Darguun and even foreign nations for the dining experience. Rur will pay good coin for freshly slain Khraal beasts, as she not only uses the meat for meals, but the corpses as part of the entertainment. Rur uses *magic* to temporarily reanimate the beasts, who growl, snarl and otherwise excite and entertain the guests for a short duration. Rur has recently become more and more ambitious with her magic, trying to make these beasts more lifelike for the entertainment of the crowd. The entertainment is similar to The Rainforest Café, where animatronic animals 'come to live' and make noises, tigers roaring or elephants trumpeting, etc.   Khraal's Bounty The local apothecary, selling herbs, ointments and potions. Run by the shrewd and strange goblin Iglit Snailgob, he seeks anything he can get his hands on coming from The Khraal, may it be rare plants or parts from the beasts within. Iglit sells potions and poisons, and can make some rather odd and interesting concoctions if he is brought back anything of interest from within The Khraal.   Wounded Warriors Wares Run by Nevrulk, a Bugbear veteran of the Last War. His wares include the typical adventuring gear along with select pieces of armor and weapons, nothing fancy save fore three magical items he acquired during his travels and service. Nevrulk speaks slowly and with purpose, is kind and respectful to those who show it, and will happily give a discount and offer his assistance to veterans of The Great War, regardless of what side they may have fought on. Nevrulk no longer engages in combat except to protect himself, which he definitely can. His three magical items are ***, *** & ***, yet none are for sale. He may be willing to offer them as exchange for a tasks he needs completing.
Type
Town

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