Middleglade

"A city of gardens and fisherman, Elfs and Men, so ancient it predates nations, and so beautiful it was preserved through a century of devastation in-hopes to claim it." -Restus Fex

Middleglade is a city standing between two worlds, one of past glories, the other of present tensions. Once the heart of the Elfese empire, its marble streets and towering pagodas are now ruled by the very people who toppled its former masters. Where once proud Elfese aristocrats dictated the course of history, now Everwealthian lords hold court, their banners raised over the Throne of 1,000 Stags. Yet, despite centuries of conquest, Middleglade remains an enigma. The Motherbark Tree still looms in its heart, an ancient, hulking monolith of roots and legend, whispered to be the first tree of all Gaiatia. The Nature’s Chosen, a reclusive order of druids, claim to hear its will, warning travelers and rulers alike to respect its domain, or face ruin. Many dismiss them as relics of a superstitious past, but after the Ent Massacre of 91 CA, few dare openly challenge their authority. Over a thousand living trees descended upon an Everwealthian expansion effort, tearing men from their mounts, impaling soldiers with sharpened branches, and trampling supply wagons beneath their gnarled roots. By dawn, the expedition lay in ruin, bodies twisted and broken, with not a single tree left standing to suggest the nightmare was anything but a warning. And now, war looms once more. The Elfese march upon Everwealth, and in the quiet corners of Middleglade, hushed voices speak of something buried beneath its foundations, forgotten networks, lost strongholds, remnants of an ancient plan. Rumors swirl of pre-Schism Elfese weapons, sleeping soldiers, and magick lost to time, all waiting for the perfect moment to wake and strike Everwealth a devastating blow. Perhaps it is nothing but the paranoia of a frightened people. Or perhaps the ghosts of Middleglade’s past are stirring once again.

Demographics

As Middleglade was the former capital of the Elfese empire in the days before their exile from the land Everwealth would become, in addition to commonplace Humans or Dwarfish folk, more Elfs or Half-Elfs reside in Middleglade than anywhere under the flag of the Ram's Head. Due to defectors from the ancient Elfese during the Schism, for various reasons choosing to fight for the human/dwarf alliance and their soon-to-be nation to secure their current place in the world, rather than choose what their kin would consider the honorable path and leave everything behind bloodied and broken upon their defeat.

Government

Though ran by the same rules and regulations as all Everwealth territories, led by a governor delegating resources who's guards enforce laws made by the monarchy and the local Duke or Duchess, Middleglade has a unique secondary body of power, the Motherbark Tree and it's coven of druids known as 'Nature's Chosen'. These druids while swearing direct fealty to the monarchy, communicate with the motherbark tree through their secretive rituals, drawing ire from the paranoid local community for their clandestine magickal actions despite their group's sterling reuptation and open vow of pacifism; Seeking what would seem exclusively to warn the local government or travelers of woodland-born dangers that would bring them harm to protect the area around the Motherbark, or perhaps prevent the folk of Everwealth, which has happened but-once in the 483 recorded years post-schism where what was reportedly 1,000 ents, living trees which feast on flesh, appearing out of thin air to lay waste to this expedition after being warned by the Nature's Chosen not to venture forth, has left the local government with a strong desire to defer to their wisdom.

Defences

The city built on elevated ground atop a small but jagged plateau surrounded by a rapidly-running river makes for an advantageous defensive position. Only offensible from hundreds of feet below the city requiring a difficult-climb to access after an excursion through a wide body of water, or having to travel across the singular bridge leading into the heart of the city which was designed to funnel invaders into its many layered defensive positions and ancient Elfese equipment still in operation to this day, such as magickally animated crossbows with deadly accuracy, or many series' of nearly unavoidable pit-fall traps and poison dart tubes.

Industry & Trade

Middleglade is a vital agricultural hub, its fertile lands producing some of Everwealth’s most abundant crop yields. Fishing is also a major industry, The Green-Thumb River flowing around the city's expanse like a verdant blue pupil of a mountainous eye, teems with life. But the city’s most valuable export is its adamantine, mined from deposits within the plateau. This rare and near-indestructible metal is sought after by blacksmiths and warlords alike, making Middleglade a place of great economic importance.

Infrastructure

Middleglade's economy is built primarily around the Green-Thumb river flowing richly with life around its expanse, fueling many facets of industry here; Thusly structures like docks to support fishing, watermills to power looms and smithys, or irrigation paths to water Middleglade's many farms are commonplace attractions.

Districts

  • Rootspire Keep - The heart of Middleglade, built directly around the Motherbark Tree, Rootspire Keep is a towering fortress of smooth, Elfese marble and reinforced Everwealthian stone. Once the seat of the Elfese emperors, it now houses the governor of Middleglade, Everwealth’s nobility, and the highest-ranking officials of the monarchy. Though undeniably a monument of conquest, its architecture remains largely unaltered, a silent tribute to the Elfese civilization that once ruled it.
  • The Green-Thumb Quarter - A thriving agricultural hub, this district is built along the winding banks of the Green-Thumb River, where fertile farmlands, fishing docks, and irrigation networks make it one of the most bountiful areas in Everwealth. Though it feeds much of the region, dwindling supplies and the war effort have forced the kingdom to raise taxes on exports, leaving many struggling to make ends meet.
  • The Silken Roads - Once a place of Elfese aristocracy, the Silken Roads have become a trade district, housing markets, apothecaries, and textile shops that attract merchants from across Everwealth. Known for its ornate bridges, paper lanterns, and pristine white walkways, it is one of the few places where Elfese craftsmanship remains untouched, despite the war looming beyond its gates.
 
  • The Lantern Hollow - A quieter part of the city, home to scholars, astronomers, and the reclusive druids of Nature’s Chosen. With libraries carved into ancient trees and observatories built from smooth-cut stone, the Lantern Hollow is a sanctuary of knowledge and forgotten wisdom. However, beneath the district, sealed-off tunnels from the Schism remain unexplored, their contents long lost to time, or perhaps intentionally hidden.
 
  • The Forgotten Causeways - What was once a vibrant boulevard of Elfese nobility is now a haunted ruin. During the Schism, a brutal siege left much of the area burned, its once-lavish estates reduced to skeletal remains of a bygone era. Few venture here, not only due to the ghostly remnants of the war, but because those who wander too far claim to see staircases and passages that should not exist leading into the depths beneath the city, before these witnesses are never seen again. Whether they lead to old storage vaults, abandoned Elfese war rooms, or something else entirely remains unknown.

Assets

  • Middleglade is a city of contradictions, its wealth drawn from ancient innovations and natural abundance, yet its people haunted by the scars of conquest. Though the city was sacked centuries ago, much of its infrastructure and resources remain intact, making it an essential stronghold in Everwealth’s southern territories.
 
  • The Green-Thumb River serves as the lifeblood of Middleglade, fueling its fishing industry, agricultural success, and irrigation networks. The river’s waters allow massive fields of grain, fruits, and vegetables to flourish, providing not only for the city but for much of the kingdom. However, recent military demands have drained these reserves, forcing desperate farmers to ration supplies or resort to selling their goods at great personal risk in the black markets of the Silken Roads.
 
  • Beneath the city, adamantine ore deposits remain one of the most coveted resources in Everwealth. This rare metal, known for its incredible strength and resilience, is used in the crafting of weapons, armor, and high-quality tools. Though mining operations continue, rumors persist that deep excavation teams have uncovered remnants of something else—sealed-off Elfese structures, buried vaults, or perhaps something far older.
 
  • The city’s ancient irrigation systems, relics of pre-Schism engineering, provide running water to most homes, a luxury few Everwealthian cities can boast. While Everwealth has tried to reverse-engineer these mechanisms, much of the knowledge behind them was lost during the Schism. The same can be said for several pre-Schism facilities, still operating through patched repairs and careful maintenance, including mills powered by underground aquifers and remnants of an early electrical system that flickers with intermittent life.
 
  • One of the most mysterious and sought-after resources in Middleglade is Steelbark, a tree native to the Grandgleam Forest. Though lightweight like traditional wood, Steelbark possesses the durability of tempered steel, making it an invaluable material for construction, weaponry, and armor. However, harvesting Steelbark is notoriously difficult, specialized saws and labor-intensive methods are required to extract it, making it a prized but expensive commodity.
 
  • Despite its bounty, Middleglade’s greatest asset may not be its resources, but its secrets. The ruins of the Forgotten Causeway, the sealed-off tunnels beneath the Lantern Hollow, and the unsettling whispers of pre-Schism Elfese war plans hint at a truth long buried beneath the city’s white stone streets. Whether these are mere legends or the last vestiges of a long-dormant threat remains to be seen.

Guilds and Factions

  • The Scholar’s Guild – A center of learning and research, dedicated to preserving both Human and Elfese history.
 
  • The Arcane Coalition – Regulators of magick, enforcing Everwealth’s strict laws on spellcraft. Their presence here is heavier than in most cities, due to lingering Elfese magickal traditions.
 
  • Nature’s Chosen – A druidic order devoted to the Motherbark Tree. Though sworn to pacifism, their influence is undeniable.
 
  • The Dwarfish Cartel – Controlling much of the adamantine trade, they ensure the metal’s value remains high and its buyers few.
 
  • The Orcish Crime Syndicate – A shadowy network of smugglers and criminals who see opportunity in the city’s growing unrest.

History

Middleglade is one of the oldest cities in the Three Lands, built by the Elfese nearly three millennia before the Schism. For centuries, it was the beating heart of their empire, a city of elegance, wisdom, and untouchable supremacy. That was, until the war came. When the Schism began, Middleglade was among the first cities to fall. Its capture was a brutal psychological blow to the Elfese, who had believed their capital unassailable. In their desperation to reclaim it, they launched reckless offensives, exhausting their armies and sealing their own defeat. Many believe their obsession with retaking Middleglade led to their downfall, their forces spread too thin, their once-mighty war machine crumbling under the weight of its own hubris.   Now, the Elfese return, not as scattered refugees, but as conquerors with a vendetta centuries old. And in the underbelly of Middleglade, whispers grow louder. What if the Elfese never truly abandoned their capital? What if, in their final days before exile, they laid the groundwork for their eventual return? Forgotten tunnels, buried armories, sleeping spells cast upon hidden warriors, paranoid fantasies, surely.   Surely.

Points of interest

  • The Motherbark Tree – Believed to be the first tree of Gaiatia, its roots intertwining with the very foundations of the city. Some say it still remembers the days when the Elfese ruled, and that its whispers are not of this world.
 
  • The Golden Gate – The city’s only direct entrance, its doors sculpted from solid gold and engraved with the image of the Motherbark Tree.
 
  • The Starlit Gardens – A breathtaking grove of bioluminescent plants, said to have been enchanted by Elfese druids to glow in the moonlight. Many who step inside claim to hear faint singing in a language long forgotten.
  • The Twin-Brides - Two ancient bridges built parallel to eachother, believed the result of a contest between two Elfese artificers of old to see who's product was finer and built faster.

Tourism

The city being a sort of museum of what survived of its ancient Elfese culture and technologies, many scholars and adventurers are known to make Middleglade a sure-visit in their travels to witness or study it's storied ground. Some may come to take the city's famed 'hot-air balloon' rides to be lofted into the air and see the famed eye-shape the city's landscape is known for, or simply to purchase goods from the city's many markets the neighboring towns they heil from do not possess.

Architecture

Atypical to what one will find throughout Everwealth, where the Everwealthy prefer thatch-roofed rectangular structures of wood and stone or clay bricks nestled along cobbled roads; Middleglade being a... somewhat preserved former Elfese nation, their architecture is the main thing you will see here, some scholar's believing among it's finest examples, likely from lack of surviving comparisons; Multiple-story structures of specially shaped, curved wooden supports called 'pagodas' ingeniously built without nails yet fastened like steel adorned with lanterns, paper sigils, or precious metals towering over both-sides of what would seem Middleglade's every road, roads carved from smooth-white marble met with gravel and dirt paths where war has broken them, trees planted along what would seem their every edge. The city though visibly downtrodden in many places from repairs left un-done from it's tenants being preoccupied staving-off the fires of war for a century is still an artistic marvel, waterways, building placements, seemingly all hand-placed in-attempt to please the eye, believed to be an intentional ancient Elfese projection of status, the seat of their throne being an awe-inspiring display. Some more-recent additions do match standards of Everwealthy design philosophy however, cobbled paths and thatched roofs rising up around the towering Elfese architecture; Growing in prevalence by the day, a sort of visual demonstration of Everwealthy history, deep-rooted Elfese influence slowly overtaken by men and dwarf.

Geography

The city sits atop the 'Iris Plateau' several miles above a large glade thick with woodland wildlife it eponymously rests at the center of. Surrounded by a break in the Green-Thumb River that makes the area resemble a large hazel-colored eye when seen from above.

Climate

A mild climate though consistently humid or misty from the overcast of many trees trapping in moisture from the river and frequent local rainfall, while also obscuring much direct sunlight that would lessen it.

Natural Resources

  • Adamantine ore deposits, a rare metal sought for high-quality blacksmithing.
  • The Green-Thumb River passes all-around the city, bolstering an abundant local fishing industry.
  • Many steel-bark trees, another highly sought after material as despite being as light as wood it has the strength of fine steel. Though quite difficult to harvest, having to use rudimentary tools the modern day affords us to chop-down and harvest what is essentially a massive 3-foot thick steel pole rooted into the ground.
  • Dense patches of wild nuts, fruits, and berries.
Founding Date
Between -2000 and -1800 OA
Alternative Name(s)
Formerly '神の目' or 'The Eye of God' to the ancient Elfese, 'The Jade' colloquially.
Type
Large city
Population
28,000.
Inhabitant Demonym
'Glademen'
Owning Organization

Articles under Middleglade


Comments

Please Login in order to comment!