Places and culture in Meraset | World Anvil
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Places and culture

Meras City: bustling locale in the eastern countryside, Meras City tries to promote a sense of peace and working together in a hostile world. Things are run by a council; the current sitting members are Ymir Melazal, Mateo Tan, Bea Lorensdottir, and Remi Talbot. It is a diverse place in many aspects - population, aesthetics, and cultural practices.   Brackendale: What started as a rowdy ranching settlement out in the boonies is now a rowdy ranching town sitting on a copper mine. The elder of the tight-knit community is Harlan Teak, who's went on a few expeditions back in his day. As one of the few places to raise animals for food, you can expect to find 'the best chili recipe' boasted in any tavern. But everyone knows that honor belongs to Delilah Shatter-shell.   Finn's Crossing: A town beloved by gardeners and it shows; beyond the abundant fruit and vegetable fields, the town proper is overflowing with flowers, herbs and carefully tended saplings. The flower festivals are a pride of Finn's Crossing, a time to show off their best works. Traditional crafts like chitin-smiths and leatherworking thrive in the Crossing, as does alchemy and magic study. The priestess Enaphine watches over the town, providing guidance in anything from new projects to settling disputes.   Frostmont: A steadfast mining town, and next to Meras City it's the most popular spot for tinkers and inventors to pursue their work. The town has tried to move past a dark mark on their history. The most recently elected mayor is Oskar Frostmont, who by all accounts is a stern but patient dwarf. There are two main parts to Frostmont - the town proper built around a small mountain spring and the mining outposts. To get back and forth quickly, a clockwork lift was built between them.   Phosphor lanterns: A specially constructed magic vessel that emits a soft glow when the reservoir is filled with phosphor oil. The glow clears away mist in the air, similiar to how the tree does, but in a greater radius depending on the size and power of the lantern. Settlements require a couple large lanterns at least; Brackendale needs two while Meras City runs on five. Smaller portable lanterns are known as traveler's lights. Expedition teams, hunters, anyone whose work requires them to go into the wilds is given a lantern to use. Depending on oil supplies, the local couriers office can rent out lanterns to anyone wishing to leave the safety of a settlement.   Clockwork mules: A 'pack animal' that doesn't need food and isn't affected by Mist is ideal for the long journey you need to make. Four jointed legs hold up a sturdy barrel body, safe storage for both the cargo you need to collect and deliver as well as your personal effects. Hooks on the outside for extra carrying capacity, a place to mount the traveler's light on back, and 'eye lamps' to light the way. While the mules are capable of walking, trotting and righting themselves if they stumble, they are not intelligent enough to navigate difficult terrain on their own. Make sure they don't walk directly into a sinkhole - it's a pain in the ass trying to pull these beasts back out.

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