Embermire Settlement in Minelara | World Anvil

Embermire

Embermire is the capital city of the Truris Kingdom located on the Black Coast in southern Oduth. It is known as a major trade hub for the kingdom and the second largest in the southern half of Oduth. It is the largest city, both in terms of area and population, for the Truris Kingdom and County Embermire.   Built on the ruins of a much older settlement, the landscape surrounding the city is dotted with ancient guard towers, temples, and even subterranean crypts. It quickly became the administrative, military, and economic center of the Principality of Embermire and then later County Embermire as it merged into the Truris Kingdom.    It is a center of culture and learning for the kingdom and several institutions call the city home. The University of Embermire, the kingdom's oldest center of higher learning, is based in the city. It is joined by the Migora - a highly prestigious academy of wizardry.

Industry & Trade

The busy port of Embermire at sunset.
Embermire port by Midjourney AI
Coastal trade is the lifeblood of Embermire. Ships large and small come and go throughout all hours of the day. They use the extensive pier and warehouse system available to them to disembark and store valuable trade goods destined for shops and other commercials ports across Oduth.   The port is managed by the Harbor Master and the Embermire Port Authority. They are responsible for ensuring the smooth running of the docks and the cataloging of all vessels and cargo into and out of the port. Permits are required if a vessel is to be moored for a day or more.    Incoming goods are typically stored in one of several warehouses in the Port Ward before being distributed to the local merchants who purchased them. Sometimes, the goods are destined for other cities farther inland, such as Dragonbreak. In those instances, the purchasing merchant will often have a caravan awaiting collection of the goods for transportation to their final destination.   Outgoing goods are also amassed in the warehouses of the Port Ward before they're loaded onto a vessel and transported. This varies in price greatly, depending on the destination and the risk involved. A trip across the ocean to nations in Autria can cost a great deal of money. Likewise, so can such a trip to the southern coast near Garby Haven due to the threats from pirates. On the other hand, a journey northward up the coast can be much cheaper, albeit not necessarily as lucrative as one across the ocean.

Districts

Forest Pass  
Forest Pass in Embermire by Midjourney AI
Most visitors arrive at the capital via the Forest Pass district. This is understandable, as most major roads leading to Embermire, such as King's Highway or the Free Range Road, traverse through here. The district is largely inhabited by commoners and peasants. The buildings, a mix of one to three story residences and shops make up the bulk of the structures here.   The major highways leading to the city are paved with cobblestone, as much trade also flows through here. Due to this, the city watch patrols these main thoroughfares regularly, and they are regarded as largely secure. Although, the occasional brash mugging does transpire.   Crime is far more common in the interior of the district. Several thieves guilds are reported to have set up operations in the area, but no official statement on the matter has been given.   Several taverns of ill repute dot the landscape here, but so do many of the finest eating establishments in the city. Pop-up markets and more established centers of commerce exist to service the local population.   North Ward  
Farms of Embermire's North Ward by Midjourney AI
The North Ward is characterized by the heavy presence of farms and agricultural sites. Grain stores, stables, windmills are all clearly visible from a distance and also provide much employment for the locals. The rich soil of the Black Coast allows for nearly year-round growing of crops of one kind or another. Crop rotation practices ensure that the fields remain fertile.   West Gate   So named because of its geographic position and function, West Gate has grown to encompass most of the interior section of Embermire. It is home to Croft Castle, which overlooks the denizens of the city. Most of the area's nobility also calls West Gate home, as do many markets and luxury shops.   The district is regarded as secure, and the clean, cobblestone roads that line it allow for regular patrols from the city watch to traverse quickly.   Port Ward   The Port Ward, also known as the Docks District or the Warehouse District, is home to the piers and warehouses give it its name. All vessels entering or departing Embermire must pass through here. A lot of trade that brings wealth to the merchants of the city passes through here as well.   The Port Ward is not a particularly rough neighborhood given its high profile nature, but it is famous for the brawls between sailors and ships' crews. Nearly a week doesn't pass without some kind of altercation between one ship and another. It is almost a point of pride amongst the sailors running around to have been arrested or have had to have the city watch interfere in a fight of some kind. To them it means that the event was so disruptive that the local law enforcement was forced to break it up. To law enforcement, it's just another band of rowdy sailors trying to earn their chops.

Guilds and Factions

Thieves Guilds   At least two Thieves Guilds are rumored to operate in Embermire: the Bloodarrows and the Doomblades. Little is known for certain about either one, save that they are allegedly both headquartered in the Forest Pass district and that they're rivals. Whispers abound regarding details such as membership, initiation rites, and markers and symbology.  
Embermire Adventurers' Guild by DALL-E
Adventurers Guilds
  An Adventurers Guild, known as Flight of Promises, is headquartered in West Gate on Casborough Avenue near Miller Road. The guild provides adventuring tips and resources for adventurers and adventuring parties. This includes selling adventuring gear at discounted prices, maps and lore to reputed sites, and contacts in nearby towns. Providing membership identification to affiliated supporters, such as a number of taverns and merchants, can also provide discounted prices with them.   Smithing Guilds   A smithing guild, known as Blade and Shield, operates in the city and has several lucrative contracts with the city guard and the army. Multiple smithies - including armorers, bladesmiths, and non-weapon manufacturers - have membership in the guild. In fact, it is nearly impossible to open a blacksmith within Embermire or function as a blacksmith without guild approval. Many have criticized this seeming monopoly on the trade, but the guild argues that is to foster collaborative practices and ensure quality of product. Indeed, Embermire is known is for its high quality forges that some say may even rival that of the dwarves one day.

History

Pre-Truris Kingdom   The city today known as Embermire has been inhabited by one group or another dating back to at least the 1500s in the Age of Secrets. It is believed that the previous settlement was known as Khizzur, judging from previous archaeological digs in the area. It was an outpost belonging to the ancient Axrindos, a culture that was destroyed toward the end of the Age of Secrets in a long and brutal war with the Phasnosh Civilization. The Axrindos inhabited most of Oduth and had made tremendous advances in the field known as "science." The development of floating airships and what have become known as "boomsticks" - although that part remains dubious as all that presently exists are a few paintings and murals depicting their use against the Phasnosh - remained developments that took centuries to see the world again after the fall.   In the centuries that followed the Axrindos collapse, the Phasnosh took up residence in Khizzur, bringing their mystic arts with them. Scientific development is reputed to have stopped, as the Phasnosh believed it to be heretical. They would inhabit the region for just shy of 200 years before their own mysterious collapse.   The years between the collapse of the Phasnosh and the continent's repopulation witnessed a variety of owners showing up to claim ownership over the area. This included dwarves for a time being, bandits, and even the occasional human settlement cropping up from time to time. It wasn't until explorers from Autria set out in 746 of The Aura Age that a permanent settlement was established.     Settlement of Embermire   On 20 Irum 746 TAA, explorers from Autria made landfall near the ruins of a previous settlement. Agreeing to establish a base of operations on the fertile soil of Black Coast, they eventually named their new home Embermire. The population grew quickly as word eventually spread back home and new settlers began to flock to burgeoning town.   As the town grew, so too did the need for its administration and its defense. In 767, the young Embermire found itself on the receiving end of a raid by the orc tribes of the Untamed Wastes. The resulting destruction and death kickstarted the town's defense force and professionalization.

Geography

Embermire rests on the Black Coast on the edge of Black Flame Bay. Behind it, to the west are the Western Crane Plains and the Duncona Woodland. The forest, much smaller today than it was previous years, used to stretch all the way from the Bay to the Fordosa Wilds. However, encroaching settlements, agriculture, and Embermire's ship building industry have all taken their toll on the woods. What's left is protected by the crown as the king's personal hunting ground with heavy penalties for trespassers and poachers.
Founding Date
20 Irum 746 TAA
Type
Capital
Population
34,327
Inhabitant Demonym
Embermirean
Location under
Owner/Ruler
Owning Organization


Cover image: Seaside Castle by Gavin O'Donnell

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