The fishing town of Vale Settlement in Myoth | World Anvil
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The fishing town of Vale

The broken Island of the Infernal gate

In the past, Vale was primarily Dragonkin, with a few other races such as elves, humans and the occasional gnome. Because they obstained from the battle of Firesong, they took in many refugees, but that did not sate the resentment from their cowardice. Now, Vale is the last standing civilisation in Leith, though they too were struck by waves of the demon hordes, but by then, the blood well opened and the napalm fire forced the demonic entities to retreat or stay trapped i our world.   As the last standing civilisation in Leith, Vale holds annual celebrations, thanking the gods and godesses of the waters. Especially Ysia, a demigog of great power who blessed them with holy water to fight off the horde.   Though there are no immediate signs of demonic activity in the land, the local populace now live in a fearul state which stagnates the growth of the country. It took thirty-five years to repair the town and secure the sector, of those thirty-five years, seven had been spent battling monsters and building watch towers that watch over the land, securing points of interest such as the temple of Bethlulazel, the water dragon.   With the town so weak, there is a heavy atmosphere, the townspeople are restless and weak, as though their life is being wrenched from them and strange visions wrack their minds, though they all have it one time or another, their is great fear for the voicing of such things. It was believed that it was due to the Dragonkin Sorcerers, for once they had fled from the town, great misgiving have been occurring one after another.   In response to this, the captain of the guard, Elisa Moonblight, a foreigner from birth, but honorary knight, sought to hire adventurers and mercenaries in an attempt to quell this epidemic. with the gathering of new blood in the area, the people are beginning to gain a new hope. Due to their great hatred for non-mortals, the island is neigh devoid of clerics.   The shore of the Kale still has a mix of various species, but behind the thick gates, there are mostly humans, rarely are gnomes, dwarves or half-lings apparent. Only those who have proven themselves to be an ally have seen the true face of Vale. Many of which have failed to tell the tale.

Renown


Kingdom of Neo-Lath

Neo-Lath (N-yo L-ar) is the pre-ordained name of the allied colony branching from Leith. Those who ally with them will gain access to their resources and honoured as heroes. Being a century year old civilisation, its value is poor in comparison to more ancient civilisations.

To earn their trust, you must provide support, wealth and resources to improve living within the Capital.


RenownResult
100Haggle Costs (Outer City)
500Gain Access to Inner City
1000Haggle Costs (Inner City)
2000Gain Secret information
4000Access Treasury
8000Become a Noble, gain the Neo-Lath name, Gain Crest
10000Access to Legendary Treasures

Faith (Generic)

Attune to a Theological Doctrine

Through acts of favour towards your God, you gain Devine Favor.   *If you are an Acolyte, you start with 1000 renown in your faith*


RenownResult
100You know holy rites and passages of your Diety.
500You can bolster allies with devotion so long as thier alignment or Diety or actions do not conflict with yours.
1000Seek shelter or assistance from the faith
2000You can cast a ritual from your Class as an action Once per Day. If you are not a spell casting class, use the clerics spell-list, Wisdom is your modifier.
4000Achieve the rank of Devout, able to sense the nemesis of your diety
8000Exude the aura of your diery, time to bless items with enchantments is halved.
10000Achieve the rank of Apostle, able to gain a +1 Channel Divinity/Invocation and able to request 1 miracle from your Diety per cycle (year).

Merchants Guild (Renown)


Renown
100Haggle down to a 1d4% discount
500Haggle down to a 1d6% discount
1000Haggle down to a 1d8% discount
2000Haggle down to a 1d10% discount
4000Haggle down to a 1d12% discount
8000Haggle down to a 1d20% discount
10000Haggle down to a 1d100% discount

Fighters Guild (Renown)


RenownResult
100Gain a Gi, traditional wear that signifies your start in the world of martial arts.
500Represent your School, selecting an uncommon magical weapon or armour as a sign on honour
1000Gain a small following in the martial community, Learn one art that signifies your school, using these skills grant expertise in skill using this tool
2000Designate a 'Preferred Weapon'. 'Forget' proficiencies in other weapons to improve either your AC or Attack permanently so long as you are using your 'Preferred Weapon' ( +1 for every 3 weapon proficiencies lost ).
4000Gain a large following in the martial community, you can recruit fighters to aid you in menial tasks or battle. their total CR must total your level/3. You can only do this once per month.
8000Learn a second art that signifies your school, using these skills grant expertise in skill using this tool. you can a devoted (Battle Master) disciple that trains under you, they level up as you do.
10000Access the Great Treasures of your schools armoury, your fighting prowess is legendary.

Aviation of Scholarly Arts (Renown)

Intelligence or Wisdom 13

Knowledge not bound by mages, The Aviation furthers knowledge above all else. Trading information, gathering knowledge and building technological and magical items to improve their archives are the best ways to improve your renown.


InspirationActions
100Basic Magical and Technological Knowledge
500Access to Tools and Equipment
1000Advanced Knowledge and Discounted Resources of Resources and Discounts
2000Partnership and Protection
4000Higher Knowledge and Access to the 'Inner Sanctum'
8000Personal Relations with the High Council
10000Legendary Knowledge

Lions Gulch (Renown)

Thieves Guild prominent The Island of Leith. In order to gain a decent reputation,


InspirationActions
100Know a guy
500Learn 1st Layer 'Alleys' and Bound to the Cause
1000Purchase Black Market Items and Command Minor Network
2000Learn 2nd Layer 'Alleys' and Infiltrate and Maintain Information Networks
4000Purchase Very Rare Black Market Items, get discounts for lesser items and able to hide identity
8000Learn 3rd Layer 'Alleys' and Skirt laws and Manipulate Politics
10000Access to Legendary Black Market Items and Erase Identity

Demographics

Common, Dwarvish

Government

The Kings_Guard protect the inner sanctum as well as the harbour. However Mercenaries and Adventurers are admitted to act as a militia against exernal forces.
The Sentinel of the Forge is designated the task to co-ordinate with the adventurers in order to reduce Leithian casualties.

History

The settling dragonborn came to Vale in the hopes of salvation from the tyrannical rule of the Ebonclaw who reside in the south west region. It was a long and arduous journey, they picked up many cultures and merged them into their own. You would see the lanturns and intrinsic patterns of the east, to the careful craftmenship and robustness of structures, akin to the west.   Upon setting foot upon the land, Dowl Cresh, chieftain and navigator uttered the words, "charis springs ro". ("Hope Springs Eternal" in common), this has been a common mantra among their people. Even in dire straights and unyielding adversity, there is always hope.   Since The Firesong War the previous Dragonborn inhabitants have dwindled, the remaining survivors remained hostile toward the allied forces, fleeing deeper into the island in an undisclosed location.

Maps

  • Leith
    This is a map of Leith
Alternative Name(s)
Larth
Type
Large town
Population
7, 937
Inhabitant Demonym
Leithian
Location under
Included Locations
Owner/Ruler
Owning Organization

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Fishing town of Vale

Skill Proficiencies Insight, Perception, Stealth, Slight of Hand, Intimidation, Persuasion
Languages Common, Dwarven
Lifestyle Average

ContactsProfessionInformation
PatsyVendorApprentice Blacksmith, information on the draft and the whereabouts of the Master Blacksmith.

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