Comharkil Settlement in Teicna | World Anvil
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Comharkil

In southeastern Mordrekain, on the borders of the northernmost section of the Mórcrann, the bustling township of Comharkil can be found. A strange place by any definition, but doubly so to be found amongst the dwarves of the Underkingdom, as no town could be further removed from that nation's name.   Comharkil is built in, below, and throughout the gargantuan redwood trees that make up the forests in the region; a settlement of platforms and bridges perhaps more comparable to a mess of spiderwebs than to what traditionally comes to mind when discussing dwarven towns. Even more noteworthy, however, is that it was all built with the express permission of the trees themselves.   Though magic suffuses all of Teicna, the opinions of its arboreal life is not something most would consider possible to know, let alone reasonable to acquire before the building of a town. Intelligent trees are even more rare than truly intelligent animals, and significantly less capable of communicating this state to visitors. The original settlers of what would eventually become Comharkil were conservationists with a distinct connection to the energies of the world around them, however, and upon entering this particular corner of the Mórcrann, they could immediately sense that there was something different about it. Something akin to the feeling of being watched, when the hairs on the back of one's neck stand up. It didn't feel threatening or predatory, nor did it feel apprehensive about their presence. It simply recognized that they were present, and seemed intent on letting them know it.   This forest was more alive than most.   The early settlement was a humble affair. Tents and lean-tos set up in the shade of the trees while those of magical inclinations began the work of learning to communicate with the essence of their new home. Attempts at connecting with individual trees met with failure, but those that simply provided prompts that allowed the forest to answer in its own way, in its own time - something akin to a séance - met with more success.   Over time, as the lines of communication grew clearer, the colonists were able to ask the forest questions about where they would be welcome to live, and what resources they would be allowed to use. The answer was not immediate, but it was clear enough.   Old-growth trees experienced some oddly precise cell death, and when the dead material was excised, they were revealed to have developed natural hollows within the trunks of the largest trees on the edge of the forest. Saplings would grow in strange, braided configurations, and otherwise healthy trees would occasionally fall of their own accord. The forest, it seemed, was gifting them the materials they needed, precluding the need for any felling of their own.  

The Hives of Mórcrann

  Mórcrann is well-known for its insect populations, as the dense foliage and sizable deadfalls provide a rich ecosystem for decomposers of all sorts. Most notable, however, especially within the regions of the forests closest to Comharkil, are the Mórcrannan Giant Bees.   With the guard caste being size of your average dog, venom that can paralyze an adult for several hours, and populations in the high thousands, one would think that these terrifying insects would keep most folks out of the forests entirely, rather than entice them in. However, the people of Mordrekain have developed a love for the honey these bees produce, and learned that it can be procured in large quantities so long as the hives are approached cautiously and non-destructively.   Comharkil, given its proximity to the forest and their unique relationship with its denizens, has rapidly become a major exporter of honey and honey-based confectionaries. Apiaries are relatively common on the outskirts of town, acting more like ranching operations than the box-farming setups of your more regularly-sized bees. It's also said that certain trees within the town itself are host to major hives that have developed larger strains of guard-caste bees than anywhere else in the forest. They have never been seen, and Comharkil's lifetime has been extremely peaceful by all accounts, but the mere threat of death by swarms of man-sized killer bees has no doubt played a part in that fact.  

Modern Comharkil

Lines of communication with the spirit of the forest have become less active over the last several decades. Though the city maintains an order of druids who announce most major civic decisions to the forest at large in case it has objections, it has seemed content with the town's behavior towards their environment thus far and rarely makes itself known but for its steady providence of wood and other plant materials.   Some attribute this quiet retreat from active communication to dissatisfaction of some kind. Industry has recently taken root in Comharkil, not to the degree it's seen in most Underkingdom settlements, but far more than has been seen since the town's founding. Though these operations too lie within trees granted by the forest spirit, some believe that it's been slowly poisoned by slag and smoke and is at risk of abandoning them entirely. Political motions to ban the large-scale practice of metallurgy, alchemy, and agriculture are common, and they have widespread support, but thus far town leadership has seen fit to keep the businesses running and simply saddle them with various regulations to keep them in check.   Industrial and Expansionist factions within the town body claim that the newer generations require more exposure to the arts and sciences of the rest of the Underkingdom in order for Comharkil to remain relevant in the modern age. What's stopping them from learning such things from visitors, from family, or by traveling abroad themselves is generally left unclear...


Cover image: by Mia Pearce
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