Methra Dir Settlement in The World of Istoria | World Anvil
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Methra Dir

The Blessing of the Gods

In the Southern Sea of Grass rests the town of Methra Dir, bound by its worship to the gods of Legaeth and its independent lifestyle. The newest addition to the Kingdom of I'lera, this town and its surrounding villages provide a number of valuable resources and aid to the people.   Around the town of Methra Dir are the following villages:
  • Indax Quarry
  • Heaven's Tower
  • Waypoint East and West
  • Camp Roshi
  • Fort Otomo
  • House of the Dauntless

Demographics

Species/Ethnicities. Most denizens of the town are of Half-Orc or Human decent, originally from several clans that inhabited the nearby areas with a few Dwarves of clans from the local quarry. Trading and cooperation with the city of Kuulxas-xide has opened it up to a small population of metallic dragonborn.   Wealth & Class. Most townsfolk here live a modest life of simple work. Few outside those who work for the church or the major clans of the town have major wealth or power, preferring to solve problems by small committees rather than a central system. However, those that work at the temples have always been in a position of power and several hunting guilds have also experienced rapid growth since the town's inclusion into the Kingdom of I'lera.   Professions. Most people work as farmers, crafters, and laborers, working the land and resources to provide for their families. However, there are a few of interest in this area.
  • Acolytes/Priests. Methra Dir is the center of spirituality in the kingdom and most, if not all, townsfolk pray to one deity or another. The temples and shrines around the town see no shortage of devotees who come to work at these places. In turn, Methra Dir produces some of the best divine magic users in the land.
  • Hunters. Like most I'leran settlements, Methra Dir boasts professional hunters that scour the lands for rare and valuable monster parts while also protecting the town from major threats. Their guilds are far more practiced than most, having been independent and isolated for so long, and have one of the top hunting guilds, The Riders, in the kingdom.
  • Jewelers. Due to the towns most valuable export, diamonds, many crafters in the town are expert jewelers whose work is commissioned from all over the region.

Government

In an official capacity, a Steward of the crown of I'lera is in charge of the town's day to day business and oversees governmental activities such as tax collection, defense, and budgeting. However, Methra Dir sticks much to its old ways and the Steward plays a much more subtle roll in aligning the interests of the town with the kingdom.   Methra Dir used to be run by a small council of elders from sections of the population that would meet and decide everything from yearly food production and festival dates to guard stipends and trade agreements. High ranking members of the temples along with heads of founding clans would have a seat in this meeting. The most important ranks of this council were the Hokage who was in charge of the defense of the town and the organization of the hunters and the Eladari who oversees the Four Pillars and other temples around the town. To date, the council still meets with the Steward to govern the town, though some positions of trade and tax are given official, royal ranks.   The Founding Clans. One group of individuals who hold great say in the town's government are the founding clans: The Teriyaki Clan, The Durthane Clan, The Otomo Clan, and The Sharpfang Clan. These families were among the first the settle the town, fighting a great battle to take it from the monsters that had laid claim to it before them. The heads of each of these clans are given a leading spot on the council and have much say in how the local region operates.   The Dusters. The Dusters are the official guard of the town are the dusters, a retinue of a few hundred loyal citizens that patrol the walls of the main keep and make round to neighboring villages. Identified by their dark brown mantles and wide brimmed hats, the dusters usually carry small weapons such as a hand crossbow and shortsword. While dealing with most average guard duties, many of the dusters are trained to handle the town's unique problem of earth elementals that appear occasionally around town. Simple but secret techniques known to them allow them to easily banish these creatures back to the earth.  

Current Seats on the Council of Methra Dir

  • Caedric I'lera, Steward of Methra Dir
  • Sautha Sharpfang, Huntmaster & Head of the Sharpfang Clan
  • Regulus Frostbite, Huntmaster
  • Nala Wystongjir, Huntmaster
  • Lawrence Belgast, Huntmaster
  • Torrin Teriyaki, Head of the Teriyaki Clan
  • Osamu Otomo, Duster Commander & Head of the Otomo Clan
  • Deisa Durthane, Head of the Durthane Clan
  • Old Baylen
  • Thraif "Doc" Pyrwind
  • Mother Valenthross, Eladari of The Four Pillars
  • Winterstalker Harmon Estelle, Leader of The Emerald Enclave
  • Morgrath Bonesteel

Defences

The open landscape of much of The Sea of Grass tends not to aid in making fortified settlements. Outside of what the ruins of the town had, Methra Dir has made use of building a few forts and several miles of fencing to guard their homes.   The Wall. The main wall surrounding the town made of solid stone and measuring about 20 ft. high and 8 ft. thick. Evidence suggests the wall had some magical protections, but those have long faded.   Fort Otomo. The most direct way into Methra Dir and the Blessed Valley is by way of the main road called The Reach. At the entrance to the valley is built Fort Otomo, the largest central fortress guarding the town and nearby villages. Housed mostly by guards and clergy of Talos, this fort can quickly send out mounted soldiers to most parts of the region as they keep a keen lookout over the lands and check caravans making their way into the town.   Waypoint West & East. Two waystations along the roads leading to Kuulxas-xide and Camp Roshi provide a launching point for additional soldiers as well as resting stations for travelers and lookouts to provide early warnings.

Industry & Trade

Being a fairly isolated town, most of the denizens have found work that can sustain without the aid of outside sources. They are skilled farmers and hunters, craftsmen and artisans, and fighters in their own right. Anything they need is taken and worked from the environment around them. It is not hard to find someone who knows how to do the thing you need. However, they do have a number of important industries and resources for trade that make a name for themselves.   Farming. As boring as it sounds, much of The Sea of Grass is not easily farmed, and the places that are find constant problems in the chaotic weather of the region. Methra Dir sits in a place called the Blessed Valley for its abundance of fertile land in such a confined place, possibly a gift from the goddess Chauntea. Thusly, the area relies heavily on growing crops and raising livestock for both their survival and trade with surrounding villages.   Diamond Mine. The largest and most important export from the town is diamonds from the local mine. Methra Dir sits next to the village of Indax Quarry which has the largest known diamond mine on the isle, giving the town full control over a very sought after resource. The mining and working of these precious gems, as well as the other gems and metals found in the mine, has proven quite profitable for the town even outside their clerical abilities.   Divine Magic. If there is anything this small town outshines the rest of the kingdom on, its the raw number of divinely touched souls able to channel the magic of their deities. Vials of holy water can be easily made in large quantities, healing services can be found in spades, and many adventurers and hunters for hire have divine casting abilities to aid groups that are lacking. Many people come to the town just to train under knowledgeable priests and empower their own temples across the isle.   Hunting. Much like most I'leran settlements, the hunting of powerful game is a profitable industry. Being so inland and near very different parts of the isle from most places, the hunters of Methra Dir are known for acquiring some unique specimens native only to their region such as basilisks and wyverns.

Infrastructure

Much of Methra Dir was built long before its current inhabitants laid claim to it. Though no one really agrees on who built it, much of the original structures have succumb to time and battle. Thus, the current inhabitants have built upon the ruins to create several new buildings and infrastructure.  

Corrinhall

Perhaps the most impressive structure in the town with its high stone walls and imposing inner towers, Corrinhall is what many believe to be the inner keep of the castle that once stood here. It has been remodeled to serve as the main work station of the guards and nobles of the town as well as housing the town's most prestigious hunting guild, The Riders of Methra Dir. Inside Corrinhall is the Granite Keep, the most secured location in the town and where the guild nests some of its giant eagle mounts. Other locations inside it include:
  • Morcath Arms: Official armory and weapons manufacturer of the town.
  • The Red Forge: A great smithy run by The Riders of Methra Dir and their elemental forgemaster.
  • The Tower of Diamond: Central tower imbedded with glittering crystals where drudic magic is studied
 

The Plaza

  The well decorated thoroughfare of the town where most festivities and town events are held, along with several of the towns most important buildings including:
  • The Bricks: The legislative building where the elders tend to meet.
  • The Dust Keep (Dust Bowl): Barracks and headquarters of the Dusters, the town guard of Methra Dir.
  • The Courthouse
  • Iron Gem: The main bank of the town.
  • The Devil's Kiss: A temple to the goddess Sune and town brothel/inn run by Tieflings referred to as the Missus of Skin.
The Four Pillars. The Four Pillars is the central temple of Methra Dir hosts most religious factions found in the region, but is centered around the deities of the Four Seasons: Lathander, Auril, Chauntea, and Talos. This iconic temple sits at the center of the town and is the largest building in the area, its peaked roofs rising above even the outer walls. Inside are the four shrines to the seasonal deities, four massive pillars made of various materials and detailed with the stylings of their respective deity that radiate holy energy when in season. The temple itself is run by a Eladari and their group acolytes known as the Sisters of the Seasons, but each pillar has its own clergy around an individual high priest/priestess who looks after the pillar.  
The Library of Kadhvezch. This library holds some of the oldest handwritten texts of the religious histories of the isle of Legaeth, dating back several hundred years before the kingdom of I'lera. Its keeper, Desmond Lightbringer, is charged with the upkeep and maintenance of these texts as well as transcribing them for public knowledge.  
The Outland Bounty. The Outland Bounty is a large store that deals mostly in the trading and selling of monster parts from various hunting quests and well as rare and unique items for different groups around town. They are usually the first to make deals regarding the buying of monster parts and often have a small collection of magical items they make for commissions across Legaeth. It is the center of trade for anyone looking to get their hands on items unique to the region.  
The Amber Vault. Maybe one of the strangest places in town, the Amber Vault hosts a collection of rare and valuable monster corpses and parts, preserved and stored in large cases of transparent amber. No one is exactly sure who made the vault nor its exact purpose, but it contains a few species that have not been seen in the isle to date as well as records of creatures that have been extinct for millennium. The vault is run by The Order of Amber which is led by a half-elf named Hirciel. Entrance into the vault is heavily restricted and closely monitored.  

West Ward

  This area contains mostly housing structures built atop the widest stone ruins and hold most of the town's permanent inhabitants. Though most of the building are on the cheaper side, the foundations are as strong as the rest of the town, leading to several places of note in the area:
  • The Stinger Pub: A local pub and brewery well known for its quality ale and specialty food produced by its master chief.
  • The House of Healing: Temple to Ilmater and the town's place of healing that would shelter the sick and infirm.
  • Ace Construction: General guild of contracted carpenters.
  • Whiteclaw Inn: A cheaper inn that's off the path.
  • The Oakwood Grove: Large clusters of trees around a still pool of water and a small shrine marks the blessed spot of Silvanus.
  Crimson Curtain. What is a place to live without a place to have fun. Of the few original buildings in the town, the Crimson Curtain was built as a theatre to allow plays and performances a stage to entertain the masses. Each month, the performers that work there put on a show that draws most of the townsfolk to see it.   Belgast Estate. Known to most of the town as Blackgate Manor, this old home is much newer than the surrounding structures and has a large, black iron fence that surrounds the grounds. Left mostly untouched, it is said that the grounds are cursed and all who own the building are said to be destined to die painfully. The manor is currently held by Lawrence Belgast as his family's home and guildhall for The Blades of Niran.  

North Ward

  This area hold the nicer houses of the town, mostly gained from family lines working their way to success, and larger buildings for various organizations throughout the town such as:
  • Rose Keep (Desert Rose): A small house that has been retrofitted as the headquarters of the 6 current members of the 2nd Spears of I'lera.
  • El Reisgo: The town's casino where coin and trinkets trade hands faster than anywhere else.
  • Kellhan Ironworks: Family run smithy that deals in ironworks of more mundane items and tools.
  • Naithem Bros. Tannery: Family run tannery of half-elves.
  • Wherehouse: A shrine to Xedef and the post office for the town.
Rytheban Tower. A strange sight in the town is a large tower made of dark wood and metal supports with obviously Draconic architecture. This tower was built by the allies of the town, the Dragonborn of Kuulxas-xide, as a guildhall and embassy. It serves as the only source of arcane practices in the region, though only the Dragonborn of the far off city are usually allowed in.  

Low Town

  This area doubles as the business district and entertainment district with lots of open space, access to High Hill Park, and a number of well constructed building.
  • Storm Core Barracks: In-town housing for members of The Storm Core guild.
  • Barren Necessities: General supply store
  • The Oak Fox: Small scale woodworking group that makes barrels, decorative pieces, etc.
Baylen's Inn and Tavern. The heart and soul of the town is without a doubt, Baylen's. Notwithstanding being one of the "oldest" buildings in the town, the tavern owner Old Baylen and his family have kept this place flowing with ale, soft beds, lively music, and cheerful company for generations. If there's news to be heard, its spreading at Baylen's. If there's a party to be had, it happening at Baylen's. If travelers need a place to rest, there's space at Baylen's. If hunters wish to have their great deeds recorded in song, there's likely a bard at Baylen's ready to sing it.  

Craftsman's Quarters

  It is here that the laborers of Methra Dir work to build everything the town needs from metalworks, leathers, fabrics, and more. Many different shops can be found here including:
  • Hammerstone Company: Dwarf masons.
  • Phayreith's Potions and Tonics
  • Boots & Boots: Cobblers shop.
  • Feynnis Woodworking: Woodworking shop dealing in larger items.
  • Hide and Sheath: Older business that works in rare hides and custom orders.
  • Town Stables
The Smithy. The Smithy is the name of the largest blacksmith group in town that oversee and operate a number of forges and smiths that are open to the public. They keep an array of standard tools and basic forging materials on hand to assist in any blacksmith's needs, as well as their own personal areas where their master smith can take commissions. Run by a dwarf named Melram Ironheart.  

Artisan's Quarters

  Here is the center of trade where merchants peddle wares are various types. It is where most townsfolk go to get everyday items an travelers go to get a taste of the town from specialty shops:
  • The Standard: Dwarven run jeweler's of the highest quality.
  • Good Threads: Weavers that service most of the town's uniformed needs.
  • Exotic Imports: Novelty item shop that brings items from outside the town.

Upper Lords

  A stretch of nice land where the largest and nicest houses are for the ruling members of the town including the Steward and several powerful clans.
  • Otomo Estate: Home of the Otomo Clan.
  • Steward's Estate: Home and office of the Steward of Methra Dir Caedric I'lera
  • Jacob's Manor: Home of the wealthy merchant Morgrath Bonesteel.
  • The Conservatory: A private, girls only school for particularly talented individuals.
  • The Quartz Castle (Dragon's Horde/Crystal Bastion): Home of the Teriyaki Clan.
The College of Rell. The College of Rell is the center for higher learning in the non-divine arts and skills. Here, students study and practice various arts such as alchemy, ecology, and philosophy under headmaster Scim Vet'msh while other faculty of the school manage the stored information and resources the college offers to those who wish to peruse academic knowledge.  

Ugarth Field

  This large tract of land is left open and well managed to host sporting events and much larger festivities outside the walls of the town.  

Heidroth Cemetery

  Run by acolytes at The Temple of Passing, this area is the graveyard specifically for powerful warriors and mages of the town who dies defending it and are watched over in death. It is said to be a great honor to be buried here and that The Raven Queen herself watches over this small part of the isle.  

Other Notable Infrastructure

  The Reach. The main road leading out of Methra Dir to connect with Kuulxas-xide and the Long Road of the kingdom. Any traffic coming from the kingdom uses this road to get to Methra Dir.   The Deep Pits. The only major source of water in the area is a river that runs beneath the town called the Deep River. To reach it are several wells dug deep into the earth and a small sewer system takes waste out along its fairly high current.

Guilds and Factions

Clans/Families of Methra Dir

 
Teriyaki Clan. A well respected clan of Humans tasked with protecting the religious sites around Methra Dir. In the creation of the alliance of the clans of the Divine Hills, this family split their devotion between both Hashirama and Madara. During the Battle of First Light they were one of the main participants as tacticians and spell-swords. Now they hold a place as talented swordsmen, devout acolytes of Talos and Lathander, and wielders of special powers passed down through blood, the Sharyugan and the power of the Sage. Their clan patron is the extinct southern panda. Currently led by Torrin Teriyaki.  
Otomo Clan. An honorable clan of Humans and Half-Orcs tasked with protecting the citizens of the town. Are said to be the oldest inhabitants of the area and in the creation of the alliance they sided with Hashirama. During the Battle of First Light, they served as medics and archers. Now they run most of the town guard and master of an ability to mold earth and sand with innate magic. Their clan patron is the sun-maned lion. Currently led by Osamu Otomo.  
Durthane Clan. A likeable clan of Dwarves tasked with protecting the wealth of the town. Migrated from the Shattered Swords and sided with Hashirama in the Battle of Last Light where they served in arming the many soldiers. Now act as merchants, tavern owners, and go-betweens for the more prickly Dwarves of Indax Quarry. Their clan patron is the giant golem badger. Currently led by Deisa Durthane.  
Sharpfang Clan. A powerful clan of Half-Orcs tasked with protecting the boarders of the town. In the alliance they sided with Madara and served as invaluable front-line brawlers in the Battle of First Light. Now they run the town's best hunting guild, The Riders, and work as skilled hunters to defend against monsters atop their giant eagle mounts only they know how to tame. Their clan patron is the zirahn. Currently led by Sautha Sharpfang.   Belgast Family. The Belgast family is somewhat new to Methra Dir after famed warrior Lawrence Belgast moved here, married, and started a famliy. Due to his renown skill, he and his family are well respected and teachings on martial combat are second-to-none. Both Lawrence and his adopted granddaughter Ias Belgast are hunters specializing in arcane magic.  
Baylen Family. The first settlers of the town, the Baylens have been serving drink and providing good company since the Battle of First Light at their family tavern and staple of the town, Baylen's. This family of Half-Orcs and Orcs are some of the most well liked among the town. Their clan patron in the two-horned rhinoceros. Currently headed by Old Baylen.   Holtvyger Family. Dwarven clan out of Indax that controls the majority of the gem and stone mining/trade around Methra Dir. A bit stubborn, even as Dwarves go, but always business first. Currently headed by Erias Holtvyger.   Iymclaughtosz Clan. A clan of Brass Dragonborn that fought in the Battle of First Light under Hashirama, but lost most of its members and died out several years later.   Clan of Barbs. A clan of Humans proficient in healing magics that were killed off during the Battle of First Light fighting under Madara.   Gullran Clan. A clan of Humans and Half-Orcs that were also killed in the Battle of First Light fighting under Hashirama.  

Hunting Guilds

 
The Riders of Methra Dir. The Riders have been working in Methra Dir since its inception and over many generations have built a legacy for themselves as outstanding and accomplished hunters. Once a previous huntmaster began training the members to ride the zirhan, a breed of giant eagles native to the Southern Sea, their success only magnified until they became the top guild in the town. Over the past few decades, their success with aerial hunting, tracking, and reconnaissance has made them one of the most renown hunting guilds in the Kingdom of I'lera whose services are contracted across the isle. Currently the guild hosts one Class A hunting guild, The Obsidian Riders that specialize in dragons and other fast flying creatures they can take on with their flying mounts.
  • Hunters: The Riders
  • Current Active Hunters: 24
  • Guildhall: Corrinhall
  • Huntmaster: Shautha Sharpfang
  • Provisions Manager: William Baylen (half-orc)
  • Crafter/Artificer: Phaizel "Spell" Harada (tiefling warlock)
  • Ecologist: Plainstrider Lucan Castillenna (wood elf druid)
  • Quartermaster: Gword (half-orc)
  • Contractor: Terri and Torri Teriyaki (human)
  • Forge Master: Zaschuel the Chained (salamander)
  • Medic: Carter Shu (half-orc cleric)
Blades of Niran. At one time, The Blades of Niran were known throughout the region as a highly respected and decorated hunting guild known for their array of hunters and versatile skillsets. However, the past few decades have seen a decline and separation of the guilds factions. In Methra Dir, the last few years have not been kind to the guild, losing most of their members and contractors. However, the current huntmaster, Lawrence Belgast, and his family are determined to revive it. They may be the smallest and least funded of the hunting guild operating in Methra Dir, but the members of the Blades are determined to find new talent to recover their lost titles and help protect the town they live in. Working with The Blades of Niran may be tough days of contracts with little pay, but this close knit family watches out for its own.
  • Hunters: The Blades
  • Current Active Hunters: 9
  • Guildhall: Belgast Estate
  • Huntmaster: Lawrence Belgast
  • Provisions Manager: Lawrence Belgast
  • Crafter/Artificer: Caroline Belgast
  • Ecologist: Eric Belgast
  • Quartermaster: Fujita
  • Contractor: Eric Belgast
  • Forge Master: Lawrence Belgast
  • Medic: Symma "Valkr" Silverthread
The Storm Core. The Storm Core is less of a hunting guild and more of a cult of Talos worshipers that hunt specific creatures "chosen" by their deity. The guild has only one hunting team that they pour the majority of their resources into. These hunters titled F1 to F6 also make up the heads of the each position in the guild, training new recruits as they come in. Over the past few decades, the worshipers of Talos have gained a lot of traction as the success of guild grew. They are very secretive and very selective about who they let join.
  • Hunters: F#
  • Current Active Hunters: 5
  • Guildhall: Sky Tower
  • Huntmaster: Regulus Frostbite, F6 (human Tempest Cleric)
  • Provisions Manager: Aust Nailo (half-elf Tempest Cleric)
  • Crafter/Artificer: Daniel Merdia, F1 (half-elf Transmutation Wizard)
  • Ecologist: Qaan, F5 (aarakockra Hunter Ranger)
  • Quartermaster: Mijira Zarconix, F2 (white dragonborn Ancients Paladin)
  • Contractor: Daniel Nailo, F3 (half-elf Archfey Warlock)
  • Forge Master: MAC-07 (construct)
  • Medic: Regulus Frostbite
The Mythral Knights. The Mystral Knights are a hunting guild under the dragonborn city of Kuulxas-xide that works out of Methra Dir and are one of the only sources of arcane practice in the local area. The guild has a good working relationship with Methra Dir which allows them to function as a guild inside and around the town, but the Kuulxans keep to their draconic ways and rarely interact with the townsfolk or its government unless it has too. In the past few decades they have been crucial to the defense of the town and the contracts they get from working with them have made their guild quite profitable back home. Still, most townsfolk get the cold shoulder when it comes to engaging with this guild. They also host the only other Class A hunting guild in the town, the Phase Knights, known for their magical items allowing them to teleport short distances.
  • Hunters: The Knights
  • Current Active Hunters: 29 (7 working in Methra Dir)
  • Guildhall: Rytheban
  • Huntmaster: Nala Wystongjir (copper dragonborn Wizard)
  • Provisions Manager: Klurdenthujik Eraxan (bass bragonborn)
  • Crafter/Artificer: Aardok Vrakwunax (brass dragonborn Artificer)
  • Ecologist: Uxashkmuunuud Xisbis (silver dragonborn Ranger/Warlock)
  • Quartermaster: Norrhos Xisbis (silver dragonborn)
  • Contractor: Vaedric Rhexx (half-elf)
  • Forge Master: Morgran Morgran (dwarf)
  • Medic: Direk Trouscan (copper dragonborn Sorcerer)
 

The Four Pillars

  The central temple of Methra Dir is called The Four Pillars as it contains four large pillars, powerful artifacts left by the Four Seasons of Legaeth. Auril, the Goddess of Winter, has the Ice Pillar made of a single obelisk of ice that never melts. Talos, the God of Fall, has the Storm Pillar, an obsidian pillar that hums with lightning energy. Chauntea, Goddess of Summer, has the Pillar of Life, a wooden obelisk wrapped in fruit bearing vines. Finally Lathander, the God of Spring, has the Pillar of Light, a pillar made of glass and gold that reflects sunlight. Each of these pillars are central to the shrines around them and the clergy that protect them serve an influential role in the town. The temple itself is overseen by the Eladari (Elvish for "the changing seasons), currently Mother Saylis Valenthross, and her acolytes The Sisters of the Seasons.   The Tempest Knights of Talos. Servants of Talos mostly as paladins and templars. They focus on combat, channeling the strength of the storm to protect their sacred grounds. Most serve the temple directly or in the town guard. Currently led by Lady of Gale.   The Light. Servants of Lathander mostly as clerics. The most well liked of the factions, if a little over-bearing, they aid in most goings on of the town in whatever way they can. Currently led by Esna Tanner.   Frostwardens. Servants of Auril mostly as acolytes and rangers. The servants of the Goddess of Winter are never truly well liked, but when temperatures drop, their efforts to keep order and stability are never unwanted. Currently led by Stephan Shortridge.   The Farmers. Servants of Chauntea mostly as clerics and druids. These are the hardest working of the religious factions and spend the vast majority of their time tending to farmland and livestock while praying at smaller shrines. Currently led by Gharzol.  

Other Religious Sects

  The Oakwood Grove. Servants of Silvanus, these individuals take on a wide array of roles, but most operate as hunters and druids, challenging the wilds of his domain and slaying great beasts to honor the god. Their shrine is a small patch of Oakwood trees that grow in the middle of the town, powered by Silvanus' divine magic.   Aqua de Fortuna. Servants of Tymora, they are a very small sect of less than a dozen members that look after a small fountain on the southern end of the town.   El Riesgo. Servants of Tymora that work the town's casino that doubles as a temple to Tymora, they live on the luck and prosperity their business gives. Their motto: Quien no arriesgo nada no tiene suerte (one who ventures nothing has no luck).   The House of Healing. Servants of Ilmater, these pious individuals serve as the town's doctors and healers. Incredibly devoted and highly skilled, most everyone in the town has been to their rooms for anything from a mild cough to a serious hunting injury. The head healer is Thraif "Doc" Pyrwind.   Wherehouse. Servants of Xedef work across the kingdom as the royal postal service and have an outpost in every major domicile of the kingdom. they mostly keep to themselves, always busy with work, and few mess with them as their deity is known to be the most vengeful on the isle.   The House of the Dauntless. Servants of Ilmater under an enigmatic figure known as The Whisperer or Our Lady of Valor. They work in aiding the warriors, hunters, and soldiers of the region through healing, acquiring magic items, and old magic rituals they keep a close guard on. Though their main temple is located in the Saltland Flats, their order can usually be found around the town.   The Red Aspect. Servants of Tiamat as smugglers and black market traders, this very secretive group works out of the town and surrounding areas gathering and selling illegal and dangerous monster parts, potions, and other goods while working to gain political power. The town actively tries to root out such people, but their small numbers and blessing from the dragon queen make doing so difficult.  

The Green Ones

  They serve Syne, the Green Witch, a local dark magic user that lives in the aptly named Syne's Hollow. Her motives are unclear, though definitely not friendly most of the time, but she does provide a measure of protection to the town having a personal stake in its goings on. Her servants work mostly in secret to gather intel and hire hunters to retrieve powerful items or capture strong monsters that roam the wilds. In return, they are given gold, magical items and potions, and some are granted special powers from her dark, druidic magic. Most of the town knows not to trust her or her allies and not to get yourself involved in her schemes.  

The Outback Troupe

  For what is a story without a storyteller? And what is song without a musician? The Outback Troupe provides what any good town needs, entertainment. Made of a rotating assortment of musicians, actors, writers, and other performers, they put on plays and musical performances for the tow of Methra Dir. Known as one of the few permanent stages in the realm that caters to such interests, it is not uncommon to find a far traveling noble or talent scout sitting in the audience. Many hopeful performers work to gain acceptance into this great band.  

I'leran Factions

  Some factions and guilds migrated from other parts of the Kingdom of I'lera and now serve a working role in the day-to-day business of Methra Dir.   The 2nd Spears of I'lera. Famed warriors of great honor for the kingdom, these are the crux of the I'leran military force. By strict numbers and organization, the faction in Methra Dir does not have enough members to form on official unit, they are training those who will become the future defenders of the kingdom.   National Ecological & Survey Organization (NESO). Organize and govern most hunting activity throughout the kingdom, this highly bureaucratic organization is one of the greatest pieces of control that the Council of I'lera has over its various cities and town.   The Emerald Enclave. Druids and rangers who protect the balance between nature and civilization. Located all over the isle, the Methra Dir cell boasts a particular versatility of terrain knowledge and navigation.

History

The Age of Empires

It is unknown the exact date or society involved, but it is estimated that the main structures of the town were built sometime during the early years of the Age of Empires. Many mysteries surround the town about the group that made it, the exact purpose, and why it was abandoned. Many believe the Dragonborn of Urakjalan are responsible but it is unlikely their kingdom reached so far north so soon. The stone was collected from the nearby Divine Hills and designed with vaguely Dwarvish architecture, but there is no evidence of a Dwarven society in the area at that time. The most historians agree on is that it was built as a defensive castle to protect Heaven's Tower from attack via the valley.   Various groups are said to have lived in the area after the creators left it. While records of them are gone due to the destruction of most of the upper levels of Heaven's Tower that is thought to have occurred at about this time, some fossil records have been found hinting at small groups using the area as temporary camp, but never quite staying for more than a generation or two.  

Blood Wars Invasion

In the wake of the invasions upon the Material Plane, the isle of Legaeth remained mostly untouched outside of its populated coastal regions. The few who were affected fled inland to find shelter as demonic entities enslaved the rare and more dangerous creatures across the isle. One such group known as The Order of the Scarlet Lotus consisting mostly of human slaves from the now gone kingdom of Kythe are the first documented settlers of the area after its unknown creators. They worshiped Chauntea and used the divine magic of the area to safeguard themselves through most of the invasion. They are also credited for magically reinforcing much of the original structures from the ages since its previous inhabitants. It is unknown why they left (possibly lack of resources).  

Era of Reformation

Earth & Scale. After the invasion had settled down, the area was briefly inhabited by several families of Earth Genasi and a large band of Lizardfolk from the Giant's Chalice making their way eastward. It is known that the groups stayed here for many years and built/rebuilt a few of the structures around the town including parts of the main keep, several large buildings of the West Ward, and the sewer system that would eventually become the Deep Pits. It is also known that The Amber Vault was heavily expanded during their stay and several additions to the collection were made.   Historians believe the groups traveled together more out of necessity than alliance, perhaps the Lizardfolk giving much needed survival help across the sea of grass and the Genasi providing shelter and defense. Either way, both groups eventually left due to the arrival of Heian the Blind, a psionic Aasimar said to be sent by Lathander to guide both groups to a higher destiny, though some believe it was Tiamat who sent the Aasimar to trick the groups into abandoning the site. Leaving the area to travel east, the Lizardfolk are said to have settled near Hollow's Marsh and the Genasi traveled further east to an unknown location.   The Elves of Corrin. The most well-known denizens of the area were the renown Elves of Corrin. Late into the era there was a High Elf named Paelias Corrin that lived in The Great Woods with the Elves of The Conclave and studied the various religions across the isle. One night he had a vision of a stone castle and great willow tree on fire. He made a pilgrimage to Heaven's Tower where he was granted a divine boon of magic and foresight by the many gods that watched over Legaeth. He was told to collect some powerful relics, return to the town with his people, and erect a temple in honor of the gods. In doing so, he and the Elves that followed him from The Conclave rid the area of dangerous monsters, settled both the town and Heaven's Tower, and built four obelisks dedicated to the Four Seasons of Legaeth who in turn blessed each shrine with their divinity, creating the Four Pillars Temple.   Corrin and his family watched over the area for nearly 300 years, awaiting a battle that Corrin foresaw. In that time they used their powerful divine magics to sew the fields around the town making the Blessed Valley, built a forward watch station at the edge of the Divine Hills, and secured the defenses of the castle complex. By this time, many of the settlements and nomadic groups of the area had come to recognize the town as divinely blessed and under the control of Corrin and the allies he made from around the hills. He and his kin, known as the deil of Corrin (Elvish for children of Corrin) were also the gatekeepers into Heaven's Tower where many spent long hours in prayer and documenting the old structure.  

The Dawning

Battle of Corrin. Late one autumn evening, the town was attacked by a massive horde of monsters that sook to claim the castle for themselves. Hordes of Kobolds driven underground by Corrin's soldier's streamed from the hillsides attacking those outside the town's walls. A rowdy war band of Gnolls from the south flooded in from the western edge of the valley while their leader, a vicious fang of Yeenoghu named Kraven the Reaper, led an aerial force on dragon-back to dive into the town. As Corrin and his kin battled these monsters that laid seige to his home for three days, it was the charge by a hobgoblin cavalry using a secret pass through the Divine Hills that sealed defeat for him. Overwhelmed by sheer numbers, the remaining deil of Corrin retreated to Heaven's Tower where they stayed, protected by much more powerful divine enchantments. The battle lost and his spirit crushed, Corrin stayed confined to the tower as this band of monsters laid claim to the town and spoiled much of its divine powers in the decades to follow.   Hashirama and Madara. It would be almost 80 years of monstrous activity in the region before Corrin could again muster a force to retake the town, this time led by the other settlers in the region who looked upon the situation with dread and contempt for the monsters defiling such a holy place. Many clans had moved into the area since the exodus of many former criminals from the kingdoms that fell during the Blood Wars Invasion, mostly half breeds and chromatic dragonborn. Within these groups was the Great Sage Hashirama and Madara, the Great Dragon, old rivals that lived and trained with the various clans of the region often aiding in conflicts against the other. As heated a rivalry as they had, they saw the situation and pressed on by the will of the gods they served, went to rally the separate clans of the region together. Madara, a follower of Talos, believed in strength above all else and gathered a few of the strongest clans under his banner and armed them with powerful weapons. Hashirama, a follower of Lathander, believed in cooperation of all and gathered a much larger force of those with strong wills to fight. With these numbers, the two finally convinced Corrin to take up his blade with the last of his kin and lay siege to the town.   The Battle of First Light. The siege was brutal, grueling, and costly for those involved. The monsters that had taken it had done a surprising job of preparing defenses, likely due to their hobgoblin allies that spent much of their time in the town, and were a match even for The Great Dragon and The Great Sage. After nearly a month of laying siege to the area in the middle of a burning summer, Corrin was granted a vision from Tymora who showed him the enemies plans and urged him into action. The following day he, Madara, Hashirama, a half-orc man named Horric Gullran, and a half-orc woman named Saint Audrey made an incursion into the center of the town under heavy fire from the enemy, eventually reaching the Four Pillars. There, each were given a powerful divine boon. Madara, a servant of Talos, was imbued with the storm god's strength and let loose a thunderous roar, scattering the smaller dragons that the gnolls used as mounts. Hashirama, a servant of Lathander, was imbued with the dawn god's light cast a powerful spell that bathed his allies in sunlight which blinded most of the kobolds. Horric, a servant of Auril, was imbued with the icy wrath of the winter goddess and froze their battlements and anti-siege weapons. Saint Audrey, a servant of Chauntea, was imbued with natural energies of the grain goddess and traveled to the secret pass where the hobgoblin cavalry was looking to sneak around the army and collapsed the rocky path on top of them. Madara and Hashirama managed to escape the worst of it, but Horric perished under arrow fire and Saint Audrey sacrificed herself to destroy the hobgoblin cavalry.   It was Corrin, hereto known as Corrin the Guardian of the Seasons or Corrin Eladari, that was blessed by all four and swept through the center of the monsters in a flurry of metal and magic, eventually dueling Kraven the Reaper exchanging mutual death blows with the mad creature. Hashirama and Madara led the rest of the force in a sweeping victory, finally reclaiming the town and driving the monstrous forces out.   Methra Dir. In the aftermath of the battle, Hashirama was chosen to lead the survivors in restoring the town and aiding the new settlers as the first Hokage while Madara took to an indirect route, never truly siding with Hashirama's methods, but keeping a watch on the town from a distance. The town was officially named Methra Dir for a title written upon a remaining bit of a threshold crest that adorned one of the main gates from the original creators of the town. The few deil of Corrin chose to live in Heaven's Tower where Corrin was interred and watch over the sacred place. The major clans involved in winning the battle were charged with protecting and governing the town to grow to what it is today. Upon their deaths, both Hashirama and Madara ascended to celestial power and themselves became eternal protectors of the town.   Inclusion into Kingdom of I'lera. Another 80 years would pass in peace before the next conflict struck, this in the form of an undead invasion from the south of the isle. The Kingdom of I'lera was a fully functioning government at this point and relations between the two were good. After almost a decade of negotiations with the town's leaders, a deal was struck that pulled the blossoming town under the banner of I'leran Lotus. Not ten years later, when riders from the kingdom warned them of an impending horde of undead and offered aid, the townsfolk of Methra Dir were happy they had accepted. They provided a safe place to weather the onslaught due to their many divine protections and I'lera provided troops and supplies when theirs dwindled. Once the other armies of the realm began to push the undead back, Methra Dir became a powerful forward operating base for many legions of soldiers. The clerics and priests of the town provided vital healing and aid to the wounded and tired troops, cementing them as a people of powerful divine influence.   Dragon Attack. Trouble would find them again in the form of Myzas the Wicked, a powerful old green dragon that attacked the town with no warning another decade later. With a horde of wyverns at her command and several thousand loyal kobolds, the Green Fury massacred several hundred unaware civilians and town guard before the defenses could be activated. It was the huntmasters of the various hunting guilds of the town that finally put a stop to the beast, chiefly the great warrior Lawrence Belgast who was said to have caught a bolt of lightning from the sky to cut the dragon's wing off mid-flight and send it crashing into the hills. Its motivations remain unclear for this attack, though Lawrence has postured that it might have been a personal grudge against himself. In the end, the town suffered severe casualties, major structural damage, and massive crop losses. Shortly after, I'lera sent in aid and appointed a Steward to officially govern the town.

Architecture

The vast majority of the buildings and other architecture in the town are wooden structures built atop stone ruins, dating to the pieces remaining of the original creators that the various denizens built on top of over the years. The buildings have a classic Western outback style to them with large ranch style housing, blocky and connected strips with large windows, and plenty of open patio and balcony space. Blue seems to be in vogue right now as you'll find most rooftops and paints done in that color.

Geography

The rolling waves of the Sea of Grass give way to a wide open valley of comparatively lush vegetation. The Blessed Valley is the best farmland for miles around, likely due to the divine gifts of Chauntea keeping the area fertile. Divine Hills that cradle it keep the town shielded from most extreme weather. Its hot most of the time with little rain to feed the dry and dusty earth, but given a clear day, you'll find no better view of the expansive outlands and cresting hills than here.

Natural Resources

Diamonds. Methra Dir is the largest exporter of diamonds in the kingdom. Indax Quarry pushes almost all of their mining operations into Methra Dir and they sit on one of, if not the, largest diamond deposit on the isle. This makes the town an incredibly important resource for divine magic users across The Kingdom of I'lera.   Livestock. Many kinds of herding animals and beats of labor are bred and managed here along with many horses.   Monster Parts. Like most places in The Kingdom of I'lera, monster hunting is a profitable business around town and the unique creatures around the region are hunted for their valuable parts.

General Town Info

Town Map
Founding Date
Unknown
Type
Town
Population
5,300
Location under
Owner/Ruler
Ruling/Owning Rank
Owning Organization

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