Embervale Settlement in Xalvion | World Anvil
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Embervale

Ah Embervale, a marvelous city with a rich and interesting history. Whenever I visit here I always love looking up upon the skyline at the various towers and buildings rising up over the the walls, welcoming those who enter the city. The shops and shopkeepers are a bit of an odd bunch (especially that Boddynock fellow), but they add to the wonder that makes this city so unique.
As always, upon arriving to the city I headed straight for the local Temple of Knowledge, my favorite place in the entire city, and I can't help but wish for the ability to walk through the gates towards the temple for the first time again. Seeing all the merchant stalls set up in the squares, the citizens going about their day, the ever present local guard making the rounds, and of course the various parties of adventurers heading out on yet another quest, what an amazing site to behold.
— Daeris Stillpath, Dauxrerra Institute researcher
 

The Shape of Embervale

  Embervale is the largest city in Morlinnes County, with a population of nearly twenty thousand people. Humans make up about a quarter of that number while Dwarves and Elves are about a tenth each; the rest is a blend of every race found across Cekera.
Beyond the permanent population, hundreds of people pass through Embervale every day.
Among those people are merchants hoping to make their fortune in the Ever Burning City while tourists from far off lands come to explore the infamous city and explore the equally as infamous shops.   Embervale stands atop the volcanic Flaring Highlands, a small mountain range that lords over Morlinnes County and the surrounding region. The city is primarily made up of these quarters:  
  • The Dragons Steps
  • The Flame Meadows
  • Castle District
  • Hot Springs
  • West Quarter
  • East Quarter
  Each of these districts feature one or more "attractions", whether they be shops, individuals, or other places of interest, that set them apart from the rest.    
Embervale

Guide to the City

Communication Services


Need to get a message to someone? If you're not in a hurry, the Scale Mail postal service has boxes all throughout the city; you can mail a letter for 1 cp. Hiring a courier generally costs between 10 cp and 10 gp, depending on the size of the package and where you need it to be delivered. For instant message services in the form of Sending spells, mages at the Wand Tower or the Scale Mail post offices in the Castle District would be able to perform such spells for 200 gp per casting.  

Spellcasting Services


Wizards, Sorcerers, Magewrights and any other magic adept can be found in every district of Embervale if you look and ask in the right places, selling their services. Standard prices for such services are summarized in the following table.  
Spell Level Price
1st 25 gp
2nd 50 gp
3rd 100 gp
These costs can vary depending on the spell and the spellcaster, and they don't include the price of expensive material components. People who can cast higher level spells, while not too rare, typically only found in the various guilds; the cost and availablity of such services varies based on the caster.
In Embervale, as in any large community, different segments of the population occupy different places in the economic spectrum.

Education and Research


A subsidary of the Dauxrerra Institute called The Brightmind Chamber exists within Embervale, this university boasts a rather extensive collection of lore, including history, geography, ruin exploration, and particularly Arcana. Characters seeking knowledge in any of these fields or others ought to be able to find resources to aid in their search.
The university is also an excellent source of mages to acquire spellcasting services from as well as sages who frequently hire adventurers, short and long term, to help in the university's and their own personal research.
Another important site for research is a great library of Ioun (commonly known as Temples of Knowledge), in the Flame Meadows district. This library acts both as a place for the public to come research and gain knowledge on a great many things as well as the city's grand archive for any sort of historical documents such as birth, marriage, and death records; and copies of legal documents such as identification papers, and letters of maque issued in the city. Access to these types of records, however, is more restricted than any other content within the library.  

Shopping


Embervale contains a wide variety of shops and merchants all across the city providing many different types of services including the selling of magic items, firearms, enchanting services, potions, and many other things.
Up in the Dragons Steps you'll find Amber's Adventuring Acquirements, a popular store for those looking to buy general goods and tools, you'll also find Sables Stables, the best place to get horses and carriages for long distance travel.
In the Flame Meadows you'll find Nina's Alchemy Cornerstore, a small apothecary perfect for finding potions and their ingredients for your travels, you'll also find the infamous Arcana Banana run by Samuel Banan who will sell you a great deal of magical items and bananas!
In the Hot Springs district you'll find many hot springs to come and relax yourself at, the most popular one being Steamy Steve's Soothing Sauna, a place that will not only relax your muscles but will also return your strength back to you.  

Healing

The Sanctum of the Dragon, a temple of the great platinum dragon, Bahamut, lies near the middle of the city and performs healing services to those who donate to the temple.
Prices for such services are listed below.  
Service Cost
Minor nonmagical care 3 sp per use of the Medicine skill
Major nonmagical care 1 gp per day
Cure Wounds 25 gp per level of the spell
Lesser Restoration 50 gp
Remove Curse 75 gp
Greater Restoration 150 gp
Raise Dead 750 gp
  The Sanctum has an altar to perform Raise Dead. Before each casting, a Cleric of Bahamut will perform the Augury spell to see if there is any looming disaster, if the spell indicates as such, the Cleric will not perform Raise Dead.  

Holidays


The Summer Solstice/The Sunwrought Festival (Mal'dath 20th/21st)


This day is when the coming of summer is celebrated, people all over Embervale and the country of Belia celebrate with fireworks, dancing, the giving of gifts, and many set up special stalls for wares spread all throughout the Platinum Plaza and the Pheonix Market.   This day is also a religious holiday for followers of Sarenrae who celebrate the day in much of the same way and also reenact the battle between the Everlight and the Chained God.
"I call dibs on being the Everlight!"   "You were the Everlight last time!"
— Two children deciding who should play the Everlight
 

The Royal Gala (Mal'dath 21st/22nd)


Lord Taranath Ularieth holds a special gala every year after the Summer Soltice in Redscale Keep. The guest list usually consists of noble families within Embervale, personal friends of Lord Ularieth, and any adventurer or adventurers who may have caught his eye.  

Dragons Day (Godstar 3rd)


This day is a special day for both a religious holiday for those who worship Bahamut and a general holiday for the general populace of Embervale. Every year on this day, people gather around the squares in the Dragons Steps district and celebrate Bahamut, the good dragons lurking in the world, and the great dragon who aided Lord Taranath Ularieth in stopping a great evil and saving the city long ago.  

Forestfall (Bhalgolir 10th)


300 years ago, when a great evil still tormented the lands, that same evil cursed the forest that covered nearly the entirety of Morlinnes. This devastation can still be seen today in the forest now known as the Deathbloom Forest. On the 10th of May, people gather to remember all those lost that day. Many of the hunters and adventurers in town take this day to go off in large parties into the forest to slay any abomination they come across, both out of anger and revenge but also to keep the nearby roads safe for travellers.  

Sprout of the Heart (Quarlani'aestar 12th)


This day is a country-wide celebration in Belia that celebrates the sprouting and growth of the great Heart Tree in Seiche, the capital of Belia.  

Book Day (Feybruary 9th)


Although more commonly celebrated in Macanhia, this day is one where worshipers of Ioun, the Knowing Mistress from the Temple of Knowledge share stories and give out books to the residents of Embervale.  

Winter's Dawn (Sel'ern 20th/21st)


This day is when the coming of winter is celebrated, people all over Embervale and the country of Belia celebrate by giving each other gifts, playing games in the Phoenix Market or the Platinum Plaza, and baking a variety of festive sweets.   This is also the day where the fabled Santa Claus, an archfey of legend, delivers gifts to the good people of Xalvion.  

Sports and Games


As befits a large city that boasts people of all cultures, Embervale hosts a wide variety of sports and athletic events.  

Rockball


Two teams made of hearty Dwarves play Rockball in large fields or cleared out mines near Embervale with a net on each end. Both teams start at their respective ends of the field or mine with a stone ball placed in the middle by a referee. To score, a dwarf must take ball and try to throw it into the other teams net. If the ball breaks at any point the team that didn't break the ball gets 1 point and the team that broke the ball must procure a new ball or forfeit the match. First to 15 wins or whomever has the most points in 2 hours, is usually how it is played as the sport is quite violent and can last hours.  

Paint Slap


Four teams of five various children each carry buckets of paint, each team with their own color, with the goal of marking as many buildings in the city with a handprint. If a team comes upon a handprint from another team, that team must cover that handprint with one of their own. Many business' and bastions loath this game and will always try to catch a child in the act to stop them.  

City Government


Embervale is ruled by an Earl, however the Earl has his own council of advisors who all have thier own duties along with other ministers, bailiffs, and all manner of minor officals.
The council of Embervale is a body of eleven members, each of whom control various portions of the city and are responsible for their own sectors of expertise and advisory of them. There are no legal restrictions on who can and cannot become a council member; if you build up a strong base of support within the city, you could hold a position yourself! The members of the Embervale council are quite diverse and come from various backgrounds with their own expertise in their respective fields of operation. All of them are well known throughout the city, and any of them could have use for a party of adventurers.   The below table describes the council members you might meet in the Castle District, within Redscale Keep or at the Royal Gala. If your character has the Noble background you might even know a few of them already.  
Councilor Duties
Kheshan Ti'Morden (human) Seeker Kheshan is the master of information and secrets within the council, his duties include heading scouting missions, infiltration of enemy forces or percieved enemy forced, and gathering information for the council.
Kassandra D'Cavaas (human) Warmaster Kassandra is the master of war and strategy, and is also the resident Paladin within the council. Her duties include leading the local military, strategising in times of war, and developing the defenses of the city.
Amina El'Karimi (human) Coinmistress Amina is the master of commerce, her duties include being in charge of local trade and shipping, dealing with any illegal activity within involving the trade and shipping, and handling of currency within the city.
Wobbles Nucklestamp (gnome) Loremaster Wobbles is the master of lore and entertainment, his duties include working with the library of Ioun and the Brightmind Chamber to organize and add known lore, entertainment within the council, and making sure any historical records are kept safe.
Sariel Silentwatcher (high elf) Huntmistress Sariel is the master of diplomatic relations and hunting within Morlinnes, her duties include leading hunting parties into the Deathbloom Forest, communicating with neighboring cities and countries, as well as working with Seeker Kheshan as their skills intertwine greatly.
Krût Murktooth (goblin) Hearthmaker Krût is the master of development and artificery within the council, his duties include working on the infrastructure in the city and castle. He works with Warmaster Kassandra occasionally to work on the defenses of the city.
Akhom D'Nazari (human) Arbiter Akhom is the master of enforcement and commander of the Blazing Bastion, his duties include, acting as a judge for small matters of civil justice, commanding the local guard, and defending the city during times of war.
Torrga Emberbraid (dwarf) Sentinel Torrga is the master of defense of the castle and commander of the Searing Sentinels, her duties include defending the castle, and commanding the royal guard.
Aelar Morgwyn (high elf) Arcanist Aelar is the master of arcana and magical study within the council, his duties include leading the research of magic and magical objects, developing the city's defense against magical threats, and being the magical advisor to the Earl.
Dimble Timbers (gnome) Steward Dimble is the master of nature and druidic practices, his duties include being in charge of the local farms, guarding the non-cursed parts of the forest and working to uncurse the parts that are, communication with the local druid tribes, and being the druidic advisor to the Earl.
Taranath Ularieth (half-elf) Lord Taranath is the Earl of Embervale and Keeper of the Eternal Flame, his duties include leading the people of Embervale, leading the council of Embervale, and guarding the Eternal Flame.
 

Temples and Shrines


As the Platinum Dragon is the dominant religion in Embervale, it features a large temple dedicated to Bahamut, the Platinum Dragon called the Sanctum of the Dragon within the Dragons Steps district. Many of the Clerics and priests who run the temple live within one of its spiraling towers or siderooms. Although not the biggest or most well known temple of Bahamut on Xalvion, many priests, Paladins, Clerics, and other religious individuals who worship Bahamut, come from all across the lands to come to pray and worship at this temple after taking a small pilgrimage.   The Hammer of Dawn, although a guild hall for the Anvil Association, also acts as a temple for those who worship Moradin, the All-hammer. Because it is a guild hall for the Anvil Association and is not primarily a temple, most who come from outside of the city do not know of it but to those who live in the city, it is their primary place of worship to the All-hammer.   The library of Ioun within the city, while a public library for all to access and gain and share knowledge, also acts as a place of worship for all those who worship the Knowing Mistress.  

Guilds and Groups


Guilds and similar associations abound in Embervale. Their headquarters are places where people can find a company of fellow professionals, or perhaps enlist the assistance of an organization.  

Adventuring Guilds


Embervale is a magnet for those who seek adventure and oppurtunity. Many dangers and possible treasures lie hidden in the Deathbloom Forest, and expeditions to far lands leave everyday. At any moment, dozens of sages, spies, and nobles around the city are in search for an adventurer or group of adventurers to help with their problems and plans. If you and your friends are searching for adventure, you've certainly come to the right place!   Embervale is home to five organizations that provide adventuring opportunites: the Flamefist Guild, the Shadow Walkers, the Wand Wavers, the Anvil Association, and the Alchemy Vanguard.   The Flamefist Guild
  • The Flamefist Guild is a band of mercenaries made up of warriors, spellcasters, and rogues who aren't suited to serve the kingdom, either because they want to do more than be a soldier or guard for the city or have been rejected by them before.
Benefits:
  • Access to work.
  • Ability to store items in the guild hall free of charge.
  • You can book lodging at the guild hall free of charge. The accomodations are modest but the guild provides a higher level of security for lodgers and their possessions than you'll find in an inn.
  • Information and research with help from fellow guild members.
  The Alchemy Vanguard
  • The Alchemy Vanguard are a group of Artificer Alchemists who control the import and export of potions within the city. They are also the city's main research and development division for potions for the kingdom.
Benefits:
  • Access to work.
  • Ability to store items in the guild hall free of charge.
  • Access to a pool of various potions and ingredients free of charge, potion rarity and usefulness is varied.
  • Access to alchemy stations free of charge.
  The Anvil Association
  • The Anvil Association is a faction of Artificers and blacksmiths, they are the ones who make weapons and armour for the kingdom. They also are the biggest producers and sellers of such things within the city.
Benefits:
  • Access to work.
  • Ability to store items in the guild hall free of charge.
  • Access to various tools, weapons, and materials free of charge, quality of such things is varied.
  • Access to the guilds forges.
  The Shadow Walkers
  • The Shadow Walkers are the local thieves guild, they specialize greatly in theft, information gathering, forgery, and other less than legal acts.
Benefits:
  • Access to work.
  • Ability to store items in the guild hall free of charge.
  • Information and research with help from fellow guild members.
  • Ability to get documents forged by fellow guild members at a cheaper price.
 

Districts of Embervale

Castle District


The power and wealth of Embervale are concentrated in the Castle District. Whether you're looking to deal with powerful nobles, council members, or ambassadors of other nations, Castle District is the place to do so.  

Noteworthy Locations

Locations Descriptions
Redscale Keep The seat of power for the local government and the site of most city council meetings. The council meets once a week at least.
The Cloudtop Spire This enormous tower holds the platform that acts as a dock for the various airships that travel to and from the city.
Robin Banks The largest and most secure bank in the city.
The Fabled Interlude One of Embervale's most celebrated restaurants, the Fabled Interlude serves Belian cuisine of wealthy quality and has a legendary wine cellar.
The Starlight Theater A grand theater for watching wonderous performances. Many great acts, musicals, and plays have been performed here over the years and continue to do so.
The Flameheart Bastion This building acts as the barraks for most of the Blazing Bastion as well as the Searing Sentinels. It also acts as a jailhouse to store alleged criminals awaiting trial.
Museum of Belian History The museum displays historical pieces of art and relics recovered from various historical sites across Belia.
The Empire's Hand A large castle that acts as the headquarters for the Arael Kerym.
 

Things to do in the Castle District


Attend a meeting with the council. Perhaps you're an adventurer who has caught the eye of one or more members of the council and now they've called a meeting with you to acquaint themselves or perhaps give you a quest after having proved yourself to them.   Plan a heist. Perhaps you've been tasked with stealing a powerful magical item from one of the noble houses after retrieving information that revealed information about them being involved with the schemes of a villain or you're a part of a criminal organization and are looking to rise in the ranks for pulling a risky heist.   Go to jail. If caught commiting a crime or being involved in a criminal organization of some kind, you might end up in the Flameheart Bastion.   Engage in espionage. Whether you work for a rival nation or are entangled in the schemes of a criminal organization, the Castle District is home to a lot of powerful people who have use for capable agents.  

The Dragons Steps


The heart and soul of Embervale, the Dragons Steps is the liveliest place in the entire city. Acting as both the main entertainment and shopping district for finer wares, many of the wealthier, nonnoble folk can be seen going about their business here during the day. The district also acts as the town square and many of the common folk are also seen all around, mostly shopping in the Phoenix Market or the Platinum Plaza rather than the stores.  

Phoenix Market Merchants

Locations Descriptions
Bromrak's Blades. A small, Dwarven smithy for all your blacksmithing needs. Bromrak specializes in axes and hammers.
Olorun's Oddities A shop ran by a peculiar Firbolg, Olorun's Oddities have a variety of odd items of varying quality and peculiarity.
Brom's Om Nom's A stall serving Partisian cuisine.
The Tricky Card-inal The booth of a tricky Goblin Rinri Pinkeye who tries to swindle anyone who bets against her in a totally fair card game.
Crampernap's Components A small booth of Gnomish design that deals in spellcasting components. Crampernap Fapplestamp, while a cranky old Gnome, loves to discuss magic and will happily do so with anyone who visits his booth.
 

Noteworthy Locations

Locations Descriptions
Amber's Adventuring Acquirements The best place in town for general goods and tools. Amber's has everything from bedrolls to rope to arrows and crossbow bolts.
Boddynock Nackle's Knickknack Emporium A fantastical shop packed with wonderous knickknacks and a charming Gnomish shopkeep.
Iniza Tinkerer The most popular tinkering and firearms shop in town, if you need a machine built, parts for your own machine, a prosthetic limb, or a gun, this is the best place to shop at.
The Velvet Room A high class brothel for any type of adventurer.
The Milton A multi-story, high class inn for wealthy adventurers and nobles from out of town.
Sables Stables The best place in town to buy horses or pay for a long distance carriage ride.
The Hammer of Dawn The guild hall for the Anvil Association and a temple to Moradin, the All-Hammer.
The Wand Tower A great communal wizard tower that acts as a guild hall for the Wand Wavers and as a large shop for arcane items.
The Sanctum of the Dragon The local temple of Bahamut, the Platinum Dragon.
Gilmore's Glorious Goods The most glorious magic shop for items and enchantments.
The Cold Drink A highly respected tavern and inn.
The Catalyst The guild hall for the Alchemy Vanguard and a great place to shop for potions and potion ingredients.
Willy's Woolly Wonderland The best place to get wool and wool based products.
The Brightmind Chamber A university that is a subsidary of the Dauxrerra Institute.
 

Things to do in the Dragons Steps


Go shopping. The Phoenix Market is an excellent source for exotic goods. Many of the shops around the district cater to adventurers and have a large selection of goods.   Consult a sage. The Brightmind Chamber, a subsidary of the Dauxrerra Institute, is one of the best places to go to conduct research, find a specialist in Arcane knowledge, or accept a quest from an eccentric sage wanting relics from old ruins.   See other cultures. Many of the shops and stalls in this district are ran by people who have come from far off lands, such as Sangaleg and Partisia, to make a new life and sell their wares.  

The Flame Meadows


Embervale began where the Flame Meadows stands, but the city has left it behind in many ways. Many consider the Meadows to be a stain on the Everburning City. Many of the roads are cracked, buildings made of rotting wood and crumbling stonework, burnt out lanterns that have not been replenished in years. The Flame Meadows is filled with crime and poverty, it's easily the most dangerous part of the city. But it holds opportunities that you can't find anywhere else. If you're looking to do some less than legal activites or find a cheap place to lie low, head to the Meadows.  

Noteworthy Locations

Locations Description
Nina's Alchemy Cornerstore A small apothecary that sells supplies for herbalists and alchemists as well as potions for the common adventurer.
The Cloak The guild hall for the Shadow Walkers, the local thieves guild. Also the best place to hire someone to forge documents, gather information on someone, steal, and other less than legal things.
The Nest A low class in ran by an Aaracokra. This place is most used by those who can't afford more expensive accomadations and by those looking to lay low for a while.
The Drunken Dwarf A small tavern that sells many cheap dwarven ales. Also the best place to have shady meetings and make secret deals.
Balors, Basilisks, and Quaggoth's Flaming Hot Bar and Grill The best place to get fresh BBQ straight off the grill.
The Fisticuff The guild hall for the Flamefist guild.
The Spell Scroll A small, quaint magic shop that specializes in magic scrolls.
Bed, Bath, and Balor-Works A small shop that sells various soaps, perfumes, lotions, and towels amongst other things.
Ye Olde Navy A small clothing store for the common citizen.
Herbs R Us A small apothecary ran by two peculiar Warforged. They specialize in herbs and other ingredients for potion making.
Orcs, Sporks, and Forks A blacksmith shop ran by a very quiet Orc. Along with weapons, this shop specializes in making fine cutlery.
The Faerie Fire A small run down restaurant.
The Arcana Banana A small merchant cart that sells a variety of magical items and bananas! Watch out for the peels that liter the area around the cart.
Boondiggles' Boomsticks A run down firearms shop ran by an eccentric Gnome.
Temple of Knowledge The local library/temple of Ioun. The best place to research a variety of topics. Also the city's grand archive of records and official documents.
UForge A large building equipped with a multitude of forges available for rent.
Havgar's Halberd's N' Things A small blacksmith shop ran by a Half-Orc Half-Tiefling trained by Dwarves. Havgar's smithy is, unfortunately, usually covered with awful graffiti.
 

Things to do in the Flame Meadows


Bend the law. Looking for a fence or need to hire a couple of thieves? The Meadows is the center of crime and criminal activities in Embervale.   Go shopping. Although a poorer part of the city, the Meadows features a fairly wide variety of shops you can visit.   Get caught up in a crime. The Blazing Bastion does not have a large presence in this district of the city. Chances of being robbed, witnessing a murder, or getting caught in a tussle, without interference from the law, are quite high here.  

Out and Around


The three main districts of Embervale make up the bulk of the city. But a few additional districts lie out and around the city proper, including farmlands ran by the local farmers and hot springs for the populace to relax at.  

Noteworthy Locations

Location Description
Steamy Steve's Soothing Sauna A high class sauna and spa ran by a very allergy-prone Dragonborn. An hour in the magic sauna will lift your spirits and get you back to full strength.
Farmlands The vast farmlands that contribute to Embervale's food stores.
West Gatehouse The west entrance to the city that leads directly to the Frightening Road that connects Embervale to other cities.
East Gatehouse The east gatehouse to the city that used to lead to the road that connected Embervale to Migny, but has since but cut off due to the dangers of the Deathbloom Forest.
North Gatehouse The north gatehouse to the city where the hot springs lie. This road also leads to the Frightening Road however it lead further north.
Cliffside The cliffside south of Embervale that sits directly behind Redscale Keep. This cliffs features harsh terrain and flowing lava making passage into the city from the south nearly impossible.
 

Criminal Activities


Under the laws of Embervale, crime takes many forms. Any sort of theft is illegal, including malicious theft of identity--the use of shapeshifting abilities or illusion magic to impersonate someone with the intent to cause harm. Assault, murder, and fraud will all land you in hot water. Other activities walk the edge of legality. Gambling and prostitution are legal but are heavily taxed and regulated.   Although crime occurs all throughout Embervale, it is most apparent in the Flame Meadows. The Blazing Bastion has a minimal presence in this district which leads it to be a place where selling stolen goods and hiring an assassin can be very easy. Of course, because of this it's also just as easy to get robbed or caught up in a street brawl.   Embervale is home to a number of minor gangs and independent criminals. Even so, most criminal activities come under the purview of one of the two major criminal organizations: the Shadow Walkers and the Faceless Ones.  

The Shadow Walkers


The Shadow Walkers started as a small thieves guild that ran small smuggling operations and thefts in Embervale. Today the Shadow Walkers are a highly influential organization with contacts and agents all across Belia.   The Shadow Walkers specialize in espionage, theft, smuggling, and occasionally assassinations. The guild holds a strong reputation within the city, many people, even the royal council, know of them and the services they provide. Although most of what the guild specializes in is less than legal, the council allows them to conduct their business without issue as long as they don't contribute highly to the crime rate, open themselves to employ by the earldom, and don't affect the nobles of the city too much.   Having a connection to the Shadow Walkers makes you part of the established power in Embervale. The organization values tradition and prefers to avoid violence. As an associate of the guild, you'll be expected to respect the hierarchy and follow the rules.   If you have a contact in the Shadow Walkers guild, you might know someone on the table below.  
Shadow Walkers Contacts
Contact Description
Lysen Asor (elf) Lysen acts as first contact for outsiders who enter the guild hall and are looking to employ the guilds services. He specializes in espionage and deception.
Annad Fastgrove (halfling) A pickpocket for hire who is usually seen in the Phoenix Market. Annad specializes in sleight of hand and theft.
Dollrick Ironhammer (dwarf) Dollrick runs various gambling dens across the city and often collects bets whenever there is a game of Rockball going on.
Kevfyr Greenvale (half-elf) Kevfyr is an expert burglar and charmer. He can get in any house he wants either through charm or stealth.
Panapip Bipplefepple (gnome) Panapip is the owner of the Faerie Fire where he runs a quiet smuggling operation. Panapip is well connected with many of the guards at the various gatehouses and in the Cloudtop Spire.
Rilia Power (tiefling) Rilia is a lawyer by trade but specializes in blackmail and intimidation.
 

The Faceless Ones


The Faceless Ones are an elite underground force of mercenary assassins and bruisers. The criminal talents of the Faceless Ones are enhanced by the fact that they tend to employ many of the races that are considered "monsterous" such as Gnolls, Ogres, Changlings, and even Mindflayers thus giving the Faceless Ones a small advantage in their operations.   If you have a contact in the Faceless Ones, you might know someone on the table below.  
Faceless Ones Contacts
Contact Description
The Jab (human) The Jab is a human monk who is specialized in his own form of martial arts made to quickly, quietly, and painfully knock someone out.
Qan (mindflayer) Qan is an expert healer. His knowledge of anatomy and healing also make him an expert in inflicting great pain while still keeping his subject alive.
Minraena Myani (drow) Minraena is an assassin and an alchemist with a specialty in poisons. She is always on the lookout for new toxins and herbs to add to her collection.
Whisper (tiefling) Whisper is a bard who specializes in spreading rumors and secrets. He has a peculiar fondness for cats and has a large collection of toys for his cats, Rodent, Oscar, and Minty.
Gur (hobgoblin) Gur is a druid who uses his wild shape abilities to sneak into places undetected. His favorite animals to turn into include, rats, crows, and occasionally chihuahuas.
Rokt (changling) Rokt is a master of disguise and a powerful warlock blessed with immense speed. It has been said that he can clear a house before anyone can even blink.
 

Forces of the Law


The law is a force to be reckoned with in Embervale. Even in places where the bastion is notoriously ineffective, those who would break the law need to be wary of zealous guards who are resistant to bribes or threats.  

The Blazing Bastion


The Blazing Bastion is responsible for enforcing the laws of the city. The guards of bastion patrol the streets of Embervale vigilant for signs of unrest.  

The Searing Sentinels


The royal guard in charge of guarding Redscale Keep, the royal council, and Lord Taranath Ularieth. Although the Sentinels are in charge of guarding the royals and Redscale Keep, their authority reaches above the Blazing Bastion thus allowing them to take control of investigations or other situations, though this usually only happens if the situation involves any of the royals or if it took place on the keeps grounds.  

Arael Kerym


Arael Kerym, the Elvish words for the Heart Blades, are the direct agents of the Belian crown. As such, the Arael Kerym stands above both the Blazing Bastion and the Searing Sentinels. Its members have the authority to take control of any investigation and to command the service of any bastion or sentinel. Typically the Kerym leaves the daily chores of law enforcement in the hands of the Blazing Bastion. The Kerym are usually only concerned with forces that threaten the entire city as a whole, or even the empire. Foreign spies, insane arcanists, and ancient fiends woken up by a group of dumb adventurers-- these are the usual foes of the Arael Kerym, rather than pickpockets and burglars.   Of course, there are threats that even the Arael Kerym cannot handle. For such cases, the Kerym usually keeps a close eye on interesting individuals and powerful adventuring parties and such people might be called upon to assist the Kerym in dangerous quests.   The Arael Kerym are made up of these four divisions:   Eyes of the Empire. This division gathers intelligence and engages in covert operations.   Shields of the Empire. This division protects the royal family and their closest associates.   Blades of the Empire. This division is made up of the elite soldiers of the army and are used in the most dangerous military operations.   Wands of the Empire. This division is made up of wizards and sorcerers, they serve the royal family on all arcane matters.   The headquarters of the Kerym is in the Castle District, in the Empire's Hand.  

Crimes and Punishments


Officers of the bastion can levy fines on the spot when they catch culprits, which is the typical way that minor crimes are dealt with. For a serious offense, the perpetrator is taken to a Flameheart Bastion and held until a trial can be arranged. A criminal who is considered to be a serious flight risk will be taken to the most secure facility in Embervale--the Empire's Hand.   Typically, a prisoner's case comes to the attention of a local magistrate within 1d4 days. The magistrate reviews the facts of the case and asks the victim to confirm or deny their role in the crime while under the influence of the Zone of Truth spell. The magistrate will then propose a punishment to the accused; if the offer is refused, the case goes to trial and is handed over to Arbiter Akhom in most cases.   Punishment for convicted criminals varies, but long-term imprisonment within the city is quite rare. Prisoners who are deemed to dangerous to be allowed to roam free are transported to and locked up in the Obelisk of Punishment, a maximum security prison used by the empire for the worst of the worst.   Fines are the typical form of punishment. The amount of a fine is generally based on the nature of the crime, but a magistrate has the right to increase a fine to ensure that it is an effective punishment. For example, a fine of 10 gp is crippling to a commoner but can be inconsequential to an adventurer, and in such cases it will be increased. Also, the court can confiscate possessions in lieu of receiving payments in gold; you might not care about having to pay a fine of 100 gp, but having your grandfather's magic sword confiscated instead might sting. If a criminal can't afford to pay a fine, the sentence might be changed to hard labor—or, in the case of adventurers, performing special services on behalf of the city or the Empire.   Other kinds of punishment include branding (generally in a visible location, warning others of your criminal actions), exile, or several magical measures: an ongoing curse, a period of induced blindness, and so on. A repeat offender might be declared an outlaw, which status is often indicated by a brand. An outlaw is stripped of the protection of the law, and anyone can take any action against them without fear of legal retribution.

Demographics

The city is home to many different races from all across the land, everyone from Orcs to Humans to Goliaths are welcome in the city.   Most of the wealthier population reside in The Dragons Steps district while nobles reside in the Castle District, leaving The Flame Meadows district to those who are middle class (or lower) or are not of noble blood.

Defences

The city is surrounded by 5ft thick stone brick walls with multiple turrets placed throughout. There are 27 turrets on the wall in total, with 2 placed on either side of each entrance of the city and the castle.   The walls are also in the process of being warded to withstand more powerful attacks either from heavy artillery or magical attacks.   The city has the natural defense of being built on a cliffside of a volcanic mountain, because of this most of the South - South-East side of the city behind the castle is nearly impossible to attack on foot.

Industry & Trade

Embervale, while fairly diverse in export and traded goods, most of the city's exports are minerals, ores, and stone as the region is very mountainous thus making the area surrounding the city quite abundant in these resources.

Infrastructure

The city has a fully functional sewer system.   The city has a fully functional postal service for short and long distance mailing.

Maps

  • Embervale
Alternative Name(s)
City of Flames, The Everburning City, The Land Blessed by Dragons
Type
City
Population
18,909
Inhabitant Demonym
Embervaleers, Embervites
Included Locations
Owner/Ruler
Ruling/Owning Rank
Earl
Owning Organization

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