WORLDBUILDING
The presented world of Eldor was designed as a setting for a homebrew game of fifth edition Dungeons & Dragons.
I determined the core lines for the mountain ranges and continent distribution by studying the earth’s tectonic plates. Continental biomes (jungle, steppe, continental forests, deserts..) were determined by both the latitude and predicted behavior of sea currents and global winds, reflecting vegetation patterns that we can also find on earth.
The territories of kingdoms and empires as well as city locations were determined using basic geopolitics. While each kingdom has its own separate palette of inhabiting races, gods and traditions, my main focus was on the kingdom of Vaelun, where the story of the game begins.
The kingdom of Vaelun is a high fantasy environment inhabited by dwarves, elves, halflings and men. Its wilderness is home to all sorts of creatures from the Dungeons & Dragons lore. The story behind the creation of the kingdom as it exists today is described in the Legend of Erren and Nurm. The kingdom is torn by internal conflict that eventually pushes the realm to a civil war.
The settlements of Vaelun
A peaceful farming town anchored on the foothills of the Shiver-peaks. Darrow lies on the Bi-water trail, connecting Rabbiton to Mirrvale and beyond. The town was sacked by the mages of Veles, searching for three adventurers. The town master was replaced by a Veles official and most people moved away or rather fled the new tyranny of the mages. Darrow becomes a foothold of Veles power on the east side of the Mirr river.
A very old and rather backward dwarven town, former capitol to an ancient nation, considered to be one of the most remote settlements in the kingdom. The town holds strong to the ancient dwarven traditions, and doesn’t take kindly to visitors, especially of other races. Though it only rarely comes to violence, this is enough to keep most people out of Genar. The town is built within the ruins of the old capitol. Currently it survives mainly on copper and bronze exports, coming from two large mines on either side of the town. The town is often covered in black smoke from the smelts and forges which run night and day. The dwarves of Genar spend their lives in two shifts. The day shift runs the mines during sun up, and parties in the evening hours and the night shift works through the night before running to the bars for an early morning party. The town is a combination of hard work and parties, and it seems to never sleep. The roofs and doors are a dull black and green metal, mostly made of locally sourced copper.
The Dwarven city is built on terraces inside the pit of a large surface iron mine. Some houses are chiseled from the rock itself. The iron mine is the main supplier of raw iron for the entire kingdom and beyond. From here, Iron, as well as copper and bronze from Genar, are sent via the steep Serpent’s Pass to Tarry harbour to be shipped throughout the realm. Bondas is quite a large town and isn’t as hard set in the old ways of the dwarves, so this town is more of a mixed race industrial trading post. The iron mine lies under a sheer wall or rock, reaching 200 or more meters above the city. There is a 20m tall waterfall coming from the stone wall, the beginning of Drogmar creek, powering an enormous water wheel that runs several rubber conveyor belts which pull the ore from the depths of the mine. The foundries are all located at the bottom of the mine pit, and the raw iron is then shipped out of the pit with large steel gondolas on thick cables, that are also powered by the water wheel. Mostly an industrial and trading town, The people live in houses on the middle terraces, while the outmost terrace is a trading and crafting hub, home to some of the best blacksmiths in the kingdom. Houses are covered in iron cladding.
An ancient dwarven underground fortress in a remote part of the Shiverpeaks. Main enterance hall is currently occupied by the Vanguard of Vaelun. Much of the fortress still remains unexplored and dangerous. The Vanguard is mining gold from the heart of the mountain to fund their political and strategical endeavours.
A small village of mainly shepards high on the slopes of the mountains.
Left abandoned after a horrible attack by a presumed dragon.
The northernmost port town in Vaelun. As such it is often influenced by cold winters and strong storms. It is a mainly human and dwarven town, though it is not unusual to see some other races from far away kingdoms. The main export of Tarry harbor is metal from the nearby mines in the Shiverpeaks. Since most of the payments for the shipments are sent directly to Fredericksburg, Tarry is a predominantly poor harbor town. On its markets you can sometimes find curious items from far off shores, brought back by the sailors. Tarry also functions as one of the two border towns to Vaelun, the other being Coster. The Bondmar border lies north of the town, halfway up the Silver coast. Tarry has a defensive wall to its north with a large gatehouse, and a customs court overseeing and inspecting any cargo entering and leaving the kingdom. Though most of the commerce in Vaelun comes by way of sea, the land connection to Bondmar remains an important trade route.
The trade hub of the central Mirr plains. Its bustling economy is fueled by the crops that the rich soil on the banks of the Mirr provides. The driving engine for the whole region is the farmer’s market. The auctions bring traders from all over Vaelun to buy grain, fruit and all sorts of produce for their respective shops in faraway towns and villages. The town is governed by the farmer’s union that is overlooked by the town master. The farmer’s union also ensures a steady supply of grain and vegetables to Fredericksburg to feed the capital. The farmers who supply the Mirrvale granaries come from the small hamlets all over the central Mirr Plains all sell their crops to the union, which then resells them in bulk at the auctions, taking most of the profits for themselves. The settlement is mostly inhabited by humans, with the odd elf here and there, and the buildings in town are all very simple, and made of wood, though there is lush vegetation throughout the town. Most people here struggle to make ends meet, while only a few well established tradesmen and union members enjoy the riches of the region. Mirrvale is unfortunately pestered by a violent underground gang that tries to get their hands on what little the farmers have.
The largest port town in Vaelun, capable of accommodating ships with a deep hull. The city is home to the royal fleet of Vaelun and a large shipyard. The city is linearly shaped and set between the Inneas peaks to the north and the sea to the south. The west side of town is a more wealthy part of town, where the royal fleet keeps its quarters. The center of the city is built around the large shipyard, while docks can be found over the entire length of Innis. The comparatively much larger eastern part of town is predominantly a residential area with high rates of crime. Innis functions as an important port for all sorts of contraband. Smugglers and theives compose its dark underbelly. The town however, provides Vaelun with an important link to the kingdom of Danush, with which most trade here is done, though there are many other ships coming from Revia, Zobria, Sekra, some from even as far as the Zanngardian empire.
The last foothold of elvenhood in Vaelun. Predominantly elvish, with few other races. Humans are generally not welcomed kindly. Vaelmirk is a remnant of a mighty elven presence on the continent before the arrival of humans. Technically still a part of the kingdom of Vaelun, Vaelmirk has a much more independent government. While ambassadors of the town sit the council tables in Fredericksburg, the city has more autonomy in its business than other settlements. There is an ancient elven university with a large library, that only rarely accepts human students. The university focuses mainly on magic as well as history. The forests surrounding the town have a strong magical aura to them, boosting the effects of inherent magic in its inhabitants. The university provides Fredericksburg with scholars and magic scrolls.
A settlement on the beaches of a large volcanic island, it has been named after the island itself. Alesund is a simple fishing and farming community. Most of the island is covered by a rich volcanic soil capable of producing large crop yields, though it is largely covered in thick jungle. Despite a military presence from the crown, the town is rumored to have become a safe haven for pirates, and the corrupt government officials turn a blind eye. The island has a strong magic presence that seems to be emanating from the volcano, Efreet. This causes a certain mutation to occur in some of the babies born to the villagers, and every few years, a child is born as a flame infused fire genasi. Some babies are more afflicted than others, though all the genasi are carried and left on an altar in the jungle for the indiginous genasi inhabitants of the island, a tribe, that has continually held a presence on this island for as long as written history is aware. The tribe currently has aproximately 200members, and they live in a settlement called Kra-nua, at the very base of the fiery mountain. The community lives in houses made of solidified magma, moulded into shape by powerful fire magic. All members of the tribe undergo some combat training, though only 20 are full time warriors, the elite. They are known as the Efreetans throughout the kingdom and beyond, and are led by the Efreen, a powerful fire genasi witch with skin, dark as charcoal and her hair dancing flames. The Efreetans keep the other races out of their jungles, and protect their territory fiercly.
A small roadside town connecting the Builder’s road to Bi-water trail. As such, most people just pass through town, and the many taverns seem to always be full of travelers. Rabbiton lies on the banks or Fiddler’s lake and attracts some of the wealthiest nobles in the kingdom to build summer residences along its shores. The town itself is a community of various craftsmen like carpenters, florists, distillers and brewers, that sell their stock to the travelling merchants, and on the occasional town fairs, that Rabbiton hosts quite frequently. The halflings, that make up most of the population of Rabbiton, grow their own food in gardens surrounding their small and quaint houses. Though most taverns and other larger scale buildings are made of wood with strong framing and tiled roofs, most halflings still build their houses the traditional way, with mud and stone. The houses are then painted white with colorful windows and shutters. These houses are all single story with a thick straw roof, neatly cut into shape. The town gives an idyllic appearance in the summer with the full vegetable gardens and blooming flowers decorating the streets.
Fredericksburg
Capital of the kingdom of Vaelun with a population of eight thousand.
Fredericksburg is built around the King’s Keep on Wyvern peak. It is a bustling trade port on the estuary of the great river Mirr. It is nestled between three hills to the east, west and north. The south is heavily guarded by three fortified bastions, protecting Ayen bay from invaders. As the city had outgrown its old walls, a new wall was built, to provide Fredericksburg enough space to grow and expand. Land was reclaimed from the bay south of the old wall by king Frederik the Builder. The harbour is fed by the tideless salt waters of the river Mirr, and two creeks entering the port to the east and west, Ginn creek and Kinn creek respectfully.
The districts of Fredericksburg
Built on the western slopes of Wyvern peak, the Rambles are one of the oldest parts of Oldtown Fredericksburg, former Vael-ayen. It is built around Arnold square, but reaches down to King’s square, where the road to Wyvern peak starts to ascend. Here, you can find old mansions, banks, and upper class taverns and accomodation. The area also has some expensive and rare shops, a large famous brothel and several office buildings, that keep the city and kingdom running.
South eastern part of Oldtown. Narrow cobbled streets, much like the Rambles. Small shops and wealthy well maintained buildings. Connecting Tribune square, the largest square in Fredericksburg, to Frederick’s gate on the east.
The northern slopes of Wyvern’s peak along the oldtown wall are a predominantly military area, with sleeping quarters and training grounds that breed the elite of Vaelun’s army.
The eastern part of Oldtown Fredericksburg is covered by idyllic forests and lakes, made by the Crystal falls, pouring from the castle rock. This area has long been connected with a blessed magical aura, and as such it is home to temples of the many gods worshiped throughout the kingdom.
One of the newer parts of the city, Redner’s cut lies to the west, on land that was previously covered in thick forest. The district is mostly residential and it also houses the largest stables in Fredericksburg. The buildings, though newer, are of a much simpler build than the downtown areas, speaking of the working class inhabitants that make up the majority of Redner’s cut.
Built around the eastern gate to the old town, Arnold’s gate is an important bulk trade hub for goods coming into Fredericksburg from across Vaelun. Tall buildings with broader streets than those of oldtown, and many storage facilities. The area is also home to the Crownsguard stations and facilities. The district is dominated by the largest bank building in Vaelun, The Shiverpeak Intercontinental bank. It is run predominantly by the dwarves.
Ceremonial square that is defined by both the Jousting arena and the Battle arena, both hosting regular events in the city.
An area of tight winding streets and closely built houses, where most of the craftsmen in Fredericksburg have their stores and their respective workshops. The air is filled with smoke from the forges, and the bay side road holds the most prestigious stores.
Nestled between the south Oldtown wall and King’s port, the claim is the most elite part of Fridericksburg outside the Oldtown. The large townhouses and luxurious villas are home to the wealthy merchants and some expensive jewelry and enchantment stores. Most prominent building is the port authority on King’s port square.
Main trading hub of Fredericksburg. The Barrel run market houses a large square, on which travelling merchants as well as local farmers sell their merchandise. The houses surrounding the two squares have some of the most unique and interesting stores. You can find anything from potatoes, vegetables and meats to the most exquisite items from overseas here. This makes Barrel run market the perfect hunting grounds for pickpockets and worse.
A distinct area of Fredericksburg, landmarked by two tall towers, that can be seen throughout the city. The architecture of the buildings here is very diverse, since this district is occupied by traders and crafters from foreign lands, as well as the two academies of the arcane and the mundane.
A predominantly working class district, Frederick’s gate is commonly known throughout Fredericksburg as Hangman’s walls, because in the past, thieves and murderers were hung from the eastern wall of Oldtown as a warning to others. You can find some simple shops in the district, though it is mainly residential.
A small town residential area with family houses, occupied by the working class. District begins at the Wyvern reach cemetery and continues southwards, bordering Fisher’s Queys and the Moors, surrounded by forest. The area has a mainly calm atmosphere compared to the rest of the city, though some shady people can be found lurking around at night.
Situated on the eastern banks of Ayen bay, Fisher queys is a fishing industrial area, with a few processing plants and large warehouses. The smell of this district, combined with the general run-down appearance of the fishing vessels earned this district the name Dankhull queys.
An extension of Fisher’s Queys, the Moors continue south on the eastern banks of Ayen bay. This is the largest farming area with open lots of fertile soil, providing Fredericksburg with some local sustainability.
An area north of the Oldtown walls in the shadow of Wyvern peak. Because the population here is very poor, and the living conditions squalid, these rundown streets got the nickname Beggar’s bush. The houses are small and covered in thatch, and the streets made of packed dirt.
As an act of charity, the land in this district was given as farming land to the poor to work on by queen Zeia over 100 years ago. The vegetable production is overseen by the crown and evenly distributed among the residents of King’s hill in an effort to decrease poverty, or at least as a means to hide it.
A residential area mostly associated with pleasure activities. Sourmeade beach is known for its many brothels and taverns with a vibrant nightlife. As such it is considered a dangerous district with pickpockets looking to lighten the purse of every drunken foreigner they can get their hands on. The pristine beach attracts people on hot summer days.
Named after the picturesque sunrises, the west Ayen bay district is directly adjacent to Dragonfang. It is generally populated by the middle class, though there are a few wealthy foreign merchant’s villas on the beachfront. With a strong military presence from the Dragonfang academy and fort, this is considered a very safe upper end area of Fredericksburg.
Perched on a cliff-side cape on the western Ayen bay banks, Dragonfang fort is the main military defensive building, overlooking the Ayen bay. It also houses an elite training academy for combat skills, mostly used and taught at by the commanders of Vaelun’s army.
Mirrgull island is a steep rocky island separating Ayen bay from the main stream of the wide Mirr river. Atop the sparsely vegetated island is Fort Norik, the main defensive stronghold meant to protect Ayen bay from invaders, though in recent times, it has mostly been converted into a prison meant to keep dangerous criminals and the enemies of the kingdom. Most other petty offenders are still kept in the decrepid dungeons under Wyvern peak. East of Mirrgull island, on a mainland hill lies Weatherhold. And the watergate spanning the eastern entryway to Ayen bay. The wall stretches deep into the water, all the way to Jagged rock lighthouse, which doubles as a military fortification. The watergates have heavy chains, with links as thick as a dwarf’s arm lying on the bed of the river, to close off Ayen bay from intruders in times of war. These chains are pulled tight, lifting them up to the surface of the water by steel gears and heavy wooden wheels. It is powered by three oxen rotating a large wooden cog over an intricate system of gears which allows the gate to close in half an hour. The same mechanism is also placed on the western watergate. These forts and walls were all built roughly 300 years ago during the war with Danush, when Fredericksburg suffered many attacks from the sea. The waters of Ayen bay are mildly salty and though it lies on a river, the proximity of the sea is felt. The tides however are very low. West of Mirrgull island is Fort Morgan, that protects the southern gate through the city walls, Chalapoirt or the portside gate. Mirrgull island is thusly named for the large flocks of river gulls that nest in the rocks of its cliffs.