Chalarm
Galactic Story Teller
- Joined
- Jan 1, 2020
- Location
- Milky Way Galaxy
The crisp salty air of the Caldoon sea blew in from the south into Eastwatch bay, sharing it's namesake with the city that sprouted on it's shore. Merchant vessels from nations all across the sea were packed in the port, unloading and loading an assortment of goods that were purchased and to be sent across the water to far lands. The city-state was a bustling metropolis of traders and craftsmen, home to all kinds of valuable goods and items found in few other parts of the world.
Initially, EastWatch was a forward outpost of the Caldoon Empire who's control spanned the entire sea. It was a large stone fort that sat on the water's edge and which the city had built up around through the years. After the Caldoon's economy collapsed following a poor ruler and a number of expensive conquests, the city seeked independence and flourished as a trade hub in the region. It was the perfect location, having defensive structures already in place to push back invaders, a bounty of natural resources and microclimates from the sea and mountains that gave the lands a wide variety of biomes. But there was one more factor that contributed to the city-state's success.
Monsters.
With the variety of ecosystems, the range of creatures that took up home in the area was astounding. Harpies in the western bluffs, centaurs of the central steppe, beastmen of the Bilfire peaks, even dragons of the Cresent mountains. There were such a range in the small kingdom, a point which ended up being a blessing and a curse. The thing about animals and monaters is that they are unpredictable, and cause hassles for the nearby village folk. However these creatures also hampered the advance of outside forces into the land from the neighbouring Kresslands and Eclesia, and had valuable resources of their own for alchemy and other purposes. A vial of pheromone from the swamp beasts was said to be worth a small chest of gold all by itself.
Fortunes were made and broken from one's ability to gather these alchemical ingredients. Unlike many nations were they were hunted, most creatures were left to their own devices unless they provoked action from the city. This ideology was all accelerated by the tribes of wildmen and foreign races that already lives in Eastwatch. With a friendly relationship in place, the local tribes traded rare goods often with nearby villages as they knew the secrets to the local flora and fauna, the items which then made their way to the city to be sold to foreign merchants for fortunes.
It was a dreamland for any who had interest in the creatures of lore and myth, bringing those from distant shores to learn about these rare species, so strangely clustered into this one area. An adventurer could see merfolk one day, a chimera the other, followed up by an artic werewolf in the span of weeks rather than months one would spend travelling the world for the same breeds of monster.
Initially, EastWatch was a forward outpost of the Caldoon Empire who's control spanned the entire sea. It was a large stone fort that sat on the water's edge and which the city had built up around through the years. After the Caldoon's economy collapsed following a poor ruler and a number of expensive conquests, the city seeked independence and flourished as a trade hub in the region. It was the perfect location, having defensive structures already in place to push back invaders, a bounty of natural resources and microclimates from the sea and mountains that gave the lands a wide variety of biomes. But there was one more factor that contributed to the city-state's success.
Monsters.
With the variety of ecosystems, the range of creatures that took up home in the area was astounding. Harpies in the western bluffs, centaurs of the central steppe, beastmen of the Bilfire peaks, even dragons of the Cresent mountains. There were such a range in the small kingdom, a point which ended up being a blessing and a curse. The thing about animals and monaters is that they are unpredictable, and cause hassles for the nearby village folk. However these creatures also hampered the advance of outside forces into the land from the neighbouring Kresslands and Eclesia, and had valuable resources of their own for alchemy and other purposes. A vial of pheromone from the swamp beasts was said to be worth a small chest of gold all by itself.
Fortunes were made and broken from one's ability to gather these alchemical ingredients. Unlike many nations were they were hunted, most creatures were left to their own devices unless they provoked action from the city. This ideology was all accelerated by the tribes of wildmen and foreign races that already lives in Eastwatch. With a friendly relationship in place, the local tribes traded rare goods often with nearby villages as they knew the secrets to the local flora and fauna, the items which then made their way to the city to be sold to foreign merchants for fortunes.
It was a dreamland for any who had interest in the creatures of lore and myth, bringing those from distant shores to learn about these rare species, so strangely clustered into this one area. An adventurer could see merfolk one day, a chimera the other, followed up by an artic werewolf in the span of weeks rather than months one would spend travelling the world for the same breeds of monster.
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