Port Arlith
Port Arlith is a small but vital Kryn Dynasty outpost and diplomatic trade port, nestled on the jungle-ringed volcanic isle of Arlith’s Crown, just 20 miles southeast of the Ashkeeper Peaks. It functions as both a neutral trade embassy and a cultural bridge between the enigmatic Kryn Dynasty of Xhorhas and the rest of Wildemount. Every ship from the Clovis Concord wishing to legally enter the Dynasty's lands is required by treaty to dock here first for inspection, certification, and attunement to the Luxon’s guidance.
Though remote and cloaked in mist most days, Port Arlith is a beacon of negotiation, spiritual significance, and political tension, built on the edge of ancient stone and newly woven threads of understanding.
Geography & Layout
Port Arlith clings to the southern caldera of Arlith’s Crown, a dormant volcanic island sheathed in dense bioluminescent jungle, gnarled with roots and steep ridges. A high ring of dark cliffs encircles the north, while the southern edge opens into a horseshoe-shaped harbor filled with deep sapphire waters—perfect for docking Concordian ships.
The town itself is divided into several distinct districts:
The Umbra Quay
The docks and harbor district, staffed by a rotating crew of Kryn drow, Clovis Concord harbormasters, and a few hardy goblinoid laborers. Each ship undergoes a spiritual "cleansing" ritual using Luxon fragments embedded in the pylons before it may proceed eastward.
The Embassy Enclave
A shaded area of the caldera rim where foreign dignitaries and Dynasty diplomats meet. It contains a rare neutral temple—a dual-faith sanctum honoring both Luxon philosophy and Prime Deity tradition, watched over by twins of divided belief. Ambassador Vezdrana Tyrr is stationed here.
The Lowweb Market
Carved partially into the porous cliff walls, this market is a mesmerizing tangle of bio-luminescent threads, exotic imports, and rare chitinous crafts from Rosohna. Strange seafoods, glowing fungus brews, and soul-bound trinkets are hawked by drow, orcs, and even a lizardfolk smuggler. A towering bioluminescent tree known as the Echo Tree stands in the market plaza that records echoes of conversations. At night, it softly murmurs dialogue spoken under its boughs from years past. An assassination attempt on the life of Malric Kindhell was made here on 3/24/872.
The Umbral Barracks
A small garrison of Graviturgy and Dunamancy-trained soldiers, with at least one Echo Knight patrol and a cadre of Kryn Lightseekers - those still on their first lives. Myrrakel T’zynn is the guard captain of the Umbral Barracks.
Cultural Identity
“The sea has no shadow... yet we find our reflection there.”
Though small, Port Arlith carries the full philosophical weight of the Kryn. It serves not only as a trade hub, but as a moral and spiritual test—a trial to see whether the peoples of Wildemount can co-exist under the many lives of the Luxon.
The inhabitants—roughly 200 strong—are primarily drow of the Kryn Dynasty, many of whom are non-combatant followers of Luxon tradition: weavers, ritualists, alchemists, and recorders of lives past. A small cluster of bugbears and hobgoblins serve in militia roles, and a few foreign Clovis Concord officers and ambassadors reside here year-round, functioning more like tolerated guests under constant observation.
Language, tradition, and even time itself feels strange here. Days are governed by glow cycles, and ceremonies often involve shadow pantomimes and memory recountings where citizens recall moments from their past lives in public displays.


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