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Everdawn (Ever-da-wn)

Everdawn, also known in the past as Veridale. A large drow city located above the cities of the deep wastes that head into the planet. This city named for its shining brilliance in the past has now been connected to the nickname of the City of Shimmering Webs.

Government

Everdawn, a Drow-dominated city, known for its common war mentality and social stability that resulted from the Queen’s ruthless rule and cruel tactics to keep the race powerful and strong. It struggled in economic and social stability, where the power has seeped from control though different peaceful means that followed suit.   The Ruling Queen feeling their grasp on the city starting to waver its stability, decided to raise a Crown Princess that would be able to take over the country and enforce her unwavering determination to maintain the kingdom’s stability and power.   However, the Spider Deity that ruled the land enjoyed the internal strife that was said to take place and this in balance might cost them the favour. There was a hunt to plot and find the traitors. From the priestess’s inability to get their houses involved as well lead to them murdering each other more or less personally causing blood to be spilled by those outside of the priesthood.

Defences

The City itself has more than 12,000 drow soldiers and 6,00 slaves that were directed by the noble houses, merchant companies, or mercenary bands. From 1,200 wizards and 15,000 priests lived in the city, and all of them except the nobles were required to serve in the miltary but that has changed since then. The Ruling Matron Mothers could summon guardian spiders to protect the city, Huge Black Spiders that portected and repaired the city of silk.   There were only three major points of entrance from the rest of the cave systems and caverns, each was guarded by enormous iron gates and barred by a metal bolt.

Industry & Trade

These included body dyes, pottery (from calcified webs), everdark ink (from deep dragon scales), fine armor and weapons, giant solifugids (used as guardians), molds (brown, chromatic, death, deep, gray, russet, sonic, and yellow), poisons, potions, riding lizards, rothe wool, meat, cheese, spells, textiles, and water.   Regular raids into the phaerimm lands produced valuable plunder, even though more than half of all raiding bands never returned. Foreign traders in Myrda included duergar, trogs, and kuo-toa. Merchants sold mushrooms, jewelry, potions, chitines, and slugs, among other items, Several trading guilds operated within, including the White Spider Company, Fellowship of the Eight Scepter, Company of the Flickering Silk, and the Spider's Hoard

Points of interest

The Following Buildings within Myrda, major levels are numbered from top to bottom:   Houses:   All of the houses have a seat on the Ruling Council  
Houses Specialisation Alive
Nasadra Defences Alive
Melarn Foreign Affairs Alive
Auvryndar Merchant Goods Alive
Dog'etti Mining Operations Perished, in the Rebellion
Maerret War Alive
Zaulnar City Infrastructure Perished, in the Rebellion
Hilyaund Civil Affairs Alive
Chaddath Drow Vampires Alive
  Guilds  
Guilds Specialisation Located
The Leaning Tower Home of the Spider Runemasters that communicated with the Deity -
Company of the Flickering Silk An area that specialised in the creation of garments from spider's silk -
Disciples of the Zodiac Unknown -
Fellowship of the Eight Scepter Merchant Company that specialised in Foreign Trading -
White Spider Company A Merchant Guild -
Weavespinners Academy Wizard's School that specialised in Summoning -
Spider's Hoard Merchant Company that protected the Valuable Artefacts -
Arcanist Conservatory Wizard's Guild -
  Inns, Taverns & Shops
  The House Unnamed The Glowing Goblet The Lizard's Kiss The Flame and the Serpent Garault's Spices, a shop selling spell components
Alternative Name(s)
Veridale, Myrda
Type
Large city
Population
100,000
Inhabitant Demonym
Drow
Location under

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