Stronghaven
Ervenian Era, 1051 AB
Geography
Localized Phenomena
False Alarm, True Lesson
Raise an alarm in bad faith and a chorus of bronze bells follows you all day, attracting only kindly onlookers and a scolding child.The Unseen Footfall
When sentries grow complacent, the cobbles forgetto echo your own steps, making you feel alone, until you change your route and eyes.Wink in the Wall
Hairline seams open to reveal training threats, foam arrows, paint-powder mines, illusory kobolds, then close with a note: You missed this one, friend.Gaerdal’s Last Echo
Once per month, at Great Clang’s end, a single hammer-blow resounds from the Hall of Tenhammers with no hand on the haft. Wards refresh; tempers cool.Wardkeeper’s Edge
Abjurations that protect doors, stores, wells, and beds ring truer; alarms tuned to “mercy first” travel farther.Drill-Blessing
Casting while marching cadence or reciting procedure steadies concentration; bystanders read benign magic as part of the drill.Refuge’s Claim
Sanctuary, shield other, communal protection, and lifesaving healing lean with the stones; intimidation-for-cruelty strains and often fizzles.Appointment Muster
Way-walks keyed to bringing help arrive with uncanny precision; casual flits wander the Bellway until you name a purpose.Jester’s Mercy
Illusions that teach without harm last longer; figments meant to humiliate sputter.Trait Type |
Description |
|---|---|
| Gravity | Normal on Dothion’s ground. Opposed gravity across the Midrun: cross the belt and “down” flips to the other layer. The Midrun itself is a zero-G band (roughly 200–600 ft thick), where cranes, rope-trams, and balloons work best. |
| Time | Normal; Dothion rewards patience (“seasonal return”) and exposes shortcuts; this is felt in luck and outcomes more than clocks. |
| Shape & Size | A walled hill-town above with six concentric works; below, three levels of galleries (the Sternworks) ring a central mustering court. Hidden posterns lead into the other Golden Hills. |
| Morphic Traits | Vigilant-Harmonious, which works by defending communities, walls, wards, drills and shape cleanly enhanced. While Lavish displays and bully-traps resist the hand are impeded |
| Elemental Energy | None Dominant |
| Alignment | Strongly Good, mildly Lawful. |
| Magic | Abjurations that protect doors, alarms, sanctuary, protection and illusion spells and effects are enhanced. While, Necromancy and intimidation is impeded. |
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