The central layer is for unique goods and services, magical wares, and items that can be found nowhere else. People from all over the world go to Mahk’s Marketplace for things they need, and it is one of the biggest draws of the city.
The biggest issue that some residents of Nerodil (the wealthy), and the merchants themselves, have with the marketplace is that it is at the heart of one of the poorer neighborhoods of the city, West Scrask. This makes it a dangerous place for these people, but for the amount of business that it draws in, it is worth the risk to most. Besides, its location was intentional, as it does bring in money to these poorer residents who would, otherwise, be left languishing (though the original hope was to turn the neighborhood into a wealthy area itself, but the willingness of merchants to travel there has made this difficult). Other marketplaces have popped up in the city since, but none reach the prominence of Mahk’s.
East Scrask
Called the “scum on Nerodil’s boot,” East Scrask is a forgettable little shantytown in the center of the city, on the outskirts of every other prominent region. Small houses cramped together, with a collective income that matches the poorest individual household in Zoim Hill. If one finds themselves in East Scrask, there is only one piece of advice they should take, a famous phrase said across the world for those in danger: get out of East Scrask.
Reinnad Park
This is the neighborhood inhabited by the most nobles in the city, though others are spread out in plantations outside the city, castles elsewhere, and large manors in other districts. The streets are kept unbelievably clean, each building is kept in the architectural style of the times (and rebuilt if it goes out of style) and only the ultra wealthy are allowed in (with the Nerodil Guard strictly enforcing this).
Many homes can be seen from a distance, homes that are the envy of all of Nerodil, but the most famous is the wooden Rozen Manor. The Rozen family, prominent since their artifact hunting days, have remained the talk of the city for hundreds of years due to their elaborate wooden manor that always seems to be in style no matter what. A viewing platform was installed in another district of the city just so people could gawk at this structure, much to the chagrin of the Rozens.
Glittering Beach
The Glittering Beach is a commercial beach that people must pay to enter, and the fee is actually quite high. This is because it is adjacent to Reinnad Park, a wealthy neighborhood, and the noble who owned the land when it was privitized said, “I want to keep a certain undesirable energy away from my beach… to ensure people have the best time they can there, of course.”
It is fancy, with a fantastic view of the Northern Sea and clean water, but most believe it is not worth it just for a relatively nice beach visit.
Beachfront Docks
The largest set of docks in northern Elone, beaten out globally only by the docks of the Financial District of Alzirgos, the Korvian City’s magical docks that appear when needed, and of course the docks that almost entirely surround the city of Ruzrugh, the Beachfront Docks are one of three sets of docks in Nerodil, sprawling out from the large Glittering Beach of Nerodil that stretches out from Reinnad Park.
These docks are, aside from the gate in the wall, the only way into the city of Nerodil, and welcome in a great deal of trade and visitors into the city.
Swordsworth
A neighborhood on the southeastern region of the city, bordering the wall around Reinnad Park, Swordsworth is most known for producing large crowds for the arena events and housing gladiators, merchants, and (when it was legal) slaves.

King Vamar Forestarm by Jarhed
The Regalcrest Colosseum
One of the first construction projects of the Regalcrest family during their rise to power (even when Gellark Lionrage was king, before they’d become the ruling family), the Regalcrest Colosseumwas always meant to be a sign of goodwill to the citizens of Nerodil and a way to cement the Regalcrest family as the most prominent Human dynasty.
A massive coliseum towards the eastern edge of the city, it was originally meant to be a bit farther from the rest of the settlement, to make it so that people would need to travel to see the events held within it. The Regalcrests hoped this would make the arena special, but the city grew around it, making it a common trip for residents and visitors alike. It most often houses gladiator fights, performances from traveling thespians and bards, and exotic animal shows. Aside from the Court Wizard Tower and Nerodil Castle, this is the tallest structure in the city.
Statledraft-on-the-Wall
The newest neighborhood distinction in the city, once considered a minor part of Swordsworth, Statledraft-on-the-Wall is a region that was once considerably more dangerous than other parts, but after the erection of Fortress Zelgrile, it has turned into a shell of its former glory, albeit with a new, more hollow culture growing from within that shell.
The Marble Library
A library carved from imported Alzirgan marble by Dwarven scholar Marblum (who was nicknamed Marble), it was built and run by Dwarves from Ironforge University originally for two purposes.
First, it was to enhance the intellectual scene of Nerodil. The Humans had, at the time of Marblum’s arrival to the city, had very little academic achievement compared to the rest of Totania (largely due to them still being new arrivals on the plane), and Marblum owed a debt to a prominent knight and mage in the city, the future Court Wizard and later King Timar Forestarm, a former friend and classmate of hers.

Vodron Nutsk by Jarhed
Second, which was more the reason why Ironforge University was involved, the Dwarven government wanted a foothold in the Kingdom of Man’s capital city. A way to influence and observe the people, a place for Dwarven emissaries and spies to meet without Human eyes on them, and a way to get the Humans indebted to them.
Ironforge University backed out after the collapse of the Forestarm dynasty, leaving the library in the hands of Marblum’s family until they, too, died out with the devil-worshipping Grantium. After that, it was handed over to a Draconian priest of Thel Pteethtack, Rasjurn.
Fortress Zelgrile
A military fortification within the city of Nerodil, Fortress Zelgrile is a military installation on the southern edge of the city, built during the reign of King Timar Forestarm to strengthen the military presence in the city while his paranoia set in.
Named after the final Goblin matriarch of Nerodil, who defended the city against human invasion, this was meant to make the city safer, though most residents fear the increased military presence, and report they are stopped and inconvenienced more than ever for, seemingly, no benefit.
This is also where most soldiers of the Nerodil Guard, after being trained and educated in Perilun or Ortoise, are drilled and trained in their specific duties. It is not open to non-military personnel, with even the royal court needing an official decree to enter.
Barnaby
When most people think “Nerodil” as a city, this is what they think of: the entranceway to the walls, the residences and other recognizable structures around the southern edge of the city, the taverns and open space still available around the otherwise densely populated city. The most recognizable neighborhood as a whole, only rivaled by the global prominence of landmarks like Nerodil Castle, the Court Wizard Tower, Mahk’s Marketplace, and the Regalcrest Colosseum
Wall of the Cullis
Due to the plains around the city being home to packs of wild beasts, and the frequent invasions from foreign armies that early Nerodil suffered through, a wall was erected to protect the residents (and to keep Goblins out).
It was the funding of one of the oldest noble families, the Cullis family, that helped build the wall around Nerodil. They had gained their wealth initially through early deals with Elven merchants, which they were able to strengthen after they controlled one of the only ways in and out of the city. Since their work building the wall, they have been in charge of maintaining the structure and training the soldiers that guard it and let people through the city’s defense.
The wall has helped discourage direct attacks upon the city of Nerodil, but by the time of the Draqiroth War, the wall had fallen into disrepair, making Draqiroth’s threat ov invasion much more serious, and later on by the Fourth Dwarven War it was said to be missing major chunks, allowing the city limits to expand beyond it, but not helping defend it in the slightest. Even then, it is illegal to enter into the city through other means but the gate (save for the docks), and anyone caught doing so is locked away, even when the wall has eroded away.

Varth Dreamless by Jarhed
Farms and Plantations
Outside of the city walls are a great deal of farms and plantations, the former are subsidized by the crown while the latter are owned and operated by noble families. The plantations were, up until the practice was outlawed, worked by slaves, and the nobles bought and traded the slaves outside of the city so as not to incur the taxes the city would otherwise have put on them. Since the practice was outlawed, these plantations (still mostly operating) are blacklisted by most labor organizations, and there is a great stigma around them, though the nobles try to ignore this.
The Devil’s Maw
Said by some to be a portal to Hell, the Devil’s Maw is a terrifying and notorious location associated with some of the worst tragedies in Nerodil’s history. Colloquially known by some of the lower-class residents of the city as “The Dragon’s Anus” due to an incident involving a Dragon and a local drunkard confusing such a thing for a cave entrance during the Age of Plague.
This is the residence of the Nationalist Goblins, an ethnicity of the Goblin race that had once inhabited Nerodil itself. After being driven out by the first King of Mankind, Gellark Lionrage, most Goblins fled elsewhere (Votarra Den, the Mines of the Slime, or Alzirgos for the most part), but a small group of Goblins devoted to refounding their old nation remained behind in the Devil’s Maw, where they have since remained, constantly subjected to harsh laws at the mercy of the King of Mankind and forbidden from entering Nerodil unless ordered to do so.
The cave itself is said to be unfathomably treacherous to traverse. Twisting, dark pathways, dead ends, frequent cave-ins, and corpses littering every inch of it (thanks, in no small part, to the prominent role necromancers play in this society), its dark past causes many to fear ever even stepping near it, and only the most brave or foolish folk even dare.
Government
There have been three distinct eras of rule in Nerodil, beginning with the period when it was nothing more than the home of the Giant Nero, leading into the rule of Goblin Matriarchs, and finally into the Kingdom of Man.
Post-Giant Kingdom
Not exactly a government, as Nerodil was inhabited by one man, but the Giant Nero ran his home as most Giants did. The manner is strange to those who visited Nerodil after his death and found what remained, as Giant culture has all but vanished, as have the traditions of everyday life that he once practiced. Therefore, historians can only guess what it was like during Nero's "rule" of Nerodil.

Zelgrile by Jarhed
Goblin Matriarchy
A system of governance centered around the leadership of elder female leaders, particularly mothers, as the act of motherhood was associated closely with leading a nation. This system was actually originally created to oppose male-centric
Alzirgan democracy in
Ancient Ishada, spreading to other Goblin lands and colonies, centralizing in Nerodil during the late stages of the Goblin nation, immediately preceding its collapse.
There was one Matriarch, and then a Council of Mothers who would advise her and the citizens when she was not available. The Matriarch was like many other monarchs around the world, though it was not passed down in one family, but instead given to whoever the other mothers believed among them could lead best.
Kingdom of Man
Nerodil has, since the start of the Age of Heroes, been run by the monarchy of the Kingdom of Man (though the ruling family, borders, and other distinctions have changed the definition of this Kingdom throughout that period), particularly by the man who holds the title “King of Mankind.” While the Queen and even the Princes and Princesses may have some say in the rulings, it is the King who has the most authority, and his word goes. This system does not date back to Gellark Lionrage, but instead his immediate successor, Medrir Regalcrest.
While Gellark is called the first King, he did not create laws around his position, and most sat on a symbolic throne making unofficial decisions. It was Medrir Regalcrest who determined that it would have to be a man ruling (as he said, it was “Mankind” who was being ruled), and who determined the extent of the King’s power: absolute.
Court Wizard
The King has advisors of course, most notably the Court Wizard, a mage who is always at the King’s side. It is the Court Wizard who appoints the leaders of the Nerodil Guard, and who makes diplomatic visits when the King can’t. Any magical threats to the Kingdom and, specifically to Nerodil, are the Court Wizard’s problem to deal with.

Timar Forestarm by Jarhed
Royal Court
Alongside the Court Wizard, the King has a large royal court of advisors and noblemen who accompany him most days in the throne room.
Some of the roles in the court include:
- Court Wizard
- Apprentice Court Wizard
- Captain of the Guard
- Master of Ceremonies
- Master of the Horse
- Master of the Hunt
- Chaplain
- Royal Physician
- Lord Keeper of the Seal
- Royal Executioner
- Castle Chef
- Head of Research
- Herald
- Court Jester
- Court Pet
- Foreign Emissaries from each nation the Kingdom of Man is diplomatically tied to
While the authority of the royal court is very minimal (especially the positions below Chaplain, who have no official authority outside of perhaps a room in the castle designated to them, like the kitchen or a lab), they are still often the talk of the city, especially among nobility. Lords from all over the Kingdom of Man want little more than to get into the court so they can get the King’s ear, but only a select few ever get the chance.
Population
Nerodil is a majority Human city, in no small part due to early efforts to rid the area of the Goblins that once lived there. Counting the caves beneath it, however, the second largest population in the city is that of Goblins, nearly matching the Human population above.
After that, one can find Halflings to make up the next largest group in Nerodil, followed then by small populations of Gnomes, Elves, and Dwarves. Some Nereids try to live in the city, but as happens when most Nereids attempt to live on land, something always causes them to leave, like a curse preventing them from settling on the shores.
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