Emberbank

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Revision as of 13:02, 26 November 2025 by Velthuryn (talk | contribs) (Created page with "{{Settlement | name = Emberbank | state = Fleaspark Union | population = 94000 | landmarks = Tideforge Piers; Molten Stair; Brinefall Docks; Emberglass Mills; Wavehammer Quarter | coords = }} = Emberbank = == Overview == Emberbank occupies a crescent of basalt shoreline where sea-wave force and furnace heat meet. Foundries built into the cliffs pour molten metal directly into wave-cooled molds, while barge forges drift offshore in the brine haze. As dusk sets, th...")
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Emberbank
State Fleaspark Union
Population 94,000
Landmarks Tideforge Piers; Molten Stair; Brinefall Docks; Emberglass Mills; Wavehammer Quarter
Coordinates



Emberbank

Overview

Emberbank occupies a crescent of basalt shoreline where sea-wave force and furnace heat meet. Foundries built into the cliffs pour molten metal directly into wave-cooled molds, while barge forges drift offshore in the brine haze. As dusk sets, the city glows ember-red, and scalding fog roils across lower streets—part hazard, part civic rhythm.

Emberbank is where the Union tempers its ambitions into iron.

Geography & Layout

The city is structured along vertical heat gradients:

  • Tideforge Piers – Wave-battered piers lined with paddle-furnaces and pressure-hammers.
  • Molten Stair – A switchback carved into a magma-warmed cliff, connecting forges to upper markets.
  • Emberglass Mills – Factories producing heat-resistant panels used across the Union.
  • Wavehammer Quarter – Dense worker housing suspended above controlled scald-channels.
  • Brinefall Docks – Where tidal steam vents erupt at dusk, used for dangerous experiments.

Society & Culture

Emberbank values strength, timing, and control.

  • Seasonal forge-festivals test apprentices on the tidal rhythm.
  • Entire neighborhoods synchronize labor cycles with scald-tide predictions.
  • Workers trade in honor-marks representing hours survived in peak heat.
  • Storytelling is performed with sparks thrown into the surf—each flare marking a chapter.

Ancestries include:

  • Dwarves – Master furnace engineers.
  • Drakona – Flame handlers and alloy specialists.
  • Goblins – Contract brokers for industrial guilds.
  • Humans – Dock crews, foremen, sailors.
  • Simiah – Tidewatchers and safety scouts.

Government & Law

Law is defined by industrial necessity.

  • The Alloy Tribunal – Judges rule on safety standards, alloy rights, and labor claims.
  • Tide Registry – Logs scald-tide patterns used in both civic planning and legal arguments.
  • Forgewarden Council – Oversees resource distribution and emergency vents.

Notable Landmarks

  • Tideforge Piers
  • Molten Stair
  • Brinefall Docks
  • Emberglass Mills
  • Wavehammer Quarter

Trade & Economy

Exports include:

  • Embersteel hull plating
  • Pressure-boilers
  • Furnace cores
  • Sea-tempered weaponry
  • Steam-organs and tide engines

Imports: griefglass, barkstone crates, stormglass.

Hazards & Everyday Risks

  • Scald-Tides – Can boil unwary pedestrians.
  • Forge Bursts – Sudden pressure failures.
  • Steam Blindouts – Fog storms blocking all visibility.
  • Runaway Slag – Rivers of partially cooled metal.

Adventure Hooks

  • A smuggling ring steals sea-tempered alloy molds.
  • A new slag alloy disrupts guild politics.
  • Missing workers vanish in a scald-tide pattern that mirrors an old disaster.