Campaign of the Month: June 2018
Shaintar Legends Awaken: Rangers of the Greenway Road; Regional Command-Echer'Naught
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Population: 6,000 souls
Size: 1 sq mile
- Human 72%
- Dwarf 14%
- Alakar/Eldakar 8%
- Goblinesh 5%
- Other 1%
Major Exports (by order of market share):
Major Imports (By order of market share):
- Leather/Tanned goods
After the Kingdom of Olara was forged in the fires of war, after the king was crowned, one of the first tasks of the new state was to establish and protect its borders. Though victory had been achieved, there would always be the threat of invasion looming overhead. And so, watch towers were established along the border to ward impending attack.
Over the centuries, some of these sites faded in obscurity, some remain in a different form, but for one, the beacon hill at Echer’Naught, the tower was only the beginning. Completed in 1750 and constructed atop the highest hill between the mysterious forest of the elves and the city of Harken, the tower is of dwarven make and still stands today.
At first, there was only the watch tower and a small garrison of loyal Olaran troops, soon more men arrived and a sizable military encampment sprang up around the base. As the decades passed, more and more families joined the men and soon, a village stood where the camp had been. As the surrounding area grew to become one of the most important agricultural production and livestock centers for Olara, the village around the tower grew into a hub of commerce and trade. Soon stock yards, warehouses, inns, brothels and an entire street of bakers sprang up to feed the workers, tax collectors, bakers, soldiers and local nobles who inhabited the town. Trade brought wealth, and Echer’Naught made an ideal point for inspection incoming goods and collection of the Kings taxes.
During the 3020s, Echer’Naught became an important staging point and supply base for Olara’s forces. It was at this time the first curtain wall was constructed. During the next century, Echer’Naught grew in prestige and wealth, local nobles building great manses on Beacon Hill or more popularly known, High Towne and the town spread beyond the wall.
Then came the War of Flame. Many of the northern baronies burned as waves of Kalinesh, Malakar, Childer and Maelstrom forces swept through the lands. Everything outside the walls burned, either by the enemy, or by the townsfolk to deny the enemy. By 3121, Echer’Naught is greatly reduced in size, confined to its stone wall, reinforced due to constant threats, but no less important. Under the new Lord Mayor, this small town shows every sign of growing into a major point in Olara’s military and economic system.
In year 3122, Rangers under command of Captain Gerald Manning arrive in the town in the month of Thunder Hawk, at the request of the Lord Mayor, Heinrich Von Haber, to establish a permanent Ranger Headquarters in the town. Captain Manning arrived with two Rangers and selected a foreclosed warehouse to house the new outpost. Within five months, all three would be missing prompting an investigation which would be assigned to young Captain Alexander Wolfhaven.
Raining Leaves 8, 3122, Captain Wolfhaven arrived in Echer’Naught to assume temporary command of the Ranger unit and investigate Captain Manning’s disappearance. Along with new Ranger recruits, Captain Wolfhaven learned that his predecessor was dead, but Wolfhaven’s team managed to end the subterranean threat. For his gallantry, Wolfhaven was given command of the unit and promoted to full Lord-Colonel.
The Rangers of Echer’Naught proved their worth battling a Shadowboar threatening an Eckhart barony south of Echer’Naught, defeating an army of Red Store mercenaries at Sudweid, and saving the town from the fury of the Tempest Mages.
By Red Wolf 16th, 3123, Jubilation Day, Wolfhaven had become more than a local hero. His actions in the battle against the Tempest entity had secured his place and the future of the Ranger Corps in Echer’Naught. For his service and heroism, the Echer’Naught outpost was promoted to full Regional Command of the Western Olaran and the Northern Wildlands. Wolfaven became overall commander.
Success for the Rangers only increased the fortunes of the town. Having better survived the horrors of the Tempest due to its dwarven walls and because of its new prominence, 3123 proved to be a red letter year for Echer’Nuaght despite the many foes to threaten the town.
That same month, a new military road began construction to link Echer’Naught with Farwatch and Greenvale to the south. Also, new restaurants and a new orphanage named for Col. Wolfhaven started going up. Prestige brought new trade and by later 3123 Echer’Naught was booming.
In Festival Moons, 3123, Col. Wolfhaven departed Echer’Naught to establish Camp Wolfhaven as a military hospital and staging area for military goods. Back in Echer’Naught, Sergeant Hawksclaw assumed command of the unit and led his forces against Prelacy insurgents bent on destroying the town. As the Rangers defended Echer’Naught, Col. Wolfhaven led an army to relieved the besieged city of Crystara in the Crystal forest. His victory of the Prelacy there propelled him to international renown.
Returning from his victory, Col. Wolfhaven battled an avatar of Ceynara, saving the life of Lady Valenia Harken’s nephew and shifting the balance of power in the town. Due to their continued success and bravery, many merchants and nobles began to look to the Ranger Corps as the true power in Echer’Naught, weakening the Lord Mayor’s position and casting doubt on the ability of the Royal Sheriff Halten to maintain the peace.
Regardless, Wolfhaven steadfastly refused to undermine Royal authority as he continued to work toward the best interests of the Ranger Corps.
Despite his distaste for politics, Col. Wolfhaven needed all his new authority to plan and execute his greatest achievement, the Echer’Naught Accords. Working closely with Ranger High Command, Col. Wolfhaven negotiated with the King of Eon’Voltuh and Stahlheim to meet in the city of Echer’Naught to sign the new and expanded Ranger Charter of 3123. Delegates from both kingdoms arrived and on White River 3rd, the Charter was signed as witnessed by Wolfhaven as acting representative of the Ranger Corps.
Just nine days later, Wolfhaven led an army of heroes to relieve Lt. Hawksclaw’s beleaguered army and after lifting the siege of the southern Eckhart barony, Wolfhaven’s army broke the Blood Lord’s hold over the northern Wildlands.
In the eyes of the rest of the world, Echer’Naught was not only the Regional Command Center for Ranger operations, but a treaty city.
Elven Gate: Facing Landra’Feya to the West, the Elven Gate is more delicate with nature and Life motifs carved into the weathered stones.
Autumn Spring: Within a block of the Elven Gate, the Autumn Spring is a marvel of druidic architecture. Supported by carefully nurtured trees as the major structural supports, the building itself closely mirrors the architecture of the Elven Nations of Landra’Feya, and exemplifies the fusion of man and nature. Roofed in mossy grass which stays evergreen with walls of thickly woven vine which never seems to wither or die, the tavern remains one of the most unique architectural designs within the town. More interesting yet, at the very heart of the building lies a spring of pure, clear water which pools at the base of the central tree whose bower forms the structural support for the roof. All travelers are encouraged to take freely from the pool, and many profess the water contains magical properties of refreshment.
While catering to all, the Autumn Spring is focused on an elven client. As such, the typical beverages are, in addition to pure water, wines and few liquors. Food is soft pastries, fresh fruits and salads, roasted and glazed nuts with occasional Elven delicacies. The Autumn Spring serves litter meat, mostly fresh venison killed in the Elven fashion.
- Autumn Spring: Within a block of the Elven Gate, the Autumn Spring is a marvel of druidic architecture. Supported by carefully nurtured trees as the major structural supports, the building itself closely mirrors the architecture of the Elven Nations of Landra’Feya, and exemplifies the fusion of man and nature. Roofed in mossy grass which stays evergreen with walls of thickly woven vine which never seems to wither or die, the tavern remains one of the most unique architectural designs within the town. More interesting yet, at the very heart of the building lies a spring of pure, clear water which pools at the base of the central tree whose bower forms the structural support for the roof. All travelers are encouraged to take freely from the pool, and many profess the water contains magical properties of refreshment.
Dwarven Gate: Facing Harken to the East, the Dwarven Gate is thicker and more robust with motifs of Clan Homes and Dwarven iconography.
Hammer & Anvil: Built by Dwarves for Dwarves the Hammer and Anvil is the unofficial center of Dwarven Culture in Echer’Naught. The main building is hand-crafted Dwarven Stone with a thatch of Golden Straw. The roof is supported by massive timbers brought down from the mountains of the Forges. Within the H & A great roaring fires blaze day and knight and the ringing of hammers can be heard at all hours. Part alehouse, part inn, and part Master Forge, the Hammer and Anvil serves as a one stop shop for the Dwarves of Echer’Naught.
One interesting architectural feature is the front door which is Dwarf sized. While there are two flanking doors easily large enough to accommodate Ogres, it is local custom to duck through the dwarf door. Locally referred to as paying respects to the King of the Forges. Behind the tavern is an entire microbrewery creating a rare, thick ale known as Echer Draught. Locals claim it has the same nutritional value as a loaf of bread, but much smoother going down.
- Hammer & Anvil: Built by Dwarves for Dwarves the Hammer and Anvil is the unofficial center of Dwarven Culture in Echer’Naught. The main building is hand-crafted Dwarven Stone with a thatch of Golden Straw. The roof is supported by massive timbers brought down from the mountains of the Forges. Within the H & A great roaring fires blaze day and knight and the ringing of hammers can be heard at all hours. Part alehouse, part inn, and part Master Forge, the Hammer and Anvil serves as a one stop shop for the Dwarves of Echer’Naught.
- Northern Barony Gate
- Southern Barony Gate
High Towne (Beacon Hill): Taking up most of the South East quarter of the town, built high upon the largest hill anywhere for miles around, High Towne is full of beautiful houses and opulent manses. This district is also one of the few made almost entirely of stone, as many of the structures are hundreds of years old. Beacon Hill is also surounded by its own curtain wall, though smaller than the town wall, impressive nevertheless.
- Beacon Tower: The beacon tower is the oldest and single most important structure in or around the town of Echer’Naught. Completed in 1750 and constructed atop the highest hill between the mysterious forest of the elves and the city of Harken, the tower is of dwarven make and remains a key fixture in the southern Olaran defenses. When lit, the tower’s beacon can be seen clearly by the Duchy of Harken (smoke by day and flame by night). More recently it has been discovered that there may be a powerful Loci meters above the Beacon Tower attuned to at least Life and Sorcerer. Perhaps others…
- Mayoral Manse: Larger, fancier and better defended than any other house within the town, the Mayoral Manse is constructed at the base of the original beacon tower of the same hard, lasting dwarven stone. Originally a garrison fort for the soldiers manning the tower, as the town grew, so did the garrison building. Today the manse is the largest, most expensive manor home in Echer’Naught, but still a formidable defensive structure, a testament to the power and prestige of the town.
- Temple to the Ascended
Low Town: South of the city and filling the entire South West quarter of the city, Low Town is the domain of the poor, the downtrodden and those with no where else to turn. Most of the town’s workforce lives in the warren of twisting streets and hodgepodge of stone, brick and wood structures. Unilke other areas of the city, Low Town (also the lowest point) has mostly open sewers so the streets quite literally run with filth.
- Baker Street: Running south of the Greenway Road, near the Western or Elven Gate is Baker Street, named for the numerous bakeries lining both sides of the street. Bread being one of the major exports, Baker Street is one of the highest economic earning districts in the town. Many of the bakeries are made of stone and sturdy brick, a sure sign of their wealth. It also smells wonderful, though some days, the mixture of fresh bread and offal from Low Town creates a stench unique to Echer’Naught.
- The Stews: The lowest elevation point in Echer’Naught and the collection point for all of the run-off from the Stockyards and Low Town. The Stews are a cesspool of human and animal waste. Rather than have this tide rise until the townspeople literally floated in a sea of offal, small, iron grates were set into the base of the wall allowing the filth to run off and collect in a stinking, bog outside. On a hot day, the stench can be smelled at the Beacon Tower.
Main Street (Greenway Road): Running almost due East-West for a mile, Main Street is the main thoroughfare through town. By Royal decree, no structure may encroach upon the road so that it may be narrower than 2 wagon or 3 ox-drawn carts in width within the walls. Lining the road are many shops, warehouses, blacksmiths, weapon and armor smiths, bakers and taverns. Flanked at the west wall by the Elven Gate, and the east wall by the Dwarven Gate, the highway is the oldest road in the region, build by the first Olarans.
- The Barracks
- Center Pointe: Center Pointe is not actually the center of town. However, it is the center of life in Echer’Naught. From this point it is approximately 1/2 mile in either direction east-west to the main town gates. It also serves as the main terminus of the four quadrants of the city (High Towne, Low Town, Stockyards, and Warehouse district). Geographically, this is also the median point, with the top of Beacon Hill (High Towne being highest elevation, and the Stews at the southernmost end of Low Town being the lowest elevation).
- Chapel of Light/Infirmary: From the sky, the blue tiled roof of the chapel appears to be a downward turned blade surrounded by a white background of lilies, the sign of the church. Led by High Priest Vallandrian, the Chapel of Light serves all those in the community who worship Archanon as the Lord of Light. Within the Chapel’s barracks live the brothers and sisters of the various orders. Attached to the chapel sits the infirmary where any who ail my come seeking succor.
- LongArms Office
- Sacred Grove/Druid’s Circle: Unique in the flat landscape of the great western Olaran plains, the Druid’s Circle of Echer’Naught is a marvel of Life. Surrounded on all sides by cobbled streets, stone and brick buildings, the trees of the Sacred Grove rise proudly into the sky, dominating the center of town and towering over every around. Transplanted from Landra’Feya, the trees symbolize the bond between two great nations and serve as a holy place for followers of Life. Within the grove stands the Druid Circle, stone and tree in concentric rings, both a calendar and a temple tended by High Druidess Illandria Treesinger, Stewardess of Echer’Naught Sacred Grove.
Town Watch Post: Housed in a two story stone block building on the south side of Center Pointe, the members of the Town Watch maintain a small office and cell downstairs, with an armory, common room and a handful of cots upstairs. Topped by crenelations, the roof of the post serves as a watchtower for the Watch giving a good view of the Stockyards, most of the warehouse district and the hear section of Low Town.
Currently commanded by
Red Lamp District: Couched between Low and High Town, at the base of Beacon Hill, but outside its wall, lies the Red Lamp District. So named for the prostitutes that walk its streets. At its center, like a red heart is the Red Lamp, a house of ill repute, a club where any vice, any desire may be filled, for a price. But beware, the Red Lamp is ruled by a powerful and sensual mistress who does not take kindly to those who threaten her establishment.
- Red Lamp: Operated by Madame Lillithien, the Red Lamp is the premier house of pleasure in Echer’Naught patronized by Nobles and commoners alike. Within the walls any vice may be found from floater to intoxicants, and all the companionship your purse can acquire. But be ware, there is no law in the Red Lamp district but the Madame’s and she guards her realms jealously; a realm which extends for at least four blocks north and south, and two east to west.
Stockyard District: North of Main Street and taking up most of the North East quarter of the city lies the Stock Yards, large, smelly, and eternally busy. After bread, stock animals are Echer’Naughts second largest cash cow. Every Barony, independent rancher and long driven herd collects here to be auctioned off and sold. Not surprisingly, Olara’s elite cavalry unit, the Hammerfell riders have a large encampment here to ensure they get the choicest pick of horseflesh as it is driven in.
- Brick Yards: Dominated by the wealthy and powerful Kilnfire Clan of Dwarves, the Brick Yards of Echer’Naught fire enough red brick to maintain constant construction in the town and still have plenty bricks to export. The yards were also the site of one of the few battles, circa 3113 within the walls of Echer’Naught, when members of the Mason Clan of Dwarves, cousins to the Kilnfires, attacked the yards because the Kilnfires had refused to sell them building material.
- Hammerfall Rider Encampment: Technically, the Hammerfall Rider encampment outdates the founding of the town. Though not assigned to standing watches on the beacon tower, the first riders were assigned as mobile scouts and messengers for the tower’s first garrison.
Under the command of Field Marshal Graf Von Wrangel, today, the camp serves anywhere from 200-800 riders, though typically there are around 500 riders at any given time. These men oversee and guard the Hammerfall stables and breeding yards, the largest such operation outside of the city of Harken itself.
- Stockyards: Home to the second largest export good in town, the Stockyards consume nearly a quarter of the space within the curtain wall. Here, thousands of head of cattle and horses are bought and sold each year; some destined for distant markets, but many for use by the Olaran military or to feed the growing population.
Warehouse District: North of Main Street and taking up most of the North West quarter of the city lies the Warehouse district, apply named for the numerous Dry Good storage warehouses lining the streets.