Welcome to Drifgard wary traveler or a future settler! Drifgard is a town nestled deep in Brudvir lands and imbued with Brudvir spirit. Despite us being more isolated and seem wild to newcomers, we aim to provide its citizens and visitors amiable and friendly environment, making sure city is well secured, its residents have enough food, cozy home and a place to pursue their dreams in Chronicles of Elyria. Regardless whether you want to be a master blacksmith, valiant knight or just a humble innkeep, Drifgard welcomes any honest citizens and travelers to make it their home or a even just a stop on their travels.
As a mayor I will do my best to make sure that the city evolves, while helping its members reach their individual goals, and those who contribute towards the welfare of the city can expect extended support in return.
Kingdom: Demalion Empire – Duchy: Westmist – County: Lower Gladal
Geography
Drifgard is located in Duchy of Westmist, but is part of the community of duchy of Ljón north of Westmist, reason for this is that county of Gladal as well as all the other current counties in Westmist are also part of that community, and duchy of Westmist will be purchased by Duke of Ljón during reverse auction.
Drifgard is located in County of Lower Gladal, but is tied with County of Gladal next to it, since both will be merged together as soon as possible.
Geographically Drifgard is settled in Taiga, lands native to brudvir, as such we will fully embrace our biome and tribe culture.
Tribes
As mentioned previously taiga is native to Brudvir, but Drifgard also houses large population of Hrothi. In addition, Kypiq and Waerd can be found within the duchy and in relatively close vicinity to the city and can be migrated easily. But for those who are interested in tribes that are located further away, we already have few members who are looking for migrating those to Drifgard or nearby areas, you are always welcome to join them in their adventures, making your journey easier.
Drifgard aims to be a peaceful settlement, focusing heavily on the PvE aspects of CoE, this will mainly involve: Gathering, crafting, research, providing housing for players and much more.
Main Goal
Drifgard's main goal will be food production. Making sure city is well fed and being able to trading excess food with other nearby cities while maintaining balance in the nature is a major goal and will allow us to bring in extra resources and provide us with protection from local baronies in exchange for food supplies.
Drifgard starts with fishing as main industry, which will help with our goals greatly, but we also aim to expand and setup a wider and much diverse food production, this will include - Hunters, Farmers, Beekeepers, Brewers and more.
Secondary goals
Secondary goals for the settlement will be all areas that support or depend on main industry as well as some individual ones. Those are:
- Forestry - It is important to keep forests intact and flourishing as many resources will come out of it.
- Healing and Herbalism - Foraging will allow to gather useful herbs alongside edible resources, which will promote creation of medicine and other potions.
- Religion - While mechanics on religion are still vague, there is no doubt that religion will play bigger role in CoE than just roleplay. And as true Brudvir, Drifgard will support and promote faedin faith and associated professions.
- Adventuring - Having a dedicated adventurer's hub, settlement aims to both train existing adventurers for exploration and dungeon delving, as well as welcome any visiting ones, offering plenty of space to stay and share their stories.
Drifgard is a city-sized settlement and our first priority will be reaching stable levels of self-sustainability. Afterwards city will invest into more buildings and professions to reach its goals.
You can check our "default" or "starting" state below, as well as see what kind of buildings and professions we aim to have in the future.
Food Production
- Hunters Lodge - Hunters, Tamers, Trappers.
- Kitchen - Butchers, Chefs.
- Brewery - Brewers, Distillers.
- Farms and Barns - Mushroom/Berry, Livestock/Poultry and other type of livestock Breeders.
- Beehives - Beekeepers.
- Fishery - Fishermen.
Resource Gathering
- Logging Camp - Lumberjacks, Foresters.
- Foraging Camp - Foragers, Gatherers. (Includes food and herbs)
Crafting
- Leatherworking Workshop - Leatherworkers, Tanners.
- Tailors Workshop - Weavers, Tailors.
- Carpenter Workshop - Carpenters, Fletchers, General Woodworkers.
Buildings and Property/Land Managers.
- Healers Hut - Healers, Doctors, Herbalists,
- Inn/Tavern - Innkeepers, Waiters, Bards.
- Shops - Store managers, Merchants.
- Adventurer's Guildhall - Adventurers, Cartographers, Explorers, Archeologists and more.
- Shrines/Temples - Shamans.
Additionally Drifgard aims to have plenty of housing available for purchase or rent, allowing its residents and visitors to settle in Drifgard permanently or for a while.
Security
- Guard Barracks - Guards, Bounty Hunters, Soldiers, Rangers.
It's hard to list every planned and available profession and building, but we welcome a wide range of settlers, so if you are unsure of something, stop by our discord to discuss it!
Drifgard will not focus on offensive PvP, instead it will have heavy focus on city defenses. During Exposition, additional defenses that are required will be built. The settlement will have its own NPC guards and any players who are willing to work as a guard, either full or part time are welcome. All guards will be paid and supplied with equipment accordingly. City protection will also come from nearby baronies that will be supplied with food in return.
Those who are looking for more PvP oriented gameplay can always sign up with Gladalian Military and have a home in Drifgard.
In addition: Every permanent resident will be required to have basic combat training in case of an emergency.
As mention before, settlement will follow Faedin faith and will actively promote jobs and buildings associated with it. Ideally Drifgard will not ban any other religions, and while individuals will not be allowed to actively promote them, people are free to keep practicing other religions as long as they keep it to themselves and it does not harm locals. This includes being agnostic and being in a cult. However, if game mechanics will penalize heavily for having other religions or lack of main one, this may change and Faedin may be enforced more heavily. However, we won’t ever enforce religion for RP or any purpose unless it provides us with a tangible benefit to all citizens.
- Drifgard will not focus on RP, however it is also not against it, in the end I expect overall theme to vary from Light RP to No RP.
Current Organizations
Crimson Adventurers - Association for adventurers, travelers, cartographers, explorers and many others. Providing freedom to explore at your own pace and helping those that strive to push for new horizons.
Dragon's Tooth - Smithing guild that focuses on every aspect when it comes to crafting armor and weapons or working with metal. As such guild includes miners, tinkerers, carpenters and leatherworkers.
When it comes to Drifgard, guild does not exclude anything mentioned previously, but will most likely focus of supplying or crafting items that include wooden or leather parts (wooden shields, leather armor, hide armor, etc)