Fayers Cove/Township

**Fayers Cove**, an island sanctuary nestled within the unforgiving and tumultuous seas of a world scarred by history, stands as a testament to resilience, resourcefulness, and the unbreakable spirit of its inhabitants. Located at the crossroads of international trade routes. The name Fayers Cove first referred to the island itself only, and then to the settlement (otherwise known as the *Township*) built on its Southern Coast. The island was named after captain Fayers Woyd of Kindgom of Qyrasz's royal trade fleet who navigated to the Western parts of the Aljyyr Sultanate and mapped the unclaimed island in the late 850s A.C.

From its enigmatic origins, as shrouded in mystery as the Calamity that birthed it, to its rise as a bustling trade hub and haven for exiles, Fayers Cove's story is a tapestry woven from threads of intrigue, defiance, and triumph. Its landscape boasts varied features, from the rugged cliffs of the Northern Coast to the crystalline tranquility of the Crystal Ponds, each holding secrets of its own. Throughout its history, Fayers Cove has weathered storms both literal and metaphorical. It witnessed the harsh rule of kingdoms that exiled their unwanted, the rise of pirate syndicates, the emergence of powerful trade companies, and the establishment, rise and death of the guilds and companies within and without its township's walls.

## History

> *"All the stories start with the Calamity. All the stories will find their end with it too, eventually. Well, now I sound like those damned Ymaar's followers, don't I?" —* Nanana Flowersong.
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    The Calamity, often referred to as the "World Rebirth," remains a enigmatic and transformative event that purportedly reshaped the world of Fria as we now know it. It is widely believed to have obliterated all pre-existing life forms and civilizations, ushering in a new era where ancient nations and cultures faded into oblivion, while fresh ones emerged from the ashes. The Calamity is also credited with reshaping the continents, causing them to fracture and rearrange in the configuration observed today, effectively tearing the world apart.

In the present age, the world is home to a tapestry of great nations and kingdoms, each with its own unique history, culture, and influence. These include Sumar, Najyyr, the Aljyyr Sultanate, the Kingdom of Oberheim, Onach, the Kingdom of Mouria, the Kingdom of Riedia, the Holy State of Akkalat, Eastern Raeran, Western Raeran, and the Ronar Dominion. Additionally, there exists the independent state of Free Marches, as well as two isolated exile islands, Wolveswater Bay and Fayers Cove.

Wolveswater Bay and Fayers Cove are located in the Narrow Sea between the coastal lands of Eastern Raeran and Kha'mmar island of Aljyyr Sultanate. With Free Marches they make the only three territories of Fria realm truly independent, having their own governing corps, currency, laws and military forces.

### First exiles

> 904 A.C. - 1002 A.C.
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Fayers Cove marked the inception of the first islands designated as the final destinations for unwanted individuals: those deemed undesirable, dangerous, or simply castoffs from their respective states and kingdoms. Exiles. This strategy effectively rendered these islands autonomous entities, as no nation was willing to assume the responsibilities of governance, nor shoulder the additional expenses or military commitments required. Moreover, the geographic remoteness of these islands from the mainland further discouraged any active involvement from the ruling powers, allowing them to maintain a hands-off approach.

The first wave of exiles, numbering in the hundreds, arrived at Fayers Cove in the year 904 A.C. Initial encampments and rudimentary farms were established for their survival, although they were largely expected to fend for themselves within these makeshift settlements. The exiles were immediately conscripted into laborious work, primarily toiling in the island's mines to extract valuable ores such as bronze, iron, and later, silver. The fruits of their labor became sought-after commodities, eagerly exchanged with visiting ships from neighboring kingdoms for essential resources like construction materials and provisions.

In time, this exchange system attracted a motley crew of pirates and syndicates to the island, who saw the potential for a highly profitable trade with the exiles. They offered significantly more favorable terms, obtaining valuable ores in exchange for the essential tools and supplies that allowed the camp to function. This marked the beginning of a shadowy underworld on Fayers Cove, where clandestine dealings and illicit activities thrived, while the island's original purpose as a place of exile continued to shape its destiny.

In the wake of increased pirate and syndicate activities around Fayers Cove, both the Aljyyr Sultanate and the Kingdom of Qyrasz sought to assert their authority over the island, primarily to curtail the outflow of valuable raw materials. This endeavor initiated a protracted competition for dominance between the two kingdoms, initially characterized by localized conflicts and skirmishes, eventually escalating into a full-blown war conflict in the year of 921 A.C..

In the year 924 A.C., the Aljyyr Sultanate emerged triumphant, effectively disbanding the Kingdom of Qyrasz into three separate states: the Kingdom of Akkalat (later transformed into the Holy State of Akkalat), the Kingdom of Rieria, and the Kingdom of Mouria. However, as the Sultanate pressed for control over the island, it encountered the significant challenge of governance.

By 953 A.C., recognizing the necessity of solidifying its dominion over the island, the Aljyyr Sultanate oversaw the construction of the first robust fortification on Fayers Cove. This strategic move firmly established the island under the Sultanate's jurisdiction, as the creation of a fortified outpost, equipped with armed forces and naval presence, left limited opportunities for conventional piracy and unlawful trade. With tighter governance in place, pirates and clandestine trading organizations were compelled to explore alternative avenues for accessing the island and engaging in illicit commerce with Fayers Cove. This transformation ultimately gave rise to syndicates and covert trading entities, ushering in a new phase in the island's concealed underbelly.

Following the demise of the Kingdom of Qyrasz, the emerging successor states were swift in their efforts to eliminate the influence of the old noble houses and those capable of swaying public sentiment. Amidst these significant changes, the Kingdom of Akkalat underwent a transformation, evolving into the Holy State of Akkalat. Simultaneously, the Inquisition gained prominence, ruthlessly pursuing individuals who practiced arcane arts deemed incompatible with the newly established order. And so, in the year 982 A.C., a young mage by the name of Selene Thorn arrived on the island, and five years later in 987 A.C. Lumina Arcanum was born, although in a form of a school of the arcane at the time.

The Aljyyr Sultanate's grasp over Fayers Cove proved to be short-lived as in the year 1002 A.C., a civil conflict erupted within the heart of the Sultanate, diverting precious military resources and funding away from the island. Consequently, Fayers Cove began to slip from the Sultanate's control, with diminishing military presence and attention. This newfound vulnerability provided pirates and syndicates with the opportunity to reestablish their influence on the island. They equipped the exiles with the means to defy the Sultanate and thwart any other kingdom's attempts to encroach upon their newfound autonomy. On the inaugural night of the Summer of 1003 A.C., the battle for independence was ignited, as the exiled population rose in unison to secure their freedom.

### War for independence

> 1003 A.C. - 1024 A.C.
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    The War for Independence on Fayers Cove marked a pivotal moment in the island's history, signifying the exiles' unyielding determination to secure their freedom and sovereignty. The catalyst for the revolution was a culmination of factors, including the waning influence of the Aljyyr Sultanate due to internal strife, the resurgence of piracy and syndicates, and the exiles' own desire for autonomy.

The spark of the revolution ignited in the summer of 1003 A.C., as the exiles, spurred by years of harsh conditions and longing for independence, rose against the remaining military presence of the Aljyyr Sultanate. The exiles, empowered by the pirates' support, the black market's weaponry, and the knowledge passed on by Lumina Arcanum united to challenge the sultanate's control. Crescent Moon Syndicate, having found lucrative trade routes circumventing the sultanate's gaze, offered their amassed resources and naval expertise to the exiles. Additionally, the illicit trade flowing through the island provided them with an arsenal of arms and equipment, leveling the battlefield against the remaining camp military. Alas, that alliance made was on terms of almost exclusive trade opportunities between the Fayers Cove and the Syndicate, should they have emerged victorious.

The initial stages of the revolution that paved the way for Fayers Cove's independence were steered by Selene Thorn - a Lumina Arcanum mage renowned for her mastery of magic, Unyd Zogg - an esteemed and venerable blacksmith, one of the oldest exiles, and Varian Blackhand - a respected captain hailing from the ranks of the Crescent Moon Syndicate fleet.

Lumina Arcanum played a key role in the revolution. Gifted mages within the guild taught their craft to those with magical potential among the exiles, effectively bolstering their forces with newfound arcane power. The arcane spells and magic were not only used in combat, but also were found to be a much needed utility, lighting the underground passages and helping the exiles navigate around the island's points of interest by following sparks of bright energies and fire illusions. It was during these days that the name "Lumina" itself came to being, and what would make a guild in the future - started being called "Lumina Arcanum", or *lighting the path with the arcane*. These magical abilities, combined with the exiles' determination and the pirates' tactical support, created a formidable alliance against the sultanate's military. The culmination of these efforts led to a successful overthrow of the remaining sultanate's forces on the island. Together, the exiles and the pirates managed to reclaim control of the strategically vital Cove's Fort and the Harbour, ending the sultanate's grip on island.

In their persistent efforts to regain control over Fayers Cove, the Aljyyr Sultanate initially made two unsuccessful landing attempts on the island in the first days of Winter of 1004 A.C. and later in Spring. The first, undertaken across the northern coast, was thwarted by treacherous reefs that impeded successful anchoring. The second attempt, directed at the harbor, faced staunch resistance from the Crescent Moon Syndicate, in combination with the formidable remaining artillery power of the island's Fort. Subsequently, the Sultanate opted for a different strategy: a naval blockade that sealed off the island's entrances and exits. While this tactic had a limited impact on the exiles' daily lives, it proved especially effective against the Crescent Moon Syndicate's fleet, which became immobilized due to the blockade. This strategic move severely restricted the syndicate's maritime trade, thereby jeopardizing its survival.

The Sultanate's naval blockade strategy ultimately bore fruit. Infighting amongst the pirates, who could not agree on an alliance without maritime trade due to the blockade, pushed the treaty party to sail towards the Sultanate's fleet to negotiate peace. The resulting agreement stipulated a peaceful withdrawal from the harbor and a pledge to abstain from interfering in the Sultanate's affairs, along with an undertaking to avoid Fayers Cove until the Sultanate reasserted control over the island. Thus, most of the ships left the Cove, leaving only a handful of vessels whose captains chose to honor their alliance with the exiles and adhere to their word. Among these captains were Varian Blackhand, Terry Flockstop, and Greg Downstream, who would go on to establish the Blackhand Trade Company.

As the majority of the ships fled from the cove, the Sultanate saw an opportunity to make its move. What remained of the Syndicate's fleet turned into target practice for the Sultanate's ships as they closed in on the Cove. The seventh day of the third spring in the year 1004 A.C. would go down as one of the bloodiest in the history of Fayers Cove, marked by the Sultanate's attempt to land troops on the southern beaches and harbor. The Fort's weaponry was severely limited in terms of ammunition, even with the cannons and cannonballs secured from the Blackhand's fleet. This ammunition proved sufficient to fend off the initial waves of enemy ships until the return fire inflicted considerable damage on the walls facing the coast. Now, it fell upon the men and women on land to hold back the advancing waves of Sultanate soldiers.

In his forge, the leader of the resistance - Unyd Zogg worked tirelessly to repurpose nearly all available farming and mining equipment into formidable tools of war. Simple farm tools were transformed into deadly scythes, capable of slicing through the leather jackets worn by the Sultanate's forces. His forge was also instrumental in refitting scavenged armor to protect the frontline of the exiles, as well as smelting ammunition to replace the cannonballs used by the surviving cannons from the Blackhand's fleet. The forge itself has also become the base of operations, the hub of the leadership among all the parties involved, and the refuge to all those who needed it.

With the majority of the Sultanate's fleet now focused on the blockade, the remaining sailors from the Blackhand's fleet seized an opportunity. They launched an audacious assault on two Sultanate ships that had been left nearly defenseless, as their warriors had disembarked, leaving the vessels vulnerable. The Blackhand's crew managed to board these ships, and while their numbers were not enough for a full-scale takeover, they could navigate the ships and utilize their artillery. These commandeered vessels, now manned by the resourceful pirates, closed in on the Harbor and unleashed a torrent of destruction upon the Sultanate's encampments. They showed little regard for the damage inflicted on the small village itself. Lumina Arcanum's mages using their magical prowess created bright illusions in the dusk that served as markers, making it significantly easier for the cannons on the captured ships to aim with precision and obliterate any opposition they encountered.

Having successfully cleared the majority of the Sultanate's ground forces and utilizing the captured ships to devastating effect, the islanders swiftly changed tactics. With a mixture of audacity and desperation, they turned their commandeered vessels towards the unsuspecting Sultanate fleet that remained, its attention still fixated on the island's coastline.

The pirates' calculated move took the Sultanate by surprise, their defenses compromised by the fierce bombardment that had ravaged the island's village. These two captured ships, now under the islanders' control, opened fire upon the Sultanate's fleet with unrelenting fury. Their cannon fire tore through the ranks of the remaining ships, dealing crippling blows and leaving chaos in their wake. The onslaught was enough to shatter the Sultanate's fleet cohesion and force several vessels to surrender in the face of this overwhelming counterattack. In a dramatic turn of events, the very ships that had once blockaded the island now became instruments of its salvation.

The successful repulsion of the Sultanate's forces marked the end of the blockade, but the conflict was far from over. The Sultanate, though weakened, continued to launch sporadic attempts to reclaim the island, sending mercenaries and military detachments in pursuit of their interests. However, these endeavors were met with staunch resistance by the islanders, who had tasted freedom and were determined to defend it at all costs. The situation in the Sultanate grew increasingly complex over the years. Internal strife and political instability gave rise to yet another civil war, one that would further diminish the Sultanate's ability to exert control. As the Sultanate grappled with its own internal turmoil, the territories of Najyyr and Sumar seized the opportunity to declare their own independence, breaking free from the Sultanate's dominion and setting the stage for a new era of self-governance.

Decades passed, and the Sultanate's attempts to regain control of Fayers Cove gradually waned. The island had become a symbol of resilience, a testament to the indomitable spirit of its inhabitants. It would stand as an independent entity, its destiny determined by the very exiles who had once been cast away and forgotten.

News of Fayers Cove's triumphant defiance and newfound independence spread swiftly, casting the island in a new light on the regional and international stage. As word reached the ears of merchants, trade companies, and syndicates from various kingdoms, they saw in the Cove an opportunity for lucrative ventures. The island's strategic location at the crossroads of trade routes made it an ideal hub for commerce, and soon, ships from distant lands arrived to establish trade relationships and negotiate deals. While Fayers Cove itself might not have been a significant producer of resources, its position as a trade nexus endowed it with economic importance. Merchants and traders exchanged raw materials such as ore and farm products, while limited agricultural endeavors added to the Cove's offerings. Over time, the island transitioned from a struggling exiled community to a thriving trading hub, as goods and commodities flowed in and out through its bustling harbor.

This growing presence within the trading world of the realm, and overall recognition of the island culminated in a significant development in 1024 A.C. Fayers Cove, having solidified its reputation as a beacon of resilience and self-sufficiency, officially declared its complete autonomy and independence. The island's military strength, bolstered by its alliance with the pirates and trade companies, now ensured that any aggression directed towards Fayers Cove would be met with formidable resistance.

### Modern era

> 1025 A.C. - present time
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History text goes here.

## Population

As of the most recent estimates concluded mainly by the Chronicle Conservatory, the population of Fayers Cove is approximately 7,000 inhabitants. This number includes a diverse range of individuals, from exiles and their descendants to guild members, traders, and various other residents who have chosen to call the island their home. The population has grown steadily over the years, as the island's independence and unique opportunities have attracted people seeking new beginnings, adventure, and refuge. While most of Fayers Cove's population is distributed across its districts, each with its own distinct character and function within the township it is difficult to headcount those outside the walls, yet some estimate that number to be anywhere between 200 and 1,000 exiles.

## Climate

    Fayers Cove, as an island situated in the midst of the realm's Narrow Sea expanse, experiences a distinctive and temperate maritime climate. Characterized by moderate temperatures, the region enjoys relatively mild winters and summers. The surrounding ocean serves as a thermal regulator, preventing extreme temperature fluctuations. The island is also subject to prevailing westerly winds that bring moisture-laden air from the ocean, resulting in regular rainfall throughout the year.

* **Minimum Temperatures**: In contrast, the coldest months, often during the winter, see minimum temperatures drop to around 5 to 10 degrees Celsius. Despite these cooler periods, Fayers Cove seldom experiences harsh winters, making it a relatively comfortable place to reside year-round.
* **Average Temperatures**: The average annual temperature on Fayers Cove typically ranges from approximately 10 to 20 degrees Celsius. This temperate climate provides comfortable conditions for most of the year, with mild winters and pleasant summers.
* **Maximum Temperatures**: During the warmest months of the year, which typically occur in the summertime, temperatures can reach a maximum of around 25 to 30 degrees Celsius. These warm spells contribute to the pleasant summer climate on the island.
* **Precipitation**: Rainfall is evenly distributed throughout the year, thanks to the island's maritime location. Fayers Cove experiences approximately 150 to 180 centimeters (60 to 70 inches) of rainfall annually. This consistent precipitation pattern ensures the fertility of the island's agricultural lands and supports its rich biodiversity.

## Guilds and organizations

### Guilds

*\* For more detailed information about guilds present on Fayers Cove check Guilds page's segment "Fayers Cove".*

There is currently eleven guilds present and active on Fayers Cove:

* Lumina Arcanum;
* Aetherforge;
* Umbral Fangs;
* Tradestar Syndicate;
* Sanctuary;
* Wardens;
* Chronicle Conservatory;
* Harmony Troupe;
* Unyd's Forge;
* Adventurers Guild.

### Organizations

*\* For more detailed information about guilds present on Fayers Cove check Organizations page's segment "Fayers Cove".*

There are currently five major organizations and companies known to be present and active on Fayers Cove:

* The Eye;
* Grey Cloaks;
* Golden Swords;
* Blackhand Trade Company;
* Ymaar's Veil.

## Map

### Connections map

    The connections map provides a visual representation of the interconnections between the various areas and notable locations within the township, facilitating character navigation during their adventures. Solid lines indicate direct connections via established roads or alleys, while dotted lines represent alternative routes, including concealed alleyways, bridges, tunnels, and, occasionally, unconventional methods like scaling walls and cliffs, which may not be widely recognized or apparent.

The map itself does not provide information regarding travel duration; however, it serves as a valuable tool for preplanning activities due to variations in traversal speed across different areas, such as alleys or plazas being more expedient to navigate compared to marketplaces, scrapyards, and groves. Additionally, the map accounts for the potential occurrence of specific events when characters find themselves in particular areas, even if they are merely passing through. It also serves as a visual reflection of the shared knowledge among frequent visitors and residents of the township. While the areas depicted on the map are likely to be recognized or familiar to many characters, some may remain unaware of them. Importantly, the map does not encompass all locations, as there are potentially undiscovered or uncharted areas that may be added as characters extensively explore the township, embark on quests, or choose to mark specific locations themselves.

Color codes explanation:

* Blue: Indicates areas and/or buildings within the district, are well known and recognized by all citizens and frequent visitors;
* Grey: Indicates prominent locations within the district, commonly recognized or heard of by both citizens and visitors;
* Pink: Indicates noteworthy places occupied by a guild;
* Yellow: Indicates significant locations occupied by a major organization;
* Orange: Indicates key points of entry and exit to the township via land routes.

Line types explanation:

* Solid line: indicates direct connections between locations via established roads or alleys;
* Dotted line: represents alternative routes, including concealed alleyways, bridges, tunnels, and, occasionally, unconventional methods like scaling walls and cliffs, which may not be widely recognized or apparent.

### List of districts and notable places

Below is the list of all currently explored and available within the Fayers Cove township reaches. The list exclusively features recurring locales and excludes any one-time-use areas or quest sites. There are currently 49 locations listed.

*It is important to note that the districts in Fayers Cove are typically named after a prominent building or area, each serving a distinct function and purpose within the township. Consequently, these districts not only bear their names but also offer unique and purposeful places to explore. For instance, the Temple district derives its name from the Temple and the encompassing Temple Plaza. Similarly, the Old Town district encompasses the old, densely populated residential area, complete with its own network of alleys, streets, and housing units.*

## Gallery of the township

### Reference pictures

These AI-generated images are for reference only.