Realms Settlement in Aetharn | World Anvil
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Realms

Realms is a large trading hub for the city-states of Dawnhaven, Duskbarrow, Opportunists' Refuge; the alliance of the Northern Folk to the north; and also the tribes south in the Sea of Grass.

Demographics

Mostly humans that were denizens prior to the Imperial invasion. Some half-elves, half-orcs, halflings, gnomes, and other more hostile races. All are welcome to enter Realms, but the laws are enforced mercilessly.

Government

Lawful Neutral City. Law breakers are dealt with swiftly and with no remorse. The guards are the law, and money is power.   Laws: 5 Gold tax to enter the City No sleeping on the streets, or within sight of the city gates. Weapons must be sheathed and restrained upon entering the city gates Colored bracers placed on the right arm. Merchants wear a red bracer, adventurers wear a green, slaves wear no bracer, nobles and high merchants wear purple. Curfew by nightfall No thievery, murder, disturbing the peace Theft- loss of dominant hand Resisting arrest- Death Unwarranted violence- Jail or Death Murder- Death Speaking against the Merchant King or his Ruling Council- Detention, or death if severe enough

Defences

Not much is known about the defenses of the city. The only obvious defense is the imposing wall that surrounds the settlement. The guard force has 3 different shifts. There are the standard day and night shift, in addition to an advanced guard force that is only seen at night, and when they appear, the cause is never seen again.   There is reason to believe that the Merchant King, Poziano Vortani, has ties to powerful allies. Allies that may or may not have eyes and ears, and hands still in the city.

Industry & Trade

Most of the citizens of Realms are merchants of some kind. The ebb and flow of the marketplace make it easy to make a living buying and selling.   Farmers come to the city daily to sell their food wares.   Forges work around the clock to make timelines and complete the most orders as possible.   Gemcutters from across the planes sell their gems alone or in elaborate bracelets, tiaras, and rings.   In a magically protected building, walls reflecting a blue twinge occasionally, roughly 600m wide, the same distance long, and 5 stories tall, to the west of the bazaar is the Planes. Azers from the Plane of Fire pay their entrance fee to sell their arms and armor in Realms. Drow sell exotic spices and fungi. Tritons peddle charms and healing waters from their home plane.

Infrastructure

A large 40ft tall 10ft thick wall surrounds the city. Four reinforced wooden gates with iron portcullis gates in front stand at the four cardinal directions. Passing through the gates, a finely constructed, 20ft wide, cobblestone street leads to the center of the city and the largest marketplace in the North.

Assets

Any and everything can be found and purchased in Realms is one has the coin. It is not unheard of for an adventurer company to enter through the gates, find a place to lay their heads, and not see one another for a week as they go about spending their hard earned gold, gambling coins away in underground (literally) casinos, navigating the crowded streets, or wind up in an infirmary from a rogue spell accident.

Guilds and Factions

There are countless merchant guilds that vy and complete for the best contracts. The Merchant Guild HQ is located in a large three story building near the center of the city. The king has final say in all contracts taken by trade convoys and large trade deals.   In the shadows the various Thieves Guilds ply their trade, picking pockets, casing stores and stalls, collecting protection money, and protecting their turf.   Fighter Guilds compete for the merchant guilds protection contracts, while mercenary companies flex their muscle against hired thugs that try to threaten store owners.

History

Regorium was founded by the Empire when they first started to claim land on this continent, and was until a decade ago under imperial rule. Years of guerrilla warfare, lead by Poziano Vortani, and with assistance from outside forces helped free the city. The war ended abruptly, leaving hints that something else was amiss behind the scenes...

Geography

Standing on the western shores of the Freshwater Sea. Across the water from Dawnhaven. Several weeks east of Ventium. Approximately two weeks south of Opportunists' Refuge.

Natural Resources

Wood from the local forests, grains and vegetable goods from the fields surrounding the city, and life stock in the surrounding farmlands.
Type
Large city
Population
300,000

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