Floetown Settlement in Aetheres | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Floetown

Floetown is not the most northern settlement in Bukhisal; that dubious honour lies with Pineclose. However, it is a location where loose sheets and chunks of ice pass into sight, broken free from the ice sheets to the north. Since the Cataclysm, its name has become more appropriate with the Berg Haunt regularly passing within sight of the town.

Demographics

Species

Species Number (%) Male (%) Female (%)
Human 18 (25%) 11 (61%) 7 (39%)
Dwarves 43 (60%) 29 (67%) 14 (33%)
Triton 10 (15%) 8 (80%) 2 (20%)
 

Jobs

Career Number (%)
Fisherman 30 (49%)
Trader 10 (16%)
Guard 16 (26%)
Salvager 5 (9%)

Government

The village is effectively a vassal state for the surviving population within Coldbay Keep, who provide the majority of the villages protection in exchange for supplies regularly given by the town in return.

Defences

Floetown is protected as a territory owned by the Coldbay Keep; a small force of guards from the village population are trained and supplied with equipment to function as a defensive force against minor threats, with a runner always prepared to take a message to the Keep in the event of major dangers.

Industry & Trade

The village trades goods with Triton merchants; every few months a group of ten will surface with a collection of goods. The items are unloaded and obtained goods loaded, the two groups swapping with each other. Though the individual Tritons are highly varied each trip, the trade has been occurring long enough that the ten are considered a part of the stable population.

Infrastructure

Towards the shore, a collection of boating shacks exist which contain rickety, age-worn fishing boats and ragged nets. Some of them have been sunk into the water, converted into housing for Triton visitors who come with goods while the Dwarven inhabitants have converted a number of buildings at the outskirts of the village into a collection more to their favour.

Assets

Much of the assets are gained from Coldbay Keep. However, trade with the Triton merchants provides access to assets of unusual cost, appearance and function. The elf-folk might have an insufferable arrogance on the surface, but it is not enough to prevent trade occuring.

Guilds and Factions

The arms and armour of the guards are crude replicas of the equipment used by the Coldbloods, who are based in the Coldbay Keep, crafted from rough iron and bone shards.

History

Floetown was established to create a sustainable and closely located source of food and trade for Coldbay Keep in case it was ever cut off from the rest of the land by enemies. It allowed for a recruitment location of the easily accessible population. The location also made it a prime area for larger fleets to stop at; the icy wastes to the north were a frequent body that wrecks would collect against.   Post-Cataclysm, the village survived with some of the population intact. They were quickly brought into an agreement with Coldbay Keep where supplying goods would ensure their protection, and ever since they have held to it.

Architecture

The inhabited area of the village is well maintained, composed from wooden buildings. Primarily single story, a larger two-story building in the centre originally served as a place of worship.   The sunken boating buildings have been expanded and added to, creating a small underwater settlement that the Triton traders inhabit during their stay. The wooden buildings have long been converted into something more homely to the Triton, overgrown with aquatic plants and sea life.   The Dwarven area is composed of the disassembled buildings, used to create a framework for the building. The lower levels have been completed, finished with carved and engraved stonework, leaving the upper levels half-finished still.

Geography

The surrounding terrain is farmable land, green in the summer but icing over in the winter. The farmland isn't reliable enough for dedicated work but enough grows wild to be gathered and processed during the summer months to be given to Coldbay Keep and further.   The west is immediately dominated by the end of the Thawcaps, preventing travel without boats or swimming beyond the mountains while the south is similarly cut off. The only way to leave is through the east, which leads to Coldbay Keep and then the rest of the kingdom.

Natural Resources

The farmlands aren't actively worked, but still, have enough grain and produce to gather in the summer. The mountains nearby may contain ores and minerals, but the population don't engage in mining work; part of their agreement with Coldbay Keep is the avoidance of mineral excavation and even if they were able to, the village lacks the ability to smelt and forge with the metal.
Type
Village
Population
71
Inhabitant Demonym
Bukhisan
Location under

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!