Etef Settlement in Arda | World Anvil
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Etef (e tef)

The city-state of Etef is unique in both the Frontier Lands and the New Kingdoms in that it's a magocracy, an entity controlled by arcane spellcasters. While the common folk hold no political power, their lot is not so bad as the parliament is largely benign. This is because the mages are themselves divided into four factions each of which is kept in check by the other three.

Demographics

The population consists mostly of humans (13,477), with smaller numbers of elves (1,535), halflings (853), dwarves (511), gnomes (341), and other races (343).

Government

Parliamentary republic which currently has thirteen members. The parliament is elected by the electorate (which consists of all arcane spellcasters) in a closed ticket vote. That is the electorate decides how many seats each party gets in a popular vote but the party itself decides who will fill each seat. The grand vizier is chosen from the members of the parliament usually from whichever party holds the majority. In the event no party holds a clear majority then it goes to a popular vote of the parliament requiring coalition building. While general elections are held every seven years the parliament can dissolve itself at any time with a majority vote which triggers an immediate election.

The four parties are the Necrocrats, the Diabolists, the Plutocrats, and the Disciples. Each has its own agenda and these competing objectives serve to keep each faction in check. As a rule the Cadaverous and Intermaddlers are minority parties never having more than three seats each, usually only one or two. The Plutocrats and the Disciples alternate control of the government with the majority going back and forth between the two.

While there are a plethora of laws on the books, most of these laws serve primarily to keep arcane casters in check, the common folk are largely ignored, though protected by the law. Taxes are fairly heavy by Frontier Land standards, but like the laws the bulk of taxes effect arcane casters, being on magical components and the like. While the import and export taxes are greater than other ports being the closest port to the New Kingdoms this does little to deter trade.

Defences

While the city's defenses would be formidable in and of themselves they are backed with magic making them even more so. As mentioned the guard, watch, and militia are all equipped with magical arms and armor. In addition the cities outer walls are magically reinforced and enchanted to regenerate making breaching nigh impossible. The various siege weapons stationed around the city are also enchanted to provide extra punch. Not to mention some three thousand arcane casters call the city home.While the city's defenses have yet to be tested by a human army it has been besieged numerous times by orcs and fire giants from the Tågbaf Mountains none have succeeded in breaching the city's walls.

Industry & Trade

In addition to the trade that flows through the city to and from the New Kingdoms, Etef is home to many skilled craftsmen and artisans. The casters of the city prefer the finest materials for enchantment and are willing to pay well for it. In addition there is a booming trade in . . . unusual items and materials. It is somewhat of an adage in the Frontier Lands that, "If it won't sell in Etef, it won't sell anywhere." This is because the wizards and alchemists are always looking for the rare, unusual, and unique for their experiments. Finally, the city is home to a thriving trad in magic. Potions and scrolls are huge exports followed by wands and rings. Further many is the noble or wealthy merchant who comes to Etef seeking a magical solution to a problem,

Infrastructure

The oldest, and arguably largest, city in the Frontier Lands, Etef has extensive infrastructure. As befitting a community where nineteen percent of the population are arcane spellcasters much of the infrastructure is magical to one extent or another. For example running water is provided to the city by a series of pumps operated by skeletons on a twenty-four hour basis. The sewers rather than emptying into the ocean or river empty either into pits holding various creatures that consume the waste and are later harvested by the wizards or into magical fires which incinerate the waste, the ashes of which is used to make mud that is magically turned to stone and used for building.

The rest of the infrastructure of the city is likewise magical in nature or augmented by magic. For example the various mills around the city are operated by magic. The furnaces used by the smiths are tiny portals to the elemental plane of fire. Most important structures, such as piers and bridges are magically reinforced. Stone and iron golems serve as reinforcements for the guards at the city gates as well as for the watch. The city streets are lit at night by everburning torches and unseen servants serve to keep the streets clean.

Districts

The city is informally divided into dozens of districts each one defined by the primary activity that takes place in it. For administrative purposes the city is divide into twelve districts each one "represented" by one of the parliamentary members with the thirteenth "representing" the outlying communities. Each of the administrative districts is separated by gated walls.

Assets

As might be imagined a city with three thousand arcane casters of one type or another has considerable magical resources. The guard and watch are equipped with magical weapons and armor, and the memories for the militia are likewise enchanted. In addition the military forces are backed by numerous constructs and summoned creatures. Storehouses magically preserve foodstuffs and the city has a sure supply of water. Owing to it's position as the closest Frontier Land settlement to the New Kingdoms much trade flows through it. In addition it is known far and wide as the place to seek magic which brings in considerable income. All in all it is a wealthy city with many assets available.

Guilds and Factions

The many craftsmen and artisans of Etef band together in guilds just like anywhere, and these guilds have considerable wealth and economic influence. However these organizations have little political power. That power is in the hands of the four factions that vie for control of the government.

The largest faction is the Disciples. The Disciples are scholars who seek to push the bounds of knowledge and arcane power. Their goal is to turn the city of Etef into a hub of magical learning. They see wizards from all over Arda coming to Etef to study and exchange knowledge. To a limited extent this is already happening. Few are expansionists having little interest in accumulating temporal power except where such power might be transformed into arcane gains. Most are fairly benevolent towards the mundane citizens seeing them as important cogs in the wheel that keeps the city going.

Nearly as large a the Disciples, though more popular amongst the mundane folk are Plutocrats. The Plutocrats are concerned primarily with the accumulation of wealth through the selling of magical goods and services. They wish to turn Etef into an economic powerhouse and to expand this power throughout the Frontier Lands and New Kingdoms by establishing embassies that are part consulate and part magical emporium. While they have yet to make any headway in that regard they have succeeded in turning Etef into the goto place for purchasing magic. Like the Disciples, the Plutocrats are fairly benevolent towards the mundane citizens for much the same reasons.

Much smaller than either the Disciples or Plutocrats are the Necrocrats. As the name might imply the Necrocrats, sometimes derogatorily referred to as "grave robbers", consists primarily of necromancers of various types. Their stated goal is to rest or the glory of the Iliosgy Empire with Etef as its capital. As they have never captured more than three seats in the parliament they have made very little headway towards this goal. Despite the slur, "grave robbers" Etef's laws protect the bodies of the deceased from being taken. Instead necromancers seeking "raw material" must either purchase the bodies of recently deceased from the relatives, or take advantage of several businesses who pay individuals now to take possession of their body upon their passing.

Finally there is the Diabolists, the smallest faction. This faction consists of member who dabble in dealing with the infernal realms, whether demons, devils, or other entities. This faction is the most interested in acquiring temporal power, and seeks to have Etef conquer all the surrounding lands. While they have succeeded in getting the cit to claim dominion over all lands within one hundred leagues of the city, that's as far as they have accomplished. The Diabolists are the least trusted by the mundane citizens, as many whisper that far from controlling the infernal beings they deal with, the Diabolists are merely puppets whose strings are pulled by infernal entities.

History

Founded by a band of wizards who had been exiled from Ozudum for sedition, the cabal of thirteen traveled to the Frontier Lands where they discovered a deep water bay. They established a small community there and soon other malcontent arcane caster's from the New Kingdoms joined them. When a ship entered the bay needing repairs after a storm, the captain enlightened them to the advantages of their location.

Soon other ships were coming in and the wizards had facilities built for them. With the port becoming a popular haven for ships the small community grew by leaps and bounds. Naturally more casters were drawn to the only magocracy east of the Genan Sea, but many non-casters settled as well, seeing the settlement as an advantageous place for trade. Naturally the cabal kept a tight hold on the reins of power. That is until their first member passed away a decade after settling there.

With the first death in the ruling cabal its members were faced with their own mortality. So they established the basis for the city's modern government, by having the arcane casters of the city choose one of their own to sit on the council. After two more members of the cabal passed and a third wished to retire, they established the system of electing members every seven years.

Some two score years after its founding a large band of orcs swept out of the Tågbaf Mountains drawn by rumors of a large horde of magical treasures in Etef. The combined might of the many wizards along with the city's militia managed to repulse the attack. However, the parliament realized that other attacks were inevitable and began working on the city's defenses. In a matter of weeks massive walls surrounded the city, erected by the arcane powers present in the city. The parliament didn't stop there, they enchanted the walls and started hoarding magical arms and armor for the militia.

Since then the city has continued on without much change. Over time the various factions emerged each seeking to turn the city to it's own ends. The oldest two, the Disciples and the Plutocrats established the policy of voting for parties and the parties selecting the parliamentary members some century and a half ago, after a rogue wizard managed to win the popular vote and attempted to lead the city on a war of conquest against Hofkastel.

Architecture

The architecture is somewhat eclectic with the building materials, primarily stone, being manufactured magically. With the many spellcasters present each one seeking to put his own mark on his domicile the style of building varies considerably. The one thing that is consistent is the love of tall buildings. The city is crammed with towers as wizards seek to outdo each other in building the grandest edifices in limited space. Since building out most often isn't an option most choose to build up.

Geography

Etef was founded in an area of rolling plains that descend from the Tågbaf foothills to the Esas Ocean. The Name river flows through the area into a deep water bay that makes the area perfect for ships. As in all areas of the Frontier Lands the plains here are fertile and well watered.

Climate

Etef has a humid subtropical climate bordering on a tropical climate. In Etef, there are two basic seasons in the Etef area, a hot and wet season from Pagon through Papyr, and a mild and dry season from Athyr through Parmouth. Nearly two-thirds of the annual precipitation falls in the months of Paun through Dhod. Over the course of the year, the temperature typically varies from 52°F to 90°F and is rarely below 38°F or above 94°F.

Natural Resources

As mentioned the plains surrounding Etef are fertile and we'll watered though so close to Tågbaf Mountains they are far from flat forcing the farmers to resort to terracing in some areas. The bay here though somewhat small is deep perfect for ships to sail in and out. Once the settlers became aware of this feature the leaders began planting stands of trees and now there are numerous groves around the area used for ship building. The nearby hills are home to several seams of iron that are mined, the ore being shipped to Etef for processing.
Founding Date
562
Type
Large city
Population
17060
Inhabitant Demonym
Etefians
Location under

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