Athedale Settlement in Aurkim | World Anvil
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Athedale

Demographics

Athedale is a primarily human settlement, with a large minority of dwarves. There are few halflings within the town itself, but quite a few in its satellite villages. Percentages are as follows: 70% Human  25% Dwarven 2.5% Halfing 1% Gnomish 1% Other 0.5% Elven   Most human inhabitants are of Fairlei descent, with almost all dwarves of Ferlak ancestry.

Government

The government is a fairly feudalistic one. The Count(ess) is in absolute control over the town. Below them are the Viscount(ess) of Commerce, the Viscount(ess) of Defense, and a dwarven Thainit; whose job it is to manage the day to day affairs. Under the Viscount(ess) of Commerce are the Baron(ess) of Trade, the Baron(ess) of Taxation, and the Baron(ess) of the Treasury. Under the Viscount(ess) of Defense are the head of the adventurer's guild and the commander of the militia. Monthly Taxes are due on the first day of the next month. The standard rate is 4 Ivaci a month, though the Viscount(ess) of Commerce can temporarily (no more than 1 year) raise it on recommendation from the Viscount(ess) of Defense.   Code Legal of Athedale   Section 1: Crimes Against Citizens  
  • Assault: imprisonment up to 3 months, fines up to 1000 Ivaci.
  • Assault with a deadly weapon: imprisonment up to 5 years, fines up to 5000 Ivaci.
  • Burglary: imprisonment up to 3 months and damages equal to the value of the stolen goods plus 500 Ivaci.
  • Damaging property or livestock: damages covering the cost of repairs or replacement plus up to 500 Ivaci
  • Disturbing the peace: fine up to 25 Ivaci
  • Murdering a citizen without justification: death or hard labor up to 10 years, and damages up to 1,000 Ivaci paid to the victim's kin
  • Murdering a citizen with justification: exile up to 5 years or hard labor up to 3 years or damages up to 1,000 Ivaci paid to the victim's kin
  • Robbery: hard labor up to 1 month and damages equal to the value of the stolen goods plus 500 Ivaci
  • Slavery: flogging and hard labor up to 10 years
  • Using magic to influence a citizen without consent: fine or damages up to 1,000 Ivaci
Section 2: Crimes against officials and nobles  
  • Assaulting or impersonating an official or noble: flogging, imprisonment up to a tenday, and fine up to 500 Ivaci
  • Blackmailing an official: flogging and exile up to 10 years
  • Bribery or attempted bribery of an official: exile up to 20 years and fine up to double the bribe amount
  • Murder of an official or noble: death
  • Using magic to influence a noble without consent: imprisonment up to a year, and fine or damages up to 1,000 Ivaci
  • Using magic to influence an official without consent: fine or damages up to 1,000 Ivaci
  Section 3: Crimes Against the City
  • Arson: hard labor up to 1 year, with fines and/or damages covering the cost of repairs plus 2,000 Ivaci
  • Brandishing weapons without due cause: imprisonment up to a tenday and/or fine up to 10 Ivaci
  • Carrying non-peacetied weapons without a permit: fine up to 5 Ivaci.
  • Casting any spell which summons creatures without due cause, exempting find familiar: imprisonment up to a month and/or fine up to 50 Ivaci
  • Casting any spell that deals damage without due cause: imprisonment up to a tenday and/or fine up to 100 Ivaci
  • Espionage: permanent exile
  • Fencing stolen goods: fine equal to the value of the stolen goods
  • Forgery of an official document: flogging and exile for 10 summers
  • Hampering justice: fine up to 200 Ivaci and hard labor up to a tenday
  • Littering: fine up to 2 Ivaci
  • Poisoning a city well: death
  • Theft: flogging followed by imprisonment up to a tenday, hard labor up to 1 year, or fine equal to the value of the stolen goods
  • Treason: death
  • Vandalism: imprisonment up to a tenday plus fine and/or damages covering the cost of repairs plus up to 100 Ivaci
  Section 4: Crimes Against the gods  
  • Assaulting a priest or lay worshiper: imprisonment up to a tenday and damages up to 500 Ivaci
  • Disorderly conduct within a temple: fine up to 5 Ivaci.
  • Theft of temple goods or offerings: imprisonment up to a tenday and damages up to double the cost of the stolen items
  • Tomb-robbing: imprisonment up to a tenday and damages covering the cost of repairs plus 500 Ivaci
  • Necromancy: imprisonment up to life.
  Section 5: Exemptions   Combatants in the Coliseum are exempt from the laws prohibiting brandishing of weapons and casting of spells for the duration of their match. In addition, they are exempt from the laws regarding assault and murder, provided the victim is their opponent, for the duration of their match. Anyone with a writ of authorization is exempted from the peacetie and summoning laws. The count(ess) and viscount(esse)s and the guildmaster of the Adventurer's Guild are authorized to distribute these.

Defences

The Coliseum and Arnstey Keep are capable of holding 9000 people between them, and both structures are formidable fortresses. As a final resort, the magical energy in the Coliseum wards can be released with the keys carried by the Count(ess) and the Viscount(ess) of Defense. If they are released, a destructive wave of magical energy will sweep across the town, and nobody within half a mile of the town that is not inside the Coliseum will be safe from it. This is a final resort because it will level most of the town.

Industry & Trade

Most kind of shops are here, and the vast majority of inhabitants are merchants, but there are also a good portion of smiths, and multiple representatives of most professions.   Major Imports: Dwarven-Made Gear, Gems, Mithril, Adamantine   Major Exports: Wheat, Barley, Peaches, Apples, Various Herbs, Cloth and other Textiles.

Infrastructure

The town has a decent sewer system that runs below it, that water from the nearby Jolmer River is leaked into in order to wash it. The market in town is paved cobblestone, as are the major roads in town. The minor roads are smoothed-down packed dirt roads. The town has manor houses for each of the nobles, and the Count(ess) has a fortified keep, Arnstey Keep, just a mile or so out of town. The most notable feature of the town is the Athedale Coliseum. This enormous arena stands somewhat west of the market square and is constructed of Mithril and Adamantine, with magical wards reinforcing it.

Assets

Athedale is a fairly rich town. The town treasury has roughly 10,000 Ivaci. In addition, as a major trade town with dwarves, it typically has upward of 20,000 Ivaci in gems and rare metals in the town at any given time. The town maintains a store of roughly 250 fine dwarven-made weapons and 150 suits of dwarf-forged armor. Also, it maintains enough food to feed 6000 people for 10 days.

Guilds and Factions

The Athedale Adventurer's Guild is based in Athedale, and has a guild complex and truly a whole adventuring district. The other major factions maintain their own bases in Athedale, whether openly or not.

History

Athedale was founded in 2496 AR when the towns of the Fairlem region began trading with the dwarves of the Fairlem Peaks. It was originally a small trading village, but as trade began increasing, so did the town's size. Its fortunes spiked when a group of former adventurers made it their home and founded the Athedale Adventurer's Guild. Over the next 50 years, the Guild constructed the Arena as a place for adventurers to practice their skills and entertain the people.

Tourism

Many people stop by Athedale if they are in the area to see the Coliseum and hopefully watch one of its famous matches. Adventurers come both to participate in matches and to receive quests. They stay in one of the inns in town. There are a few for standard guests, and one catering specifically to adventurers, the Dragon's Blade Tavern.

Architecture

The permanent buildings are sturdily built out of stone, with mahogany wood. The tents are made of heavy fabric. The favored color schemes are blues, greens, and golds. Gems in beautiful metal sculptures are popular decoration.

Geography

Athedale lies on plainsland, near the Jolmer River. Inside the town is a forest planted by the adventurer's guild roughly a century ago.

Natural Resources

Athedale has access to mahogany wood from the trees in the forest and crops and wool from the villages around it, but is itself rather bereft of resources.
Founding Date
2496 AR
Type
City
Population
8421
Inhabitant Demonym
Athedalean
Location under
Owner/Ruler
Ruling/Owning Rank

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