It was like a dozen cultures had been put in a furnace to create the most beautiful, chaotic stained glass window you will ever see.
- 66% Human
- 8% Dwarf
- 8% Gnome
- 7% Elf
- 13% Other Races (Inc. highest percentage of non-Aldenia native races in Aldenia).
Lord Mikarl Yolassi is officially in charge of the Brinewatch area. He leads the council for Brinewatch with the heads of the largest trade companies that operate out of the port, along with the local Lawkeeper Captain.
Both the land and coastal boundaries are met with thick walls adorned with ballistae to repel sea and air assaults alike.
The majority of working folk in Brinewatch are employed by the major trade companies. Those that do not will be providing some kind of service for their seafaring friends, such as innkeepers, blacksmiths and woodworkers. Due to the large variety of cultures represented in Brinewatch, it features the most colourful and varied market outside of the capital and even then, the markets in Dawnstone will be stocked by way of Brinewatch.
Guilds and Factions
There are four major trading companies that operate out of Brinewatch: Ironfoot Imports & Exports, The Justor Trading Company, The Lorelai Collective and Clankbolt's Cargo. Roughly four fifths of all trade is done through those companies and the remaining one fifth by smaller operations or illicitly by persons operating outside of the Traders Guild.
Post Cataclysm WarsMohzall's splitting of the eastern coast had a major impact on Brinewatch. What was once a relatively small port became the most accessible place to dock. The sea between the mainland and Eastern Isle has been incessantly violent and therefore impassible ever since that fateful event nearly six hundred years ago, which means that traders from far off lands to the East have to sail all the way around the island and make call at the most south-easterly corner of Aldenia instead: Brinewatch. In the following years, Brinewatch rapidly expanded to accommodate this surge in visitors.
The outskirts of Brinewatch is a maze of narrow, winding cobblestone paths, with the buildings made in a similar way of patching large chunks of rock together, a symbol of the hasty expansion Brinewatch experience in the aftermath of the war. Though, whilst trying to match the style of the existing settlement, it was very much a case of 'close enough' for a lot of the newer sections of the town. The older building also exhibit the same design of stones stuck together, it's clear which buildings had a longer construction time. The presence of so many cultures also means one could easily pass through six or seven areas with drastically different atmospheres and aesthetics, especially those populated with races from far off lands such as Mysandros. Pretty much all of the Aldenian cultures are represented here, the main four of human, dwarf, gnome and elf have significant populations here. Each of the 'Big Four' traders come from each of those races (Ironfoot - Dwarven, Justor - Human, Lorelia - Elf, Clankfoot - Gnome). That's not to say their employees are exclusively from their own race, though.
Brinewatch is built on a small peninsula in the most south-easterly corner of the continent. The land itself rises from the coast and peaks where the two slopes on either side meet. The sloped nature of the peninsula gives way to a much flatter spread as you travel further inland. The sea to the east bubbles with latent anger, just midly influenced by The Raging Sea that separates Aldenia from The Eastern Isle. The seas the south are much more typical and their choppiness is entirely dependant on the weather.
Brinewatch's only natural resources come from the mining of slate and even then that's mostly handled by the mining villages to the west but still fall under the Yolassi family's jurisdiction. Other than that, much like most of Aldenia, Brinewatch is self sufficient food-wise thanking to the rich farming land to the north-west.