Western Watch Settlement in Ayndrinor | World Anvil
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Western Watch

The northwestern settlement in Ikitur is a somewhat lonely outpost on the edge of the tundra - or at least it was lonely until the founding of Sam's Respite nearby. It is built slightly inland on top of some high cliffs, so it doesn't have direct access to any port facilities on the sea. All of the goods that the settlement needs to import - which is basically everything due to the hostile frigid climate - come via the trade road from the rest of the kingdom.   The settlement here was originally founded in 1254 1A and was known as Khozhur, which translates roughtly to icy cliff. It was originally created as an outpost to prevent the undead of Eiselberg Keep from invading the southern part of the kingdom. The town sits in a narrow gap between the inland mountains and the sea cliffs, able to watch and guard that passage to prevent anyone or anything getting through.   During the reign of Peter VI in the late twenty-ninth century of the First Age, the town - along with the other northern tundra outposts - was rebuilt and more heavily fortified. This came at the end of the imperial war in which the king in Gorville conquered the rest of the island and formed some sort of island-wide government and identity. The incursions of undead from the tundra were threatening many cities, but it wasn't until this unified identity began to form that the collective public wanted to tackle the problem.


Demographics

Like most of Ikitur, the Western Watch is made up primarily of dragonborn, though like the other tundra fortified towns that majority is very slim (just over 50%). Mercenaries and soldiers - as well as young folks who want to be soldiers - come from all over the world to fight the undead and earn a living by defending the living. Among these mercenaries are many humans, dwarves, tieflings, and other races - and most elves spend at least a few years of their formative times in the tundra towns of Ikitur.   The biggest industry in the town of Western Watch is military or mercenary work, followed closely by trade and warehousing. Most citizens, therefore, exist on slightly limited means, except those few mercenaries who are able to show extraordinary skill and command higher wages. Likewise, the commanders of the garrison are paid very well for their leadership and expertise. They make up the closest thing to an aristocracy this town has.


Government

Like other towns and cities in Ikitur, the Western Watch is run by a mayor. Unlike the other settlements, the mayor of this town (and the two other tundra towns) is a seasoned veteran of the military order. The kingdom appoints several commanders for the various units stationed at this fortified town, and these commanders oversee their troops and any auxiliary mercenaries supplied to their units. Among these commanders, politics dictate the pecking order, since the kingdom maintains no hierarchy across its ranks (other than conscripted/volunteer and officers). Some officers try to poach talented soldiers or mercenaries from other units, or curry favor with other units by providing lavish food for a few days. They who can command or influence the greatest number of fighters holds the greatest power. Some of these commanders come from wealthier families in the kingdom and are able to more easily gain access to the mechanisms of political mobility.   There is only one judge here in the Western Watch, and like all others in Ikitur they are appointed by a majority vote of the other towns' and cities' rulers. This judge handles military discipline, criminal cases, and civil complaints involving conscripted soldiers, volunteer mercenaries, officers, and civilian support. The judges at the three tundra towns are among the most competent jurors in the world and usually find themselves appointed to the larger cities within a couple decades of taking over at the tundra towns.


Defences

The entire perimeter of the town, including several acres for grazing and food storage, is surrounded by a thick stone wall with watchtowers every 200-300 yards and only one gate. Each of these watchtowers is equipped with a ballista, and all military and mercenary members are well-trained on how to use them. Many defenders in this garrison use crossbows or longbows to hit undead targets at range before they near the walls or gates, so the watchtowers are each stocked with several dozen bolts and arrows at any given time. The only permanent gate in the city's perimeter is on the southern side, where the main trade road comes into the town. In days long past, the town had at least one or two other gates to aid defenders to go meet the threats out on the tundra, but the fortification efforts and implementations of the ballistae rendered that practice futile for most undead groups. Now, infantry only march out of the southern gate to take on undead targets if the group is sufficiently large or agile that the "artillery" has trouble hitting them. Even then, the infantry usually travels in a two-bank formation with a row of shields in front and long spears behind - trying to keep as many soldiers alive as possible when they meet these undead groups.


Infrastructure

The main trade road into the Western Watch is paved, but most other roads are dirt with a few having been laid with gravel. The latter usually lead to the commanders' district or to important buildings like the training hall or central keep. Occasionally, some mercenaries will pool their money together and buy some gravel to make the area around their quarters less muddy, but that is a rare occurrence.   The city's water needs are met by a few dozen wells dug throughout the area, which bring clean water from underground streams, aquifers, and other sources - mainly from the nearby mountains' runoff and snow melt. There are many smithies in the town, as well, to outfit the soldiers and any carts venturing south. The town does maintain a very small port at the sea cliffs, though it does not have the crane system for hauling goods that Brady Point does, so its capacity and traffic are limited.


Architecture

Almost all the buildings in this town are painfully practical and lacking in any sort of fashion or adornment. Many are made of rough stone or wood, with a few of the larger shops boasting some brick work. The main barracks and training buildings throughout town might be described as brutalism, though with dull grey stone instead of poured concrete. Only a small handful of the commanders' manors display any amount of decoration or finery, and even that is limited to what one might expect of a lower-middle class merchant in a larger city. All in all, function beats form in this fortified town on the tundra.


Founding Date
1254 1A
Alternative Name(s)
Khozhur (cohz-jur)
Type
Outpost / Base
Population
4,217
Inhabitant Demonym
Khozhurans
Owning Organization

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