Insulinde
The largest Port/trade hub in the Remnant Archipelago. They trade legally and illegally, with routes north to Agapadelphos and west to Luddgate. They trade extensively with the western coast of Remnant, including @Hylia and Graad, and sometimes Termina when the seasons permit.
Government
Guilds represent their trades and regulate their members. Crime is generally low, compared to other cities, but this is because crime is legalized and organized by the guilds (Thieves and Assassins, respectively). Members pay dues and follow the rules, and in exchange, get paid very well for their work.
Guild enforcers handle much of the day-to-day behavior enforcement among their members. This includes punishing working non-members, which for guilds like the Thieves' guild, often takes up the role more commonly filled by a conventional police force. Guilds, along with private citizens, pay taxes to the city.
The guilds are overseen by a Patrician, who regulates the Guilds if they do not control their member's behavior. In times of crisis, a small council of the most powerful guilds and leftover nobility (from the monarchy days) vote and bicker about how to address the issue.
Defences
The Harbormaster's Guild maintains a decent-sized navy, but nothing strong enough to go toe-to-toe with the Empire. They largely defend their merchant vessels from pirates, or chase down smugglers. Attempts to start a Smuggler's guild so far have been unsuccessful.
Industry & Trade
The main trade of Insulinde is, well, trade. They're the middlemen of the south, buying up goods from their neighbors and reselling them all along the trip north up the coast to Agapadelphos, buying new stuff, and selling it off on their way down.
What facilitates their trade is their shipyards - they might not have the fancy steamboats and ironclads that the empire has, but Insulinde has perfected the sailboat. The increased speed, maneuverability, and lack of fuel requirements compared to a more modern, Mundan vessel makes them popular outside of the Empire. Whalers swear by them, but it's a dangerous business, especially when one gets too close to the Bad Lands.
Common trade goods in demand up north: Fish, whalebone, shells, pearls, ambergris, etc.
The breadth and variety of goods available in Insulinde has made it a popular destination for established artisans and crafters who want easy access to raw materials. If you can think of a trade, odds are there's a guild for it in Insulinde. Insulinder arts and crafts (scrimshaw, jewlery, etc) are quite popular in Mundus.
Infrastructure
Shipyards and ports, roads, sewers, courtyards.
Guilds and Factions
Guilds oversee and police their area of influence. Examples include:
The Assassin's Guild
The Thieves' Guild
The Alchemists's Guild
Guild of Merchants
And so on.
The Assassin's Guild
The Thieves' Guild
The Alchemists's Guild
Guild of Merchants
And so on.
Natural Resources
Fish
A bay (natural harbor)
Rivers (water access inland)
A bay (natural harbor)
Rivers (water access inland)
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