New Hope
Demographics
Population: Approximately 45,000 residents
Diversity: New Hope is a highly structured and disciplined city, driven by its purpose as a judicial and correctional hub. While humans dominate the population, the presence of other races contributes to its economy, trade, and social complexity. The unique roles of its citizens reflect the city's dual nature as both a place of governance and commerce.
Demographic Breakdown
60% Human: Humans make up the majority of New Hope's population, serving in all aspects of life from governance under Valenti Mossbrook to trade and enforcement within the city. They fill most roles in the House of Justice and dominate the noble and merchant classes. Human culture shapes the city's law-focused and hierarchical structure, with a strong emphasis on order and tradition. 10% Elf: Elves in New Hope are primarily involved in arcane arts, cultural refinement, and skilled trades. They are prominent in establishments like Lady Quince's Boiling Room and Elladonna's Enchantment Services. Their grace and expertise often see them in advisory or artisan roles, contributing to the city's magical infrastructure and economic stability. 8% Dwarf: Dwarves are valued for their craftsmanship and practical skills, particularly in constructing and maintaining the city’s Unobtainium defenses. The blacksmith Dunkin’s reliance on Dwarven labor for soul-infused creations highlights their importance. Many Dwarves also work in masonry and fortifications, ensuring the city’s imposing infrastructure remains intact. 7% Halfling: Halflings add a sense of hospitality and ingenuity to New Hope. They often run smaller businesses, such as Clemmin’s Curious Concoctions and Shokk and Awes, specializing in niche markets. Despite the city’s rigid atmosphere, Halflings bring a touch of levity and community, balancing the otherwise stern environment. 6% Tiefling: Tieflings in New Hope are often involved in arcane practices or less visible professions. Their enigmatic aura and resourcefulness make them well-suited to roles requiring creativity or discretion. Some are believed to have ties to underground activities, such as the rumored presence of the Sunken Eye thieves’ guild. 4% Gnome: Gnomes thrive in New Hope’s innovative and trade-centric environment. They are central to magical and mechanical advancements, with figures like Bella Croquex playing a crucial role in enchanting the Labyrinth. Gnomes are respected for their ingenuity and are integral to maintaining New Hope’s complex systems. 3% Half-Orc: Half-Orcs contribute to New Hope’s labor force and military, often serving as guards, soldiers, or laborers in industries like timber and leatherworking. Their physical resilience and straightforward demeanor make them valuable in maintaining the city’s strict order and security. 2% Aasimar: The presence of Aasimar, such as Lilianna Dumonté, reflects the city’s strong ties to justice and divine law. These celestial beings often occupy leadership or protective roles, enhancing the spiritual and moral foundation of the city. Other Races (2%): Other races, including Genasi, Tabaxi, and Dryads, bring specialized skills to New Hope. They contribute to niche professions like herbalism, crafting, and artistry, adding layers of cultural and economic diversity despite their smaller numbers.Cultural Dynamics
Human Dominance: Humans set the tone for New Hope’s structured and hierarchical society. The influence of Valenti Mossbrook, the "Primary," and the Justiciars ensures a culture centered on justice, discipline, and order. Arcane and Artisan Influence: Elves, Gnomes, and Tieflings infuse New Hope with a strong arcane and artisan presence. Their contributions to establishments like Elladonna’s Enchantment Services and Clemmin’s Curious Concoctions highlight their importance in both the city’s magical infrastructure and daily life. Religious and Divine Connections: The influence of divine justice, particularly through the Justiciars and figures like Rayden Drax, fosters a strong spiritual and moral undertone. Aasimar and religious establishments reinforce this dynamic, ensuring the city’s foundation remains both lawful and sacred.Government
Autocratic Governance:
New Hope operates under a unique blend of autocratic and theocratic governance. While the city falls under the larger rule of the Kingdom of Varroock, the authority within New Hope itself is split between Valenti Mossbrook, the self-titled "Primary," and the Justiciars, devout enforcers of Jadzier’s law. This system creates a city focused heavily on law, order, and justice.
The Primary:
Valenti Mossbrook, a human known as the "Primary," wields ultimate secular authority in New Hope. Every decision of significance, from trade to military action, passes through him. His title, though self-proclaimed, reflects a role he has earned through an iron will and uncompromising leadership. Valenti is known for his strict but just approach, ensuring the city remains functional and orderly. Even the Justiciars, despite their divine backing, defer to his rulings within the civic domain.
The Justiciars:
The spiritual and judicial backbone of New Hope, the Justiciars serve Jadzier, God of Justice and Law. They operate from the Fortress of Justice, led by Rayden Drax, a loxodon cleric and paladin who is deeply respected for his wisdom and fairness. The Justiciars are tasked with maintaining the divine law and managing The Labyrinth, the city's infamous prison. While they wield significant power, they focus solely on the enforcement of justice, leaving broader governance to Valenti Mossbrook.
Advisory Network:
Although Valenti Mossbrook and Rayden Drax hold primary authority, each relies on a network of advisors and influential figures to manage New Hope’s complex systems. This includes:
- The Treasurer of New Hope: Manages the city’s finances, overseeing trade taxes, prison maintenance costs, and public funding. The Treasurer works closely with merchants and trade guilds to ensure economic stability.
- The Warden of The Labyrinth: Responsible for the day-to-day operations of the prison. This position is held by a senior Justiciar, ensuring divine law governs the treatment of prisoners.
- The Trade Overseer: Manages New Hope’s bustling Market Street and ensures compliance with Valenti’s strict trade policies. The Overseer also coordinates with Yannic’s Pot Shop to regulate legal drug sales.
- The Military Strategist: Coordinates defense strategies for New Hope, including management of the Unobtainium walls and deployment of the city’s Hoplite forces in the event of an attack.
- The Public Liaison: Represents the citizens of New Hope, gathering feedback and ensuring grievances are presented to the governing authorities for resolution.
Defences
City Walls
New Hope is fortified by towering walls constructed entirely from Unobtainium, a rare and nigh-indestructible material created by binding the souls of criminals to cold steel. These walls encircle the city, forming an impenetrable barrier that is both a defense and a grim reminder of justice served. The walls feature battlements and numerous guard towers, ensuring optimal surveillance and providing a vantage point for archers and sentries.
Death Valley
The stretch of land leading to New Hope’s main gate is nicknamed "Death Valley." This narrow corridor, flanked by the city’s Unobtainium walls, is designed as a kill box for invaders. Justiciar stationed along the walls can unleash devastating ranged attacks, ensuring that any force attempting to breach the gates is annihilated before gaining ground.
The Fortress of Justice
Located within the city, The Fortress of Justice serves as both a military base and the headquarters for the Justiciars. This heavily fortified structure doubles as a secondary line of defense should the outer walls ever be breached. Its strategic position allows for rapid deployment of forces to any part of the city.
The Beacon of Justice
Standing in the center of New Hope, this towering structure with its ever-burning flame is a key part of the city’s defensive system. The beacon can be seen from all districts and serves as a signal for emergencies, rallying defenders and alerting the population to imminent threats.
Sentry Towers
Strategically placed along the Unobtainium walls, these towers are equipped with archers, magical scrying devices, and signal fires. They provide a constant watch over the city’s surroundings, ensuring early detection of threats. Each tower is connected to the Justiciars’ communication network for swift coordination.
The Labyrinth
Beneath the city, the maze-like prison known as The Labyrinth doubles as a defensive structure. Its enchanted pathways and inescapable design could potentially be used as a trap to lure invaders or as a fallback refuge for the city’s leaders during a siege.
Armored Guards
The Justiciars, New Hope’s elite military force, are stationed at key points throughout the city. Clad in magically enhanced armor and wielding weapons forged from Unobtainium, they are an indomitable presence. Their discipline and skill ensure rapid and precise responses to any disturbance or threat.
Surveillance and Communication
The city employs a robust surveillance system combining traditional watch methods and magical scrying. Communication between districts is facilitated by enchanted devices, enabling instant coordination between guard posts, sentry towers, and the Fortress of Justice.
Fortified Gates
The city’s gates are reinforced with layers of Unobtainium and protected by complex locking mechanisms enchanted to resist magical tampering. These gates can withstand prolonged sieges and are only opened with authorization from high-ranking officials.
The Frontline Fortress
An encampment at the city’s front gate, the Frontline Fortress houses active-duty Justiciars. Equipped with siege weaponry and supplies for extended engagements, it serves as the first line of defense against external threats.
Industry & Trade
Criminal Housing Revenue
New Hope’s primary source of income comes from housing criminals for other towns and cities. These regions pay New Hope substantial fees to detain their most dangerous or unwanted criminals in The Labyrinth, the city’s expansive and inescapable prison. This system ensures a steady flow of income while cementing New Hope’s reputation as the ultimate location for justice and confinement.
Prison Labour
The city relies heavily on prison labor to sustain its economy. Convicted criminals are put to work in various industries, including crafting, construction, and maintenance. While the products of their labor are not exported, they are vital for maintaining the city’s infrastructure and supporting its population. Prisoners also assist in the upkeep of the Unobtainium walls and other critical facilities.
Local Trade and Commerce
Despite the lack of exports, New Hope maintains a robust internal trade network. Market Street in the Trade Quarter is the bustling hub of this activity, featuring shops like Godwin’s Home of Good Value and Dunkins’. These businesses supply the city’s residents with essentials and keep the local economy active.
Service Industry
New Hope’s service sector plays a significant role in supporting its economy. Taverns like The Mist of the Mountain and The Golden Owlbear provide gathering places for residents, while shops like Lady Quince’s Boiling Room and Clemmin’s Curious Concoctions cater to niche needs, from potions to magical goods. These businesses rely on the city's population and frequent visitors from other regions for steady patronage.
Specialized Trades
The city’s artisans, like Artimas Shokk, who crafts advanced inventions, and Dunkins’, who forges weapons and tools from Unobtainium, add a layer of specialization to New Hope’s industry. These trades are unique to the city and serve its specific needs, especially in maintaining the prison and the city’s defenses.
Economic Sustainability
While New Hope lacks exports and agricultural output, its economy thrives due to a combination of external criminal housing contracts, prison labor, and a robust internal trade network. This system makes New Hope self-sufficient and uniquely focused on its role as a fortress-prison town.
Infrastructure
Streets and Pathways:
Key Structures and Facilities:
Key Locations:
Public Facilities:
Utility and Services:
Districts
The Fortress of Justice
The Fortress of Justice is the epicenter of law and order in New Hope, housing the House of Justice and the labyrinthine prison known as the Labyrinth. This district is heavily fortified with towering walls made of Unobtainium, symbolizing the city's commitment to justice and security. It is the most secure area in New Hope, patrolled constantly by Justiciars. The district also includes Lady Quince’s Boiling Room, renowned for its legal potions, and Elladonna's Enchantment Services, which is known for its powerful magical enchantments.Noble Peak
Noble Peak is home to New Hope's elite, including Valenti Mossbrook, "The Primary." The streets here are pristine, and the buildings are grand and ornate. The Golden Owlbear, a luxurious tavern with strict entry policies, is located in this district. Noble Peak is the political and social hub for the city’s wealthiest residents, embodying the influence and authority of New Hope's upper class.Market Street
Market Street is the bustling commercial center of New Hope, where traders, artisans, and adventurers converge. It features notable establishments such as The Mist of the Mountain, a lively tavern run by the Meh-ri-kish family, and Shokk and Awes, an artificer’s workshop owned by Artimas Shokk. Other highlights include Clemmin’s Curious Concoctions, known for its whimsical prank potions, and Godwin’s Home of Good Value, the largest general store in the city. Dunkins’ specializes in crafting with Unobtainium, while Yannic’s Pot Shop offers legal recreational goods.Roughneck Row
Roughneck Row is a rough-and-tumble district catering to the city’s underbelly. The Dagger Dive is the main tavern, infamous for its rowdy patrons and rumored ties to the Sunken Eye thieves’ guild. Other locations include Flibbin’s Emporium of Stuff, a cluttered shop with hidden treasures, and the House of Her Lady Dumonté, headquarters of Her Ladies Guardians, an elite mercenary group. The district reflects the city's grittier side, with a reputation for both danger and opportunity.The Cul-De-Sac
The Cul-De-Sac is a primarily residential area known for its tight-knit community and peaceful atmosphere. Key locations include Aunty Melrose’s B&B, a welcoming bed-and-breakfast, and the Precious Souls Orphanage, which cares for the city’s abandoned and displaced children. The Cul-De-Sac offers a stark contrast to the more chaotic districts, embodying a sense of stability and compassion.The Breach
The Breach is New Hope's dockside district, bustling with maritime activity. It features the Battlefront Ship Breakers, a shipyard and repair facility, and Phalantian’s Herbs and Hibiscus, a tea shop run by a Dryad. The district also houses the Church of Strom, central to the city’s mysterious water supply, and Runemaster Relic’s workshop, where lost arts of runesmithing are practiced. Sailors frequent Macaw’s Tavern, while Sleek and Shine caters to leather and armor needs. The Breach is vibrant and essential to New Hope’s connection to the outside world.The Frontline Fortress
The Frontline Fortress is an isolated encampment near the city’s main gate, housing active-duty Justiciars. It is designed for rapid deployment in emergencies and serves as the first line of defense against external threats. The fortress is a testament to New Hope’s military readiness and dedication to its security.The College District
The College District is home to the College of the Clashing Blade, a bardic college specializing in swordplay and performance. Key locations include the Mote of Music Bar and Inn, a popular student hangout, and the School of the Fine Arts, where artists and crafters hone their skills. The Beat'n Path, a cozy inn nearby, caters to travelers and students alike. The district is vibrant and creative, fostering a mix of education and entertainment.Death Valley
Death Valley is the killbox leading up to the city’s front gate. Flanked by heavily armed defenses, this corridor ensures any attackers are obliterated before reaching the walls. The area is a stark reminder of New Hope’s strategic design and its focus on security.Assets
The Fortress of Justice
The imposing stronghold housing the House of Justice and the infamous Labyrinth, The Fortress of Justice is the heart of New Hope’s law and order. Serving as the headquarters for the Hoplites and home to the labyrinthine prison, it is the symbol of New Hope’s dedication to justice under Jadzier.
The Labyrinth
A vast and maze-like prison beneath the Fortress of Justice, built into a pre-existing dungeon. Housing the most dangerous and notorious criminals, the Labyrinth is known for its seemingly inescapable design, magically enhanced by Bella Croquex.
The Beacon of Justice
Located in the center of the city, this towering structure features an ever-burning flame atop. The beacon serves as a warning signal and symbol of vigilance, capable of alerting the entire city to emergencies.
Death Valley
The stretch of land leading to the city’s front gate, nicknamed for its brutal effectiveness during sieges. The killbox design allows defenders to rain destruction on any invading forces attempting to breach New Hope’s walls.
Lady Quince’s Boiling Room
A vibrant potion shop known for its high-quality, legal potions. Run by the enchanting elven wizard Quince, it is a cornerstone of New Hope’s trade and a hub for adventurers seeking powerful elixirs.
Elladonna's Enchantment Services
Run by Bella Croquex, a renowned gnomish enchanter, this shop provides enchanted goods and services, including the magical enhancements that make the Labyrinth inescapable.
The Golden Owlbear
A luxurious tavern located in Noble Peak, renowned for its exclusivity and high-class atmosphere. It caters only to the most elite patrons, enforcing a strict dress code.
Phenix's House of Commerce
A church dedicated to Phenix, God of Trade, situated between Market Street and Roughneck Row. It serves as a spiritual hub for merchants and traders.
The Mist of the Mountain
A bustling tavern run by the Meh-ri-kish family, this lively spot on Market Street is popular among locals and travelers for its welcoming atmosphere and hearty drinks.
Clemmin’s Curious Concoctions
A quirky potion shop specializing in prank potions and basic healing elixirs. Run by a jovial old human, it is a beloved oddity of Market Street.
Godwin’s Home of Good Value
The largest general store in New Hope, spanning four stories and offering a vast inventory. While owned by the elusive Godwin, it is operated by young employees who often frequent the Mist of the Mountain.
Dunkins’
A blacksmith shop known for crafting with Unobtainium, Dunkins’ is famous for its high-quality weapons and armor, created from this unique, soul-infused material.
The Dagger Dive
A rough tavern on Roughneck Row, rumored to be a meeting place for the Sunken Eye thieves’ guild. It is frequented by ex-criminals and offers a lively, albeit gritty, atmosphere.
Flibbin’s Emporium of Stuff
A chaotic store run by a Winter Goblin named Flibbin, known for selling a mix of junk and hidden treasures. It’s a must-visit for those seeking unusual or shiny items.
The Uncaged
A dry inn on Main Street, catering to reformed criminals and those seeking a second chance. It serves as a halfway house for many residents, offering shelter and support.
The College of the Clashing Blade
A bardic college specializing in swordplay, located near the outskirts of New Hope. It trains students in the art of combat and performance, adding to the city’s cultural and martial reputation.
Deathmonger Cave
A preserved cave that once housed the infamous creature known as the Deathmonger. It remains untouched, serving as a macabre tourist attraction and reminder of New Hope’s history.
The Frontline Fortress
An isolated encampment at the city’s front gate, housing the guards on active duty. It is both a military stronghold and a base for managing the city’s external defenses.
Battlefront Ship Breakers
Located in The Breach, this dockyard and boatyard dismantles and refurbishes ships. It is essential to the city’s maritime trade and naval preparedness.
The Church of Strom
A sacred site in The Breach dedicated to Strom, the god of weather, frequented by sailors seeking protection on the seas.
All that Glistens
A jeweler in The Breach, specializing in the trade and appraisal of precious gems and jewelry. It caters to both local and international clients.
Hunter’s Bounty
A butchery and leatherworking shop run by two wood elves, Luthrin and Galian. It supplies high-quality leather and meat to the city’s residents and traders.
Guilds and Factions
The Justiciars
The Justiciars serve as New Hope’s primary law enforcement and military force. Led by Rayden Drax, a Loxodon Clerical Paladin. the Justiciars are devout followers of Jadzier, the god of justice and law. They operate out of the House of Justice and maintain order within the city. Known for their strict adherence to the law and moral discipline, the Justiciars are the backbone of New Hope’s security and governance.
The Sunken Eyes
The Sunken Eyes are the local thieves' guild, led by Griminc Boneclaw, a cunning Shifter. They run their operations from a tobacconist called Bracken's Blackened Tobacco, which serves as a front for their underground hideout with access to the city's sewer system. The Sunken Eyes are notorious for their black-market dealings, gambling rings, and underground trade networks. While their activities are illegal, they remain an influential force in New Hope's underworld.
Her Ladies Guardians
An elite mercenary group led by Lilianna Dumonté, an Aasimar, Her Ladies Guardians have made New Hope their home. Operating from a headquarters nicknamed “The Armoury,” they provide protection services and act as enforcers for the city's working men and women. Though often clashing with the Justiciars, they are not considered criminals. The Guardians have a reputation for being fierce and loyal, and they are deeply entrenched in the city’s culture.
The Council
The Council is the governing body of New Hope’s traders’ guild, following the teachings of Phenix, the god of trade. Comprised of five influential members, they oversee the city's economic activities:
Truman Guelph: A human responsible for high-end trades, including pawn shops and jewelers.
Plank Frostbeard: A dwarf overseeing the crafting guilds and ensuring the quality of artisan goods.
Yhinc Dinkerdom: A halfling in charge of the brewing guild and local alehouses.
Madam Dumonté: Lilianna’s sister, managing the working class and laborers of New Hope.
Drake Hooktooth: A half-orc (with elven heritage) overseeing the butchers, fishmongers, and farmers.
The Council wields significant influence over New Hope’s economy, ensuring its stability and growth.
Points of interest
House of Justice:
- Location: Fortress of Justice, North East New Hope
- Description: The central hub of the Justiciars, this imposing structure houses the city’s law enforcement and judiciary systems. Beneath it lies the Labyrinth, a maze-like prison that holds the kingdom's most dangerous criminals.
- Location: Fortress of Justice District
- Description: A renowned potion shop adorned with banners and advertisements, run by Lady Quince, a skilled elven wizard specializing in every legal potion imaginable.
- Location: Fortress of Justice District
- Description: Operated by Bella Croquex, a gnome enchantress, this shop is famous for enchanting objects, including the magical barriers in the Labyrinth prison.
- Location: Noble Peak
- Description: An exclusive tavern catering to the city’s elite. Known for its strict entry policies and luxurious atmosphere, it is the favored meeting place for New Hope’s nobility.
- Location: Trade Quarter
- Description: A lively tavern run by the Meh-ri-kish family, offering hearty meals and a vibrant atmosphere, making it a popular spot among locals and visitors alike.
- Location: Trade Quarter
- Description: Home to Artimas Shokk, a reclusive halfling artificer known for crafting incredible inventions. The shop is shrouded in mystery and intrigue.
- Location: Trade Quarter
- Description: A whimsical potion shop offering basic healing potions and “prank” potions. Run by Clemmin, a cheerful old human with a love for laughter.
- Location: Trade Quarter
- Description: The largest general store in New Hope, spanning four stories. Known for its vast inventory and managed by young employees, it is owned by the rarely seen Godwin.
- Location: Trade Quarter
- Description: A blacksmith specializing in Unobtainium-crafted items. Dunkins’ work is unparalleled due to the use of this rare, soul-infused material.
- Location: Trade Quarter
- Description: A dispensary for legal, specific drugs. Operated by Yannic, a resourceful halfling, it is the only place in the kingdom where such goods can be sold.
- Location: Roughneck Row, Trade Quarter
- Description: A rough tavern frequented by ex-criminals and rumored to host the Sunken Eyes thieves’ guild. Known for its dangerous clientele and shady dealings.
- Location: Roughneck Row, Trade Quarter
- Description: A chaotic shop run by Flibbin, a Pale Winter goblin. Packed with knickknacks and hidden treasures, it’s a favorite for bargain hunters and adventurers.
- Location: Roughneck Row, Trade Quarter
- Description: Headquarters of Her Ladies Guardians, an elite mercenary group led by Lilianna Dumonté. Known for their fierce loyalty and clashes with the Justiciars.
- Location: Main Street
- Description: A dry inn catering to “reformed” criminals. Its alcohol-free policy makes it a unique establishment in New Hope.
- Location: Cul-De-Sac
- Description: A sanctuary for orphaned children, offering care and education. Known for its nurturing environment and dedicated caretakers.
- Location: The Breach
- Description: A bustling dock and boatyard specializing in repairing and deconstructing ships. Essential to the city’s maritime activities.
- Location: Adjacent to the Breach
- Description: A bardic college specializing in the College of Swords. The campus also features the School of Fine Arts, fostering artistry and craftsmanship.
- Location: Outside New Hope
- Description: A preserved cave once home to the infamous creature known as the Deathmonger. It remains a historical site and a tourist attraction.
- Location: City Center
- Description: A colossal structure with an ever-burning flame atop, manned by the Justiciars. It serves as a signal of emergency and a symbol of the city’s law and order
- Location: City Entrance
- Description: Nicknamed "the realm of raiders' rain," this heavily fortified killbox leads to the front gate. Designed for strategic defense, it ensures invaders face overwhelming resistance from both sides.
- Location: Near the City Entrance
- Description: A dedicated encampment for active-duty Justiciars. Heavily fortified, it serves as both a barracks and a rapid response center for city security.
- Location: Between Market Street and Roughneck Row
- Description: A grand church dedicated to Phenix, god of trade. It also functions as a meeting hall for merchants and traders, blending commerce with worship.
- Location: Roughneck Row, Trade Quarter
- Description: A local lumberyard operated by Flash, a harengon entrepreneur. It supplies wood for construction and other industries in the city.
- Location: Roughneck Row, Trade Quarter
- Description: A hobby shop with an unusual sulfuric odor. Its mysterious owner has sparked rumors, but the store remains popular for unique crafting supplies.
- Location: Roughneck Row, Trade Quarter
- Description: A dual-purpose shop offering leatherworking and butchery services. Run by wood elf siblings Luthrin and Galian, it supplies meat and leather goods to the city.
- Location: The Breach
- Description: A rowdy establishment catering to sailors and dockworkers. Captain Macaw, the proprietor, is known for maintaining strict order in his tavern.
- Location: The Breach
- Description: A leatherworking and armor crafting shop specializing in hard leather equipment. Known for its durable and stylish designs.
- Location: The Breach
- Description: Dedicated to Strom, the god of weather. It is frequented by sailors seeking blessings for safe journeys across the sea.
- Location: The Breach
- Description: A courier service specializing in swift and reliable deliveries across New Hope and beyond. Essential for trade and communication.
- Location: The Breach
- Description: A jeweler’s shop dealing in the buying, selling, and trading of precious stones and fine jewelry. Known for its exquisite craftsmanship.
- Location: Adjacent to the College of the Clashing Blade
- Description: A popular hangout for bard students and artists. Known for its lively atmosphere and frequent impromptu performances.
- Location: Near the College of the Clashing Blade
- Description: A rustic inn favored by travelers and adventurers passing through. Offers simple but comfortable accommodations.
Architecture
Fortress of Justice:
- Materials: Unobtainium and reinforced stone
- Description: The Fortress of Justice is a massive, imposing structure made entirely from unobtainium and reinforced stone. Its architecture is utilitarian and forbidding, with thick walls, narrow slits for windows, and heavy gates. The fortress houses the Justiciars and the House of Justice, embodying the city’s dedication to law and order.
- Materials: Polished stone and ornate metals
- Description: This affluent district features grand mansions constructed from polished stone and adorned with metalwork detailing. Residences are equipped with sprawling gardens, wrought iron gates, and large balconies. The streets are wide and paved with smooth cobblestones, lined with gaslit lanterns, emphasizing the prestige of the district.
- Materials: Stone, timber, and unobtainium
- Description: The Trade Quarter is bustling with shops, warehouses, and taverns. Buildings are sturdy, with stone bases and timber framing, often reinforced with unobtainium for added security. Signs and banners hang from shopfronts, and cobblestone streets are wide to accommodate the heavy flow of goods and people. It is the city’s commercial hub, alive with activity.
- Materials: Weathered stone and wood
- Description: Situated near the docks, The Breach is home to shipbuilders, traders, and seafarers. Buildings are constructed from weather-resistant stone and wood, designed to withstand the salty air and harsh conditions. Streets are rough but functional, filled with the sounds of dock workers, shipwrights, and merchants.
- Materials: Brick and timber
- Description: Main Street is a mixed-use area featuring residential homes and small businesses. Buildings are simple yet sturdy, made of brick with timber accents. Streets are neatly paved and lined with basic street lamps, reflecting the utilitarian nature of this thoroughfare. It is the lifeline connecting different parts of the city.
- Materials: Stone and wood
- Description: This peaceful residential district consists of modest homes built from local stone and timber. Houses often have small gardens and decorative touches like painted shutters. The streets are cobblestone or compacted dirt, giving the area a quaint and homely feel.
Founding Date
3218 PA
Alternative Name(s)
No Hope
Population
44645
Owner/Ruler
Ruling/Owning Rank