Vornestone Settlement in Creators of Silceris | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Vornestone

Vornestone, known in ancient times as Vornheim, which means Vorne's Home, is the capital city of the Duchy of Bemedia. Vornestone lies deep within the confines of the Aldevarian Kingdom, and as such earned its name as the Eye of the Mountains, like the eye of a mighty storm, the valley being an island of calm amidst the surrounding danger. The city itself is built at the center of the Galeful Gorge, which is many miles across, whose outer edges formed large rocky rims and a natural walls. The natural outer edges of the city limits have been fortified with many tall arbalest towers and effectively marks the boundary of the city itself. The land outside is extensive and includes fertile farmlands. The River Vorne flows around the outside of the city, able to turn the city into a fortified island when needed.

Government

As a Ducal Capital, Vornestone possesses a unique method of ruling and a style of politics that can bewilder outsiders. It’s a huge city, and many different factions vie for power or simply struggle to keep it slowly moving forward on a day-to-day basis. The most prominent and obivious ruler of the city is Duke Lyric Fueboix, Lord of Vornestone and Bemedia. Alongside Duke Lyric is a governing body known as the Court. The Court consists of the most powerful and influential nobles in Vornestone. New members are nominated by those already with seats in this esteemed assembly. As a result, most Vornians sneer that this institution is fraught with rampant cronyism and corruption.
 
The nobles represent a wide swath of the rich and wealthy—powerful landowners and merchant lords. Certain high-ranking members of the churches of Aarus, Odal, and Kuealia are allowed to make their arguments and sway the policies of the Court, but they are not allowed to vote. The Court meets in a separate wing of the Batiment of Laws. Sessions are supposed to occur twice per month, though Vornestone’s numerous festivals, holy days, and secular holidays regularly interrupt this schedule. “Keeping a noble’s hours” is a common joke among the lower class about being lazy or absent from duty. One of the most prominent families is the Feuboix-Montenard family, whose leader, Countess Lelyanne is most well known and loved by the people, and some say is second only in power to Duke Lyric himself.
 

Gathering of Blades

Beneath the ruling government, a small body of military officials called the Gathering of Blades controls Vornestone’s militia, City Watch, and even its levies for the army. The Bladelords, all of the ranks of General, include Gudefrois Nances, Christophes Ferreur, Deltlieve Rienard, and Gregori Larade. Gudefrois commands Vornestone’s army and was severely wounded during the recent struggles. Still recovering from his grievous injuries, he leaves the day-to-day affairs to his various commanders. Ferreur commands the Vornekeep Guard, and Rienard commands the City Watch. Gregori Larade is in charge of the Militia and serves as the commanding officer of Kuelia’s Chosen. To become a Bladelord, one must not only prove martial prowess and political savvy but also prove skill as a hunter by tracking down and killing a dangerous creature of the region. Targets include bears, lynxes, or wild boars. The animal skin is worn as a drape and is a symbol of honour once blessed by the Priests of Kuelia.
 
Bladelord Christophes Ferreur on duty.
 

Wheelman's League

Mercantilism is very strong within Vornestone, and as such a small body of merchants and cart captains have band together and formed a powerful entity within Vornestone. The Wheelman’s League is a powerful lobbying group that represents various Merchant Cart owners, and businesses that ply the roads of Aldevaria. They fight for the reduction of tariffs and taxes imposed on cargo. They establish new sources of trade with settlements up and down hill and settle disputes between cart captains and land-based middlemen. Most merchants, however, consider the League to be nothing more than a front for criminals. The League has been accused of everything from piracy to extortion—a League strike could bring traffic and the flow of goods into the city to a near grinding halt. The current leader of the Wheelman’s League, an enormous northlander named Jens Luwherd, is known to rule his organisation with an iron fist. Lieutenants and business rivals that displease him are often found roped to the bottom of a random cliff.

Defences

The Vornestone army is notable for its sizable proportion of bowmen to regular foot soldiers and its ability to move quickly through Hilly and Mountainous regions. The bulk of its soldiers are recruited from the mountains and hills both within the city and outside its reach. Footmen prefer the axe or spear to the sword. The army has a small contingent of cavalry, which are used for fast lightning strikes rather than massed charges—they leave that task to the Military Orders.  

Famous Regiments

Vornekeep Guard - The Vonekeep Guard is responsible for the defence of the city walls and, most importantly, the fortress protecting the Main Way. They consider themselves superior to all the other military units, including the rest of the army, with the possible exception of the Kuelia’s Chosen. Vornekeep guardsmen take their jobs very seriously but are known to accept bribes from the right people. They boast a heavy emphasis on artillery and crossbowmen to protect the gate—the fortress atop the Main Way has nearly a hundred ballistae, and catapults that can be brought to bear on the enemy. The turrets are also lined with vats of boiling oil, lye, and other caustic substances.
 
Tunnel Walkers "The Cats" - Within the ranks of the Vornekeep Guard is a special unit that roams the numerous tunnels and warrens within the walls of the city and mountains itself—known as the darkholds. Though officially known as the Vornekeep Tunnel Brigade, most (including themselves) call these guardsmen “the Cats” for their mission is to “find and kill the rats in the walls.” The Cats patrol the best-known tunnels and are constantly on the search for new ones. It’s not illegal to be, or even live, inside the wall, but numerous illegal acts occur within them. Their biggest concern is finding tunnels leading outside of Vornestone, where people can slip in and out of the city without being seen (and more importantly, not pay their entry taxes). Cats are selected from the shortest of the Vornekeep Guard— the source of innumerable taunts and jokes by the rest of the troops—but they are fierce and capable fighters. Few are noted of having much in the way of a sense of humour. Dwarfs and Half-Mel are far more common in the Cats than in the other branches of Vornestone’s military.
 
The Militia "Winers" - The militia is a hodgepodge of trusted citizens, woodsmen, and hunters that band together in times of need. When necessary, horsemen ride out into the Galeful Gorge, blow a trumpet with a unique call, and hold aloft a Purple banner depicting an upside-down Wine Glass. Ancient law dictates all able-bodied men must muster when this occurs, though how many come depends on the amount of Bemedic Wine consumed the night before. For this reason, the army commonly refers to the militia as the “Winers”—more than a few brawls have occurred when a soldier quips with this remark to an assembled group of militiamen. Despite its malign reputation, the militia is capable, made up of rugged and dependable Vornians. Most men consider it an honour to serve the militia when summoned and they take their duty seriously. However, the Hunter Lords have learned not to impose strict discipline, much less require them to wear uniforms or the like, on the independent-minded folk within the city’s borders. A commander that imposes too many restrictions or “petty” rules on his troops had better sleep with one eye open at night.
 
The City Watch "Wardogs" - Vornestone’s City Watch is known as “the Wardogs” for the armoured Dog as heraldry they sport. Should they go into battle, they are known to cry “For Kuelia! For Lyric!” The City Watch is responsible for enforcing the city code, maintaining order, and acting as a reserve in times of siege. They are known for arresting individuals for the slightest infraction, rationalizing there must be some law buried in the massive tomes at the Batiment of Laws that applies to the given situation. However, Vornestone is unusual in that a citizen arrested by the City Watch may attempt to charge the arresting officer with illegal incarceration if they can bring the case in front of the judges at the Batiment of Laws—but only the wealthiest and most influential can attempt such a task.

Industry & Trade

The nobles and statesmen of Vornestone want to keep their coffers full, regardless of the state of things in the world outside the Galeful Gorge. One way they keep the Eskos flowing is by taxing almost every conceivable thing. In a city famous for its adherence to law, the overabundance of taxes is not particularly surprising. Most common transactions see some manner of taxation, much as they do in other cities throughout the Kingdom; yet, that is where the similarities between the tax codes of the rest of the Kingdom and Vornestone end. A good many of the city’s taxes seem frivolous to outsiders, and they make trade and travel within Vornestone especially expensive for merchants.
 
Despite this, the Vornians have grown used to the way things are done, and they rarely make a fuss—even when their precious alcohol is taxed. The majority of the most expensive taxes affect outsiders, or such is the general consensus in the city. This, of course, is untrue; the manner and mode of taxation on imported trade goods means they are likely to be much more expensive than they would be otherwise. The Vornians, especially the wealthiest citizens, have grown adept at exploiting loopholes in the local tax code. Even the lowliest farmer knows the ins and outs of some of the city’s more esoteric fees, and so they are paid less often than would normally be the case. Outright tax evasion, though uncommon, is still known to happen. Those caught depriving the city of its coin, however, are subject to brutal penalties. To the lords of Vornestone, failing to pay taxes is akin to sedition.

Infrastructure

Religion

The Priests of Kuelia are easily the largest contingent in Vornestone. Indeed, the city boasts a higher number of Priests per capita than most other cities. The clergy claims this is because of the large number of faithful present—critics claim it’s because the Priests are exempt from paying the exorbitant taxes on alchemical potions that form an important part of their rites. The Priests of Kuelial split their time between the city and the Storm-Temple to the east, where the true Temple of Kuelia sits. Their rites are conducted in secret, except for the occasional practitioner of Kuelia’s creed. The Temple of Ovysus, located in the heart of the Judge's Quarter, is the second largest in the city. They help manage Vornestone’s immense legal bureaucracy and ensure the laws are just. So far, they are fighting an uphill battle. Much to the dismay of the King, the Cult of Aarus does not have a strong hold within Vornestone. Its temple is relatively small and tucked away in an obscure corner within the Constructors' Plaza. However, those that follow its tenants are known for their utter devotion and fervent behaviour. In order to bolster their numbers, the Priests of Aarus from Dynasty's Dawn and the Moorlands send more proselytisers to gain more converts.
 
The Constructors' Plaza, Vornestone’s temple district, rests to the northeast of the Judge's Quarter. The two districts are often seen as siblings: one representing the laws of man and the other representing the laws of the Gods. The district is built amidst a series of man-made ponds and reflecting pools. Intricate hedgerows and topiaries mark the boundaries between the various temples established here. The roads are laid at right angles to one another, and the lines of these avenues are impeccably straight. Every feature of the district, from the grass to the cobblestones, has been deliberately placed. There is no disorder here, except that which people bring into the district with them. Traffic in the Construcors' Plaza is restricted to folk travelling on foot.
 
Neither draft nor riding animals are permitted inside the district’s borders. Likewise, dogs and other pets that might cause damage to the landscape or leave droppings upon the district’s lanes are forbidden. An atmosphere of peace pervades the Ground of Gods, punctuated only by the sounds of prayer, the singing of hymns, and the chirping of songbirds. The faithful of Vornestone, of which there are many, flock to the district in large numbers to give the Gods their due. Even at night, worshippers come to pray and make offerings to their Elder Constructors. Holy days are especially eventful. With the exception of Ovysus, whose temple sits in the Judge's District, nearly all the Elder Constructors are represented here. Even Kuelia, whose primary area of worship is the sacred hill itself, has a satellite church to serve those worshippers who cannot make the trip outside the city.

Guilds and Factions

Arcane Order

Order of Windwalkers - The Order of Windwalkers is easily the most powerful magical faction in Vornestone, and unlike most cities, it works closely with the Priesthood. An appointed Archmagister advises the Duke and Court and preserves the abundant wilderness within the Galeful Gorge from over development. In times of war, the Archmagister coordinates Arcane reinforcements for the militia to shore up defences, though the currently appointed Arhcmagister, Piere Loeye, dislikes getting too involved in the machinations of the Gathering of Blades. The Ardent Watchmen runs a close second in representation of Mages in Vornestone. Few spend time within the city proper, instead practicing their arts in Bemedia where wild beasts still run free. A tale persists of an elderly, and crazed, Ardent Mage that commands the rats of the city by means of a flute.

Tourism

The Vornestone

The Vornestone in Vornestone is far too small to claim the moniker of “temple.” In fact, it consists entirely of a series of interconnected waterways and pools that swirl around a central elevated platform. The platform, where services are held, rises above the water, providing a breathtaking view of the shrine below. Constructed of polished wood and furnished with canvas streamers that flutter in the wind like the sails of a ship, the platform’s apex seems to be gifted with a perpetual breeze. Marine motifs are carved into the stone and wood that make up the shrine, each one in honour to the Constructors. Vorne-born merchants and cartmen are the most common folk to worship the Vornestone. Local farmers also come to pray for rains in times of drought. The Vornestone is also the only source that blesses the entire region with continuous drinkable water. The source itself is enough to sustain the city and surrounding lands. Though no one knows where the source really comes from.
Herald of Bemedia and Vornestone.
"Should every last drop of water in Silceris dry up, The Vornestone would be among the last to give up." - Duke Lyric Feuboix
Founding Date
298 AD
Alternative Name(s)
The Vorne; Eye of the mountains
Type
Metropolis
Population
425.128
Inhabitant Demonym
Vornian
Location under
Ruling/Owning Rank
Owning Organization
Vornian Merchant

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!