Lindakar Settlement in Eidos | World Anvil
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Lindakar

Lindakar is the ancestral capital of the Zarvoss Emancipate , situated roughly at the center of The North. It is by far the biggest settlement in the region and second only to Aslod and Kingstown  in Eidos.

Demographics

The general rule of thumb in the Northen capital is that as you move inwards, the more reputable and important the people are. This is not to say, however, that the ones living outside the walls are criminals and scum, as the Zarvossti pride themselves on building a society that is relatively honourable and honest.
While Lindakar is predominantly human, due to it being the capital of a human country, dwarves, especially traders, are not at all uncommon as one moves towards the outskirts. Gnomes can also be found in decent numbers in their own district where they tinker, play music or brew ale.

Government

Lindakar is the seat of power for the King of Zarvoss, who also doubles as the leader of the town alongside his kingly duties. He governs alongside a chosen group of Jarls who, in turn, rule over the surrounding villages and muster the men when needed. The more menial, day-to-day, tasks are handled by the local authority, be it the militia, men-at-arms or local thanes.
Spell-breaker presence in Lindakar is minimal at best and they hold no real sway in how the government acts in the city and region. Their tasks mainly involve guarding the few churches dotting the landscape.

Defences

Lindakar, and the massive castle complex situated in the heart of it are defended by two massive walls of grey granite with a wide moat between them. The outer wall is eighty feet high, while the inner wall is one hundred feet high. There are guard turrets on both the outer and the crenelated inner walls. While the inner keep is protected by both walls, the outer wall covers roughly half of the town, the other being outside both the walls and the moat.
The city is manned by a garrison of roughly 15.000 soldiers, with more ready to be recruited from nearby villages.

Infrastructure

The many round towers of the castle complex have, after the wars, been refurbished to serve different purposes. The tallest tower has turned into a rookery for the messenger ravens. The largest and stoutest tower is now a guard house, whilst main hall's towers serve as a library and cleric's chambers.
  Outside the walls, one would find themselves on the muddy roads of the colloquially named Winter-Town. Its market square is filled with wooden stalls for merchants, and lined with rows of houses made from logs and undressed stone much like the inner town. Less than one in five houses are occupied during the summer as the locals move off to tend to their fields. They return when winter arrives, the cold pushing them towards the hot springs of Lindakar, and towards the Smoking Log (the most popular inn in the region).

Guilds and Factions

Lindakar prides itself with the most Breweries and Ale-houses in all of Eidos. Gnomes from all over the lands flocking to the Zarvossti capital to use its natural spiring water to craft or perfect their brews.
  The headquarters of The Woodcutter's Guild also resides within the city. Taking lumbering contracts from all over for the coveted Iron-pine wood. While taking said contrats is easy, the negotiations they have to conduct with the locals of the woods to allow them to cut the trees prove quite jarring at best. Good thing the lumber going for a premium no matter who buys it.
  Aside from, perhaps, the finest carpeters, Lindakar also has the usual Trade Guilds a city of its size needs, be it smiths to equip their farmers and soldiers or herbalists to cure ailments.

History

Founded long before the country that now finds its seat of power within it, Lindakar has changed as many names as it has owners. The most notable of these rulers was a mage at the height of the Rune Wars who enslaved the local populace and forced them to build the keep and walls, that can be found standing even to this day, underneath a group of hot-springs which allow it to stave off the cold winds of winter better than any other place in Eidos. Rumors also have it that the stone of the walls was enchanted with the powers of one of the Runes, allowing it to withstand both time and siege almost unscathed. 
After the slaves rebelled and forced the mage-king to retreat north, they settled themselves in their former home while also expanding outwards, outside the walls.

Architecture

Both the castle and the walls of the city were built out of dark granite brought all the way from The Frostbite Mountains by the Dwarves, who were also commisioned to act as architects. Because of this, the castle buildings have an angular and squat look, adorned with gargoyles in notable places like ceilings.
The two or three story estates located in between the two walls are the other original buildings of the settlement and as such, have the same granite foundation, complemented by simple or plastered wooden walls designed to keep the cold out. Depending on the location, these buildings serve as either taverns, shops or houses.
The Winter-town houses are much less ornate that their walled counter-parts as they are built for warmth not for status.
Founding Date
Predates the Rune Wars
Alternative Name(s)
North-town; Winter-town
Type
Capital
Population
150.000 Mixed (65% Human, 15% Dwarven, 5% Gnomish/Half-ling, 15% Other)
Location under
Owning Organization

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