The Neck Settlement in Eidos | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Neck

The Neck, also known as the City-port of Traps, is an independent Cityport located on the Farnfell River, in the middle of Eidos. It is the largest trade center in all of the known world, roughly three quarters of all trade goods used by the of the continent passing through its waters or gates.

Demographics

No matter where you'd look in the port, the chances of spotting a single race of people are slim at best. Due to its trade-hub nature, The Neck has attracted variation more than anything. Orcs sitting at the same tavern table as humans, elves, gnomes and tieflings like nothing from the outside world took effect within the walls of the port.
A true melting-pot of culture.

Government

Historically the port has been maintained as a "neutral" location - governance being in the hands of an independent civil authority that does not (or at least is not supposed to) give favour to any one faction from within or outside.
As such, originally, it was lead by a council of five guild leaders, the first of whom was appointed as governor of the city. Nowadays, only one guild-man if found leading the city, due to backstabbing, political blackmail and the merging of the merchant and assassin guilds. Despite the visibility of the fraud nobody dares to challege Gavin Aldor, the new first-noble and his dark-clad associates on they monopoly... because all who do disappear shortly after.

Defences

The city-port has a perimeter of fortified stone walls and battlements which are manned by a militia of 3500 soldiers and auxiliaries who also regularly patrol the streets. A number of roughly 200 Spell-Breakers is also present inside the city guarding the local Chantry churches.

Infrastructure

The Neck is equal parts market and bazaar as it is living spaces - sometimes markets doubling as both, merchants seeking strong profits and good value by sleeping at their stalls in the hopes of catching adventurers and traders on their way through no matter the hour.
  Clementine Plaza, the first and biggest bazzar, is said to always be lit with bright candles even in the dead of night. Traders, seeking to appeal to the seedier and less savoury types that browse markets by night, will often exchange their wares - fruit and herb dealers often becoming drug peddlers and poisoners, kitchen utensils being replaced by broadswords and axes, and general goods being changed to tools of several nefarious trades.
  The Casinos or Gambling Dens are the next stopping point for most sailors, dotted all around the winding streets it is not at all hard to find one, legal or otherwise.
  Bathhouses, while not as common, are still integral to both locals and off-the-boat traders, providing a considerable ammount of income for the owners and their loan-sharks...
  The sheer income of the Neck, however, comes not only from its relatively enforced markets and casinos on the surface, but also from the flourishing criminal underground beneath the city that operate in and out of marked buildings and port drainage pipes. A captain coming to the Neck knows to send one man above, and three men 'below', when searching for profitable trade goods.

Guilds and Factions

The city-port boasts the biggest number of guilds from any other city in the land. Numerous institutions finding their beginnings here, before expanding to the other settlements in Eidos.
  The Merchant and Assassin Guild, which may seem like an odd combination at first, has transformed itself into the leading power in The Neck, the arrangement proving itself quite profitable for both factions. Due to this, branches of either or both factions have cropped up in multiple cities to make trade contracts or to take bounties.
  The Dockworker Association also found its start on the jetties of the city, now spanning all over the known world, its trade-mark boat-houses being found in all the port-towns of Eidos.
  Lastly, one can find a multitude of Trade Guilds, full to the brim with artisans waiting to be contracted or taken to other locations for various project. Carpenters, Boat-makers, Smiths, Weavers, Alchemists only to name a few.

History

Legend has it that The Neck arose around the only crossing of the Farnfell, the river that splits the continent in two and links the bodies of water surrounding it.
The stories speak of river Pirates camping in the area, waiting to ambush the small vessels which carried their cargos of fish between Seas. And so, The Neck grew, as the camp became a village, and the village a city, it became a magnet for the ne'er-do-wells of Eidos. A multitude of malevolent creatures who would kill you for the laces in your boots drifted into the city. Their lawlessness gave rise to an elaborate system of traps devised by the inhabitants to protect themselves from the criminals who roamed the streets. This is how the city got its name: Cityport of Traps.
  The kickstart to its more noble, trading origins came in the form of fruit. When the settlement was just finding its roots as a pirate port, a mysterious trader from the west, said to be more bird than man brought with him crates of mysterious fruits named clementines and oranges. The pirate captains who stocked up on them reported their miraculous ability to ward their crews against common sea-faring diseases like scurvy. Soon the plaza was bustling with captains seeking to buy these fruits and the trader became famous. Other traders moved to the port to piggy-back off of his fame and so, the city steered itself into a more lucrative business than pirateering.

Architecture

The architecture of the city is as varied as its people. Depending on the district you find yourself in, it can range from normal human houses, to orc huts, elven tree-mansions and even more exotic structures that seem out of this world. One of the few consistent things in the port are the walls flanking either side of the river, broad in width, two dozen feet in height and with guard towers watching both inside and outside.
Founding Date
134
Alternative Name(s)
The City-port Of Traps
Type
Large city
Population
60,000 Mixed (30% Human, 70% Other:Elf, Dwarf, Half-Ling and Orc/Half-Orc)
Location under

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!