Redawn City Settlement in Eliosara | World Anvil

Redawn City

Over a thousand years ago, nearly a century into the Mythvethyr invasion of Iseldrania, the King Mercias Vallius of Breefill lead an exodus of humans from his and neighboring states, along with freed orc slaves, sailed across the Marching Ocean to Awildian. Upon mooring within the soon-to-be named Gulf of Kings, the survivors of the terrible war build an anchorage to the Romith gods as a gracious offering to their escape.
And it was there, after witnessing the horrors of both malevolence and apathy, Mercias dedicated the site as the birthplace of a new nation, once where the King was servant to his people. Where the autocrat was beholden to his subjects. An idealistic paradox. And with this foundation, Tel was born. On the site of the anchorage, the settlement was born, and after some time the settlement had turned into a town, then a city, and by the turn of the millennia, had become the greatest metropolis in Eliosara. And built right where the anchorage that started it all, sits Anchorage Palace. The home of the King and Queen of Tel.
Originally called the City of the Red Dawn, a reference to the red hues that painted the sky and clouds on their refugee's first morning out of war, the name has changed much over time, simplifying to Reddawn City, and then to Redawn City, dropping the second d some time the 700s. The original name of the city is still alive in its ruling council; The Council of the Red Dawn.
Due to the vast nature of the city's size and demographics, and couple in its trade importance and overall wealth, Redawn City has many things to offer. Goods and services that would be unsustainable elsewhere exist within the city. For example, Redawn City boasts two private universities, a large park and garden, and advanced public works, such as the complex sewer and aqueduct system beneath the city.
Being a world hub, goods from across the globe can be found for purchase in the major market squares, and on nearly every corner near the docks. The land surrounding the city is ample for both farming and animal husbandry, fueling the city with plenty of food. Major exports include armor and weapons, books and lore, luxury goods and art, magic items, mercenaries, ships, textiles.

Demographics

Roughly 55% of the city's population are human, and the majority of those humans are Breefillian. The remaining 45% is a myriad of ancestries, with the most common being halflings and elves. This makes Redawn City the most cosmopolitan city in the world. And because of this, Uman, while the primary language, is only one of many languages spoken throughout the city.

Notable NPCs

(Not including those that sit on the The Council of the Red Dawn)
Donavon Silverkeep
Marcella Silverkeep
Brator Arg-Ka
Elle Blanchard
Mullon Clawflame
Nina Tomen
Uleva of the Grey River
Grendohr Dradam
Alistair Dortane III
Amelia Tristunjark
Percival Tristunjark
Felonise Creedo
Lambert Silverkeep
Sabreen al-Hammad
Ferder Dragonsong
Oliver Zenphinia Fielding
Jol-Dark the Cutter
Este Of Maribor
Marjolein
Sylvain Thibault
Dr. Amalgos Torylyl
Lyonnete of the Lake

Government

Redawn City is both the seat of power for the Duchy of Dulvale and The Kingdom of Tel. As an autocratic monarch, the King has rule over the city, the duchy, and the kingdom entirely. Though, much of this power is delegated out. Dulvale is ruled by House Robles, who reside in the city. The city itself is ruled by The Council of the Red Dawn. This gives the King more time and energy to focus on administering rule over the whole kingdom as well as foreign affairs. The Council of the Red Dawn also acts as the prime advisory council to the King of Tel.

Defences

Being the size that it is, Redawn City is able to fund its own private and professional army, that answers to the The Council of the Red Dawn, and is loyal to the Crown. This force is called The Redgaurd, and is one of the better fighting forces on the continent. Nearly 10,000 strong, they not only patrol the streets of the interior, but guard the roads of the exterior. In the case of all out invasion or siege, the Crown has devised a law that will bring sections of Dulvale's forces under the command of the The Council of the Red Dawn to aid in the defense of the city.

Infrastructure

The city is in a radial design, with canals making rings and cutting through the radius at various angles. Along with the canals, there are a series of snaking roads and many bridges that connect the two halves of the city on either side of the Ethari River. At the center of the circle, with the river flowing around it on both sides, is King’s Islands. The islands house the palace. And spanning out from the center are the various districts and neighborhoods. The edge of the circle is the massive wall, marking the city limits. Beyond are some rough slums that hug the rocky coastline, and north in the hills are rather gentrified halfling communities.

Districts

Redawn City is divided up into eleven wards. Much like geographical and political regions, these have formed over time based on differences in use, society, its infrastructure, and wealth. Just outside the walls are countless acres of farmland, and nestled between these plots are many homesteads, and five villages; Feathercape, Waldenfern, Northershale, Greenby, and Whiteknock.

Bronze Road

A modest section of the city, the Bronze Road district, is marked by the bronze plated street lamps that sit on street and canal corners.
Storm's End
Near the center of the district, out of the way of the canals and built atop a small hill, Storm’s End is a towering keep that acts the city constabulary and courthouse. As well as training grounds, the fortress has deep tunnels that connect it to the barracks within the city walls and Anchorage Palace.
The Mighty Camel
A spacious and hospitable boarding house that caters primarily to visitors and passer-throughs. And due to this, the common room and bar are often stuffed with adventurers, travelers, pilgrims, and various people stricken with wanderlust.

Canterside

One of the larger wards is stuffed full of artisans and market stalls. Sellers and traders can be heard barking out deals from sunrise to sunset.
Silk & Melody Square
A massive town square, full of small gardens, open cobbled space, and a thicket of market stalls. This is the place to sell your goods, as well as find almost anything you are looking for. And due to the foot traffic, there is a nigh permanent carnival present, with gamemasters, magicians, and animal shows rotating in and out of the square year round. When the city puts on its blogger festivals, such as the Feast and Forth, or the Day of the Dead Dragon, Silk & Melody Square is the center of it all.
The Silverkeep Mint
The keep is a joint operation of the Federation of Coin’s taxation service, and House Silverkeep’s gold mining operation. Here they melt down old coinage and mint new ones, and this process is highly administered, making Tel one of the most efficiently taxed states on the continent.

The Crows

An unfortunately dingy part of the city, this district is rife with crime, and generally unsafe for visitors. The neighborhoods are pockets with burned out buildings and abandoned structures. Living here is cheap, and so it attracts the downtrodden and desperate.
Central Quarry
A few years ago, a wealth of marble was found under a crumbling tower, and so the Crown has hired labor to begin mining out the stone. This has brought jobs to the district, but has begun to upset the delicate balance of The Crows.
Forgetown
The slums of the city, stretching from the King’s Gate to the Ethari River. Full of both destitute and refugees from all over, Forgetown is a difficult place to live, much less escape from. Here was the birthplace of the Court of Man.

The Docks

A rather unimaginative name for the loudest, busiest, and most metropolitan ward of the city. The Docks is always busy, with ships mooring and pushing off at all hours of the day. It is here that nearly every culture of the world can be experienced.
The Seaport Pit
An old abandoned shipyard that now is a hangout for the Helmsman. In recent years, they have turned the location into a no-holds-barred fighting pit, complete with gambling and dubious duels.
The Foolish Fishmonger
Often just called Fools, this popular tavern is built right on the water, and primarily caters to sailors that are moored for the night. The venue offers water downed booze, state foods, and mediocre companionship, and the patrons wouldn't have it any other way.

The Feather End

A rather fancy part of town, the architecture and residents boast a wealth and lifestyle similar to those in the Kingsphere.
Redawn Opera House
A grandiose building, this is the pride of the city for many. The shows here are unmatched by any other continent, and any performer looking to make it big dreams of performing here someday.
Prince Concert Hall
Fairly new, this nigh garish building is used for the various musical performances put on by soloists and orchestras alike.

The Folkways

College of the Folkways
College of the Folkways is an artistic institution that has produced some of the greatest players, chroniclers, virtuosos, and jesters the world has seen. A truly colorful and eclectic school, both in the attendees as well as the building itself.
Duskmoon Theater
This open air theater is one of the oldest in town, and remains the premier spot for commoners and wealthy alike to come watch their favorite plays.

Hamletrip North

A fairly boring part of the city, it is entirely residential, containing only a few taverns and artisans, Hamletrip is a quiet and peaceful place, relatively of course.
The Seminary of Inspection
A renowned academy for training detectives. The greatest minds study the art of investigation here, and once graduated they often are employed by a noble House to act as their spymaster. Still new to the political scene, the academy is quickly growing in influence.
The Copper Laboratory
The electric and ever strange smelling workshop and headquarters of the Redawn Guild of Alchemy. The building itself is always worked on to some degree, whether it be through upgrades or repairs. Large smoke stacks jut out of the tower's roof, and long copper pipes run its height.

Jopsy’s Stand

A walled portion of the city that contains the majority of the prestigious guild halls. Highly patrolled and very wealthy, Jopsy’s Stand is named after an old colleague of the founding architect of the city.
Obsidian Hall
The massive guildhall is accented with iconic obsidian stone, causing it to stand out among the other halls. As the headquarters for the prolific Talons of the Coast, the guild hall is always bustling with both guild members and prospect clientele.
Redawn Countinghouse
This courthouse styled building is the first of its kind; a bank. Along with that is the headquarters for the Federation of Coin, and thus bankers, tax collectors, large carts of coin, and many, many Redguard, can be found here.
Scriptum Sanctorum
A tall, blue roofed spire that is shrouded in magic and mystery. The tallest structure in the city, within its walls are the Alliance of Aegars; an incredibly powerful guild of mages. Very little is known about what happens within the enigmatic tower.
Blidderd and Son’s Alehouse
A famous Redawn City establishment, this tavern is for those looking to enjoy some good company and even better drinks, all far from the raucous nature of the more common taverns.
University of Redawn City
The university has a massive campus that takes up the majority of Jopsy’s stand. And while most of its student body are the children of wealthy nobility, they come from all over Tel to study topics such as law, finance, politics, mathematics, and medicine.

Kingsphere District

The wealthiest ward in the entire city, this district is made up of three rings connected by bridges. Kingsphere is heavily guarded, and often commoners are not allowed in without good reason. Here the water and streets are always clean, and the homes are large sprawling manors and keeps.
Anchorage Palace
The entirety of the innermost circle is the castle of the royal family. The palace is one of, if not the, largest structure in the city. With its dozens of towers, countless banners flapping in the wind, and an army of soldiers patrolling its halls and walls, it is the ultimate symbol of security and power. Few are left within its doors, and those that are cannot help but marvel at the majestic interior of marble pillars, exotics decorations, and historical artifacts. It is here that the Council has their meetings and where the King holds court.
Garden of the Ethari
The second ring of the district is a massive garden and park space. Sticking out like a green thumb, the garden is under care of a mysterious druid, which in turn gives it a magical aura, aiding in its representation of the natural world amidst the epicenter of the urban world. The majority of visitors the Kingsphere has are those looking to spend the day at the garden.

The Peaks

Another walled off district of the city, this ward is the cradle of the modern Romith Church. All during the day the Godly Gates are open to all seeking aid, penance, and direction. The layout is that of a large campus of compound, with constructed walkways, gardens and ponds, and the various chapels and abbeys peppered about.
The High Cathedral
A structure to rival the size of Anchorage Palace, the church is the epicenter of the entire Romith faith. Within the halls is the Grand Sanctuary, the Hall of the Gods, and Chambers of the High Lord Vicar. Many of the rooms are dorms for various clergy, including the Council of the Religion.
The Stone Parish
This area of the district is a large, open square. Lining the edges of the homey square are twelve chapels, one for each of the Romith gods and goddesses.

Southend Ward

The largest of the districts, Southend is very dense in population, and continues to grow. And because of this growth, boarding houses, taverns, and other artisans are moving in at a quick pace.
Gridiron Colosseum
A massive colosseum right in the center of the Ward, the field itself has a diameter of 100 yards. Able to host chariot and horse racing, gladiator fights, carnivals and circus, and even be flooded for naval combat, the Gridiron is the gem of Redawn entertainment. Most folk consider it to be the great equalizer, as both rich and poor vastly enjoy the spectacles.
Bluesky Bathhouse
While hardly the only bathhouse in the city, this one is an establishment. A popular sport commoners looking to rest, or gossip. Even the elite have reason to go here, as their private chambers offer a myriad of amenities.

Other Locales of Note

Sapphire Island
A small island off the coast of the city that houses the Newflame Lighthouse. The largest lighthouse in all of Tel, it can be seen from miles inland.
The Under City
Beneath the streets and canalways is a maze of sewers and aqueducts. A complex network of tunnels and pipes that dump the sewage of the city into the gulf, and draw in clean water from the Ethari River. But even beyond the main tunnels are old and forgotten passage ways, catacombs, and cisterns. Rumors circulate that monsters roam the darkened tunnels of The Under City, far from the patrols of the Redguard and workers.
Level
20
Government
Council (locale nobility)
Language
All
Religion
All
Threats
Bandits and monsters from the Under City, economic enemies, rival nations, plagues and fires.
Founding Date
2nd of Hiravest, 1st Year of the Third Era
Alternative Name(s)
The City of the Red Dawn
Type
Capital
Population
2,500,000
Location under
World Capital The City of the Red Dawn is the wealthiest, largest, and most important city on Eliosara. People from all over the glode can be found here. The possibilities are simply endless.

Guild Prescence

Guilds With Greater Prevalence

 

Guilds With Lesser Prevalence

  • The Harborwatch
  • The Redguard
  • Redawn Society
  • Players of the Old Town
  • The Helmsman
  • College of the Folkways
  • The Corvids
  • Lodge of Amadeus
  • Redawn Guild of Alchemy
  • Court of Man
  • University of Redawn City
  • Owls of the Probit Parliament
  • The Argos