Refuge

Refuge is a small community in southern Jakonia that relies on a thriving fishing community and limited trade. During the many centuries of Jakonia's military expansions to the north, Refuge was allowed to prosper under a system of benign neglect. Rarely having much crown influence over the community's affairs, it began to develop smuggling and trade relations with the nearby islands of the Bahami Emirates. The slow collapse of the larger Jakonian Empire has led to the Emperor's focus being more upon domestic affairs, and this has led to a growing crackdown over smuggling along the eastern coast. New wealth has been poured into imperial domestic development and trade, as the nation licks its wounds and struggles against rising independence settlement in the remaining provinces. This has led to growing factionalism and unrest among Refuge's population, as the investment here has led to the foundation of a growing steel industry, populated mostly by Kiralyno dwarves hired to operate the new forges and foundries that have been springing up. Imports of cheap iron from the Emirates have been fueling this growth, and the demand for workers is high, as is the demand by older residents to stop the tide of development.

Government

All decisions in Refuge are made by the town's council. The sitting council consists of the most influential or wealthiest members of the community, and occasionally appointed as representatives of the imperial crown. The council is currently capped at five members, all of whom are members of the town's nobility. The titles of the council have been passed by person to person based on their ancestry family titles. The current elder council member is the Jessamine Willis. The other council members are Percival Solomans, Josiah Hickling, Bive Longshout, and Idris Munks.

Defences

The main regular defense of the city consists of the town guard, headed up by Josiah Hickling. This consists of one hundred armed guards who patrol the streets and keep watch upon the town's outskirts for any signs of trouble. They operate from only three different guard houses, scattered throughout the city to quickly respond to fights and unrest. Included in these guards are a dozen elite marines who have served in multiple battles against the Bahami Emirates' raiders along the coast and at sea. They watch out for seaborne threats and monsters.   There exists no local prison, and only a small jail. Therefore, most petty and minor crimes are met with brief trials in front of the town council, followed by a fine and/or time spent in the jail. For major crimes such as murder, the suspects are usually sent away to the nearby major city of Liberty, where they would face a followup trial in front of a magistrate and entry into the main imperial judicial and penal system. Fines for crimes within Refuge are typically determined based on the overall wealth of the perpetrator.

Industry & Trade

Up until the past five years, Refuge has had very little in the way of industry. This has changed with increased imperial investment in the development of steelworks throughout the town, to replace those lost in rebellious provinces further north. The majority of steel used in these facilities comes from trade with the Bahami Emirates and more isolated island communities further south. These industries are operated by specialist dwarves who have migrated from the north, well paid by the Imperial Throne for their expertise. This has been combined with the recent expansion of local docks to accommodate larger and larger merchant vessels.   The Imperial Throne has begun to encourage trade with the Bahami Emirates, which has assisted both smuggling and commerce in the region. The expansion of the ports has been extremely helpful for these efforts and brought many more jobs for laborers and sailors. Fishing has been aided, but many are concerned that the increased fishing will lead to smaller and smaller yields for local fishermen than ever before.

Assets

The city has substantial wealth in the hands of its nobility, but elsewhere in the town, most homes are modest and suiting that of dockworkers and fishermen. The new dwarven homes are more elaborate, and rely on lower levels, which are carefully drained of water and built of stone imported from the north. There is little in the way of shops of interest to adventurers, coming down to three main ones: Harding's Leather Goods, The Dwarven Hammer, and Winston's Store. Local guild halls also exist for the fishermen, carpenters, and sailors. Recently, however a trade delegation from Populres has been allowed to set up shop in the town, offering a source of magical items salvaged from the great ruins of the far north. Lastly, a local named Timothy Dimmick, or Tim the Shover, is known as a mediator for the hiring of mercenaries and muscle.   There are three taverns in Refuge: the Wicker Ox, the Empty Net, and the Snapped Line. The Wicker Ox is the oldest and most reputable of the taverns and inns, and hosts rooms for rent and is the mainstay location for off-duty guards and wealthier members of the town, the new community of dwarves have also become patrons here. The Empty Net is the tavern that is the exact opposite, and is believed to be a haven for smugglers and thieves. Lastly, the Snapped Line is the main drinking location for fishermen and those who make their living on the water.

Guilds and Factions

The Sailor's Guild of Jakonia has a hall here, offering a safe place for sailors to bed down before long ocean voyages. Sailors registered with the guild and up to date on their membership fees are welcome to stay here for free between voyages, while non-registered sailors are accommodated at low prices. Carousing and drinking at this location are severely prohibited and violators of house rules are unlikely to be welcomed back. There is no clear head of the Sailor's Guild here, and most behavior is self-regulating among respected members.   The Carpenter's Guild of Refuge is an increasingly wealthy part of the local economy. Run by the gnome, Jenys Glemstren, it oversees all construction of vital crates, barrels, and buildings. The increase in local population has been a boom to the guild, and substantial funds have been flowing in as more and more carpentry is needed at higher and higher prices.

History

The city of Refuge was originally established in 390 AF as a haven for political refugees from the growing Jakonian Empire. They sought to avoid the increasing political repression and oversight that the imperial system and the Church of the One Sun were creating. The community thrived for nearly a decade, at which point a full force was sent from the Monastic Brotherhood, razing the settlement and slaughtering the dissenters. Only a handful of survivors remained, many fleeing into exile in the surrounding swamps. In 413, some of the survivors and their descendents returned from the swamps and rebuilt the town. Others migrated their way, and the local fishing community proved to be somewhat lucrative. The town was this time allowed to develop in peace.   As the town grew, the fishing community was eventually supplemented by an increase in smuggling, to which the local Lord often turned a blind eye, assuming he could receive his cut. The two economies grew in tandem, and for a brief time, the harbor was even used as a supply point for expeditions heading into the Bahami Islands. The town prospered and eventually stabilized with a modest population. The town remained peaceful and content, with the local Lords maintaining a policy of benign neglect as long as there was no troubles.   The decline of the Jakonian Empire led to further destabilization elsewhere, but Refuge continued with business as usual as though nothing was changing. Over the past five years, however, beginning in 1035, a group of Kiralyno dwarves have settled in Refuge, opening a new steelworks. They have been financed directly by House Hayles and the Emperor's family, seeking to expand steel production outside of the Nasite territories. Concerns exist about another northern rebellion, and should one occur, the powers that be have selected Refuge as a new place to keep production going even in a time of war. This has created unrest among the conservative human population and the new dwarven arrivals.

Maps

  • Refuge
    The small town of refuge, a fishing community on the southeastern coast of the Jakonian Peninsula.
Founding Date
Newfeast 13, 390
Type
Town
Population
5200
Related Ethnicities
Location under
Owner/Ruler
Owning Organization
Characters in Location
Demographics
~4,100 Jakonian Humans
~900 Hill Dwarves
~100 Various

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