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

Remove these ads. Join the Worldbuilders Guild

Tierney

The magnificent city of Tierney was built on the site of the former city of Kyrgus, a Northern Galladian settlement that was situated at a central point in the Northern Arm region, with constant access to fresh water from the nearby river and lakes fed by the snowpack of the Spine. The Forefathers realized the strategic, cultural and economic importance of this region and immediately set about building the regional capital there. The White Keep, the centerpiece of the city, surrounds and enormous tower built of gleaming marble, long regarded as the symbol of the city itself, as well as the entirety of the Northern Arm.

Demographics

As most former regional capitals are, the population of Tierney it quite metropolitan. Races that call it home include:
  • Dwarves
  • Humans
  • Half-Orcs
  • Half-Elves (minimal)
  • Wood Elves (minimal)
Many of the people that live in Tierney have lived in-and-around the city their whole lives, or have migrated from around the Northern Arm. However, there is also a thriving merchant class, and at any time peoples from across Galladia can be found peddling their wares in the Market Quarter.

Government

Tierney is governed by a city council, with representatives of each district chosen by popular vote. However, the council is at all times subservient to the Northern Arm government, which often exercises considerable authority over the city due to the importance it plays within the broader kingdom.

Defences

The city is primarily protected by a large stone wall, with two main gates with are surrounded by marble towers. The White Keep stands in the center of the city and is home to the seat of Northern Arm government. The home of the army of the Northern Arm sits in the northwest corner of the city, and is also home to the city guard. The bridge that spans the Mundi River, south of the city, can be raised and lowered, and smaller towers stand on each side of the bridge.

Industry & Trade

Trade is a central driver of the Tierney economy, largely supported by fishing on Lake Mundi and the rich agricultural lands surrounding the city. Metalworking, supported by a large dwarvish population, also spurs significant economic activity. Finally, the government apparatus of the Northern Arm, as well as the small army garrisoned at the armory provide business for much of the city.

Infrastructure

One of the many marvels of Tierney is the prevalence of a significant waterworks. Many major intersections and public squares have water fountains with running water, transported from the upper Mundi River via a series of large aqueducts. Wharfs and piers jut out into the waters of Lake Mundi, and are a constant buzz of activity. The Temple of Mundi sits rises high above the roofs in the southeastern portion of the city, crafted from fine marble, and surrounded by large fountains. The presence of running water also allows for a luxurious number of bath houses and saunas.

Districts

  • Traveler's Den: Upon entering the city from the southern gate, the first stop on the way to the Market Quarter is Traveler's Den. Home to rowdy inns and taverns, as well as small shops and fences, the neighborhood is a popular stop for sailors and merchants after a long journey.
  • Market Quarter: Sitting between the docks and the White Keep, the Market Quarter is a buzz of activity nearly all hours of the day. The neighborhood is centered on the main bazaar, which surrounds a large fountain. The smells of the market can often become overwhelming, as the aromas of fresh fish from Lake Mundi and spices from the Western Shore, mix with the sweet smell of rose rolls and the musty notes of ornate fabrics. Many merchants will keep quarters in this neighborhood, often the final stop on journeys north and the origination point of caravans returning south.
  • The Slums: As the name implies, this are in the northwest corner of the city is generally reserved for the lower classes and unsavory businesses. The distance from the prying eyes of the Academy, and the proximity to the port, make this a prime location for criminal organizations and others trying to keep a low profile.
  • North Gate: This is a historically dwarven neighborhood, with larger stone houses of former Fenmarin nobles mixed with newer residences for the working class. Some of the finest forges in all of Galladia can be found here.
  • The Armory: Just south of the site for building for which this neighborhood draws its name, The Armory is a working class neighborhood, often inhabited by the families of local soldiers and mercenaries. Many of the pubs in this district cater heavily to these soldiers.
  • Farmers Mile: While not as famous as the Merchant's Mile of Arborvale, the Farmers Mile is often filled with people perusing the fresh fruits and vegetables brought from across the Northern Arm through the smaller western gate. Some farmers may keep apartments in this part of the city, if their means allow, while other may rent rooms at one of the numerous inns in this district. Activity here is very seasonal, and it is often much quieter during the winter months.
  • Temple Square: This neighborhood in the southwest corner of the city is one of the richest in Tierney, and boasts large estates for nobles from across the Northern Arm, as well as high-ranking diplomats. It is centered on the Temple of Mundi, and the great fountain at its base.
  • Mountain View: Just south of Temple Square, is the lower-middle class neighborhood of Mountain View. Residential structures closer to Temple Square are generally taller, affording far-off views of The Spine, but gradually decrease in height closer to the wall. As a result, homes adjacent to the wall may get very little direct sunlight at any point in the year.
  • The Waterfront: While not a formal neighborhood, some choose to live beyond the walls of Tierney along Lake Mundi. Close to the docks and the city, buildings are smaller and more compact, while some noble houses maintain country estates along the lake shore. 

Guilds and Factions

Just west of the Temple of Mundi, the Academy has a small field office, which acts as their headquarters for operations in the Northern Arm. Similarly, the Bank of Galladia maintains a large branch in the Market Quarter, along with other merchant and artisan guilds, such as the Merchant Post.

History

Initially founded as the town of Kyrgus, the site that Tierney sits on has been inhabited for hundreds, if not thousands, of years. The site is surrounded by fertile hills, running water and Lake Mundi, a vital source of trade and fresh water.

Over time, the population of Kyrgus ebbed and flowed, with nomadic tribes often raiding the village. However, the town prospered, gradually gaining population. With the arrival of the Fenmarin in the times preceding the Wars of The Gift, the town gained further importance as both a strategic base, and center of government for the Northern Arm. The noble houses of Tierney eventually emerged from powerful local families as well as members of the merchant class. Eventually, these local leaders grew tired of the neglect they received from the Fenmarin during the wars of the gift, and began organizing a rebellion. Once the rebellion began, the Fenmarin tried to crush it with sheer brutality, burning much of Kyrgus, the percieved center of the uprising, to the ground.

The arrival of the Forefathers amidst this uprising, shifted the sentiment of the cities leaders and former inhabitants, devastated by the loss of their home. The Forefathers, sensing an opportunity to gain powerful allies in the heart of the Northern Arm, allied with these peoples and guaranteed the rebuilding of their city. Once the Fenmarin were psuhed back to the Spine, and the Shattering of The Mountain began, the Forefathers set to work building a grand new city on the site of old Kyrgus, a city to be named Tierney, for the Forefather general that liberated the lands around the city. Mara Stormwind, new governor of the Northern Arm, arrived to this site with apprehension, but soon saw the opportunity to create a monument for the north to rival any great city of the south. Thus, many buildings, most notably the White Keep, were constructed with the finest marble from the Spine. People flocked across the war ravaged north to the city, which quickly grew into one of the largest cities in Galladia. 

Today, the city remains the jewel of the north, and one of the most vibrant cities in Galladia.

Points of interest

  • The Tower of The White Keep (restricted)
  • Temple of Mundi
  • The Twin Fountains (just inside the south gate)
  • The Fountain of Tierney (Market Quarter)

Tourism

While the city is a beautiful site at any time of year, The Flavacia is the main social event for which most base their year around. In the middle of the spring, the hills surrounding Tierney burst into bloom, which often coincides with the start of the spring snowmelt. Of course one of these blooms is more famous than any other in Galladia, the Blue Rose. Forming large bushes across the landscape, and naturally occurring on most roadsides, these plants are best know for their obvious feature, their deep blue roses. The head of the Rose Committee, a position appointed by the city council, picks a date of peak bloom, and during the entire week a festival is held in Tierney and the surround villages. Houses are adorned with flowers gathered from the nearby hills and peaks, and brought down into the city. The Tower of the White Keep lights a flame at the start of the festival that burns for the entire week, alerting villages for miles around that the celebration has commenced. The festival culminates in a night of partying and revelry, where local liquors are paired with sweet rose rolls.
Alternative Name(s)
Kyrgus, The White City
Type
Capital
Population
225,000
Inhabitant Demonym
Tiernians
Location under
Included Locations
Owning Organization

Remove these ads. Join the Worldbuilders Guild

Articles under Tierney


Comments

Please Login in order to comment!