Artoril (Ar-torr-rill)
Artoril is a relic, the crystallized spirit of what the Kingdom of Hain used to be. It is where the monarchs of Hain are still buried and venerated, where the old law stands carved, and where the ancient ritual of state is practiced. It was once the most populous and prestigious city in Hain, though it's golden age has long since fallen away. Under the last few leaders, it has slowly rebounded from near total obscurity, rising again as a city with a future rather than just a past. The recent growth has been slow, though, and has mostly occured among Prism-hold and prism communities; non-prisms seem to be unconvinced that Artoril is either safe or prosperous.
The old power of Artoril is present in the surrounding landscape. Great stone statues of Ustav, the other Gods, and old Hainish heroes mark the roads. Boulders are carved with runes in the old written language, marks for rituals of entrance and fealty that are no longer heeded. The countryside approaching Artoril proper is strange and pockmarked from ancient wars, with mutated weeds and rocks becoming suddenly very normal as one approaches the city.
Artoril itself is hard to miss. The Heillenfel, the mountain that makes up the city's heart, is a steep stone peak with smoke stacks and gated caves peeking out from the risen stone. The dark grey stone of the mountain isn't just colored by winter snow, either: massive multicolored blossoms of crystals and minerals cover much of the mountain's surface in beautiful and consistent patterns. At the heart of each of these is a hole and a statue, a wound of an old Ederstone weapon. These mineral blossoms are slowly growing over time, and will one day cover the entire mountain; there is a mineral ecosystem growing throughout the mountain and slowly replacing the dead rock. Much of it is edible to prisms, making it both beautiful and friendly (though one can get poisoned eating the wrong rock here).
At the base of the mountain, two small towns sit on either side: Northtown and Southtown, the ranching town and the farming town. Massive stone gates lead into the mountain proper, into a huge open crossroads lit by bioluminescent mushrooms. Thousands of prisms live in the warrens inside, and following the great stone roads can lead travelers to the old city of Artoril - a district known now as Valenside, a refuge city hidden in the mountains. Valenside is occupied mostly by prisms and mining colonies now, while much of the old city lies abandoned. Pockets of settlement exist, but many prefer the new towns - more accessible trade and fewer stories of horrible monsters in Northtown and Southtown.
Demographics
17,000 humanoids live in Artoril. 75% are Prisms or prism-adjacent starspawn, 10% are starspawn, 5% are dryads and humans, 5% are hybrids, and 5% are other species.
Government
Artoril is ruled by a local aristocrat known as a Junker (pronounced Yoon-ker), who rules in the name of the Council of Eight - an oligarchic council made up of representatives of Hain's eight great founding clans. The Council of Eight rarely meets and tends to leave all of the governing to the Junker, though, so it is best to think of the Artoril Junker as an autonomous princeling. Under the Junker, a Council of Burghers (or titled merchants) manages local guild and trade policy.
The local dynasty of Artoril is always chosen from among the local prism families. The current Junker is a Prism by the name of Dozna Devatora, a slightly unorthodox candidate who has been doing a fairly good job of building Artoril back up from its prior decline. Dozna is more famous for her work as a lawyer than as a warrior (though she does have battle experience), and she is extremely familiar with the law and bureaucracies of the city. Over her long tenure as Junker, she has grown accustomed to being listened to and has become impatient with those she sees as ambitious - she was more effective at managing the factions of the city ten years ago than today, though no crisis has yet to highlight this yet. Her greater weakness is in military matters, as she has little patience for the theory of war and considers military matters a distraction from the more important parts of rulership.
Defences
Artoril was built as a Kivish army-buster fortress. Incidentally, the city is also impervious to most other conventional methods of attack. The outer districts are protected by strong walls (which lack modern weaponry to defend them, but make up for that with sheer volume of stone), and if these are breached, the Northtown and Southtown districts can evacuate into the inner city of the Heillenhold and the Valenside district. Entry into the Heillenhold is guarded by the Wintergates, two massive mechanical gates that lead into nightmarish kill zones if breached. There are a number of small openings up the Heillenhold armed with siege weapons, that are themselves tiny kill zones intended to lure arrogant Kobold scouts away from support. The Valenside district is protected by both mountains and various fortifications through those mountains - less impregnable than the Heillenhold, but still enough to make any mass assault incredibly costly. Even within the Valenside district, underground bunkers and tunnels exist in case of aerial bombardment and to allow for emergency holdouts if the city were to fall. Towers in the Valenside area exist to target aerial enemies and allow for layered defense in case of a breach. Even underground attacks are prepared for, with outer outpost tunnels branching out from the city to detect any possible under-attacks and allow for a timely defense.
This is all to say that Artoril has been attacked in virtually every way possible, and has led to a comical over-preparedness. It is even said that the city has ethereal defenses, as no ghosts seem to be able to enter the city (and any ghost there quickly vanishes for some reason). By air, by earth, by climbing forces, by overwhelming firepower, Artoril has been menaced by every kind of threat and bears the scars as proof.
The greatest flaw with Artoril's defenses is upkeep: these layers of protection are expensive to maintain, and almost certainly have holes in them that have gone unnoticed. Similarly, the garrison is simply too small to man all of the defenses (particularly the underground tunnels and the Valenside defenses) and much of the defenses have simply been abandoned with the assumption that they can be dusted off and used when a threat emerges. Given that Artoril has held strong since 1700, that is three hundred years of decay, not to mention opportunistic scavenging for building materials. Rather than protect anyone, some of these ruins have become hubs for criminal activity, or have been turned in emergency housing.
Industry & Trade
Artoril is a minor manufacturing center, where guilds coordinate weaving, tanning, textile work, pottery, and smithing. These guilds also run local community operations and serve as vehicles for local elite families, so efficiency isn't always the primary goal. There are guilds for just about anything, but there are three big blocks of guilds:
- Northtown Guilds, which manage animal products moving in from the Northern flats to the coast; tanning, meat, weaving, and monstercrafting
- Southtown Guilds, which manage plant and mineral products coming in from the South: smelting, smithing, pottery, food processing, and woodworking
- The Inner Guilds, which manage Artoril-based industries, such as mining, jeweling, stoneworking, and internal trade
Infrastructure
Artoril's infrastructure is adequate, though some of the non-prism parts (lighting, food storage, sewers) are not well maintained in the Heillenfel. Northtown in particular has been left to fend for itself, a perceived punishment for the district's refusal to work with the government.
Districts
Heillenfel: Heillenfel is the heart of the city; a densely populated mountain complex that serves as the administrative and social center. Heillenfel where the palaces are, the military is centered, and the prism elites live. Plenty of non-elite prisms live here as well, and some non-prisms also reside near the grand plaza and crossroads. Heillenfel is basically a large prism-hold that also doubles as a massive fortress, so it can function as a prism-city unto itself. Heillenfel also physically connects the other three districts together - moving through the city requires moving through the massive cave-roads and plazas of the crossroads.
Valenside: The expanded part of Artoril that sprawls into the nearby secluded valley of Vallenka, Valenside is a mixture between the decaying remains of the old non-prism city, which is sparsely inhabited, and the majority-prism mining communities that cluster along the edge of the district. Valenside is also known as "old town", and there are neighborhoods here that still are active that trace back to the earliest days of Hain.
Northtown: A more recently made part of town that specializes in trade, weaving, and animal processing, Northtown is a combination of non-prisms and prisms who are more integrated into the rest of Hainish society. Also known as Skunkside for its fowl stench, Northtown is the most commercially bustling and rowdy part of Artoril.
Southtown: A more recently made part of town that specializes in trade, farming and food access, woodworking, and smelting. Southtown has thrived with the recent creation of the Southtown aqueduct and grand cistern, which has funneled significant water necessary for smelting into the district. Southtown is less economically fluid than Northtown despite all of this, and is largely dominated by Southern merchants.
Guilds and Factions
The Nobility: The prism nobility of Artoril holds great power over the city, and is involved in most institutions here. At the top are the Original Families, who can trace their lineage back to the days of Ustav; below them are the Golden lines, or prisms who can trace their lineage back to the golden era. There are a few new aristocrats in Artoril, but these are extremely rare and are under constant pressure to marry into the pre-existing lines. The aristocrats of Artoril are a combination between commanders and policymakers - they are expected to oversee new mines, maintain the defenses, and help keep the courts working.
The Mining Guild: The prisms who are not tied to the nobility are largely employed in mining, stonecutting, construction, and smelting. The Guild of Miners is the largest organization for common prisms, and has worked to build a coalition with the Masons, Smelters, and Stonecutters to lobby for the newer prism families. Oftentimes, these guilds represent new money families that don't have titles rather than poor prisms, but they do make the occasional attempt. While the mining guild urges for more prism social mobility, they are extremely limited in the reforms they are seeking and might be classified as generally conservative and risk averse.
The Northtown Burghers: The Northtown Burghers control the Northtown guilds - weavers, ranchers, shepherds, tanners, tailors, merchants - and are the faction hungriest for radical reform. They see Artoril's autonomy and detachment from mainstream Hainish feudalism as a chance to make a truly radical new project, though they often disagree about where exactly Artoril should go. The Burghers have a tendency to host unorthodox thinkers, and are a voice of constant opposition.
The Southtown Burghers: The Southtown Burghers are the heads of the Southtown guilds, and they have a very particular vision for Artoril: bringing the city in line with the rest of Hain and making it more like Ozaren. More sprawl, more rural connections, more titles (particularly among non-prisms), more order and hierarchy and royal control. Closely allied with the mainstream Uvaran Priesthood.
The Crowngardeners, the Cult of Ustav-Irunek: A religious group that holds great influence and prestige here. The Crowngardeners hold a monopoly on handling mutated life in Artoril - the holy mosses, the living crystals, the flowering ore, and other marvels are kept under close watch and cautiously used by the Crowngardeners. They are also in charge of reading omens and prophecies, which they keep archived; when Ustav Reborn comes to claim their throne, it will be the Crowngardeners who test their legitimacy. They perform sacred rituals both to the Gentle Prince Kofalin and to the Irunek yet to come.
History
Early History (-100 to 610)
The Golden Age of Artoril (610 - 1300)
The Time of Crisis (1300 - 1700)
Modern Artoril (1700 to present)
Points of interest
The Royal Crypts: Where the monarchs of Hain are preserved, petrified in preserving crystal moss and lying as if asleep in transparent crystal coffins. A place of royal ritual and pilgrimages, as the dead are said to grant rituals during the winter solstice (the peak of the season of death).
The Gudring: A massive plaza and hall used for Hainish clan politics; largely used for large ceremonial gatherings and announcements for the non-prism clans, though the other prism holds do keep representatives here. Also used for ceremonial dueling, theater, wrestling, and debates.
The Elderhall: The ancient palace of the Old Hainish monarchs positioned at the peak of the Heillenfel, partially restored into an aristocratic hosting hall. Extremely exclusive, requiring invitation from the Junker to stay there as a guest.
The Chapel of Ustav Reborn, and the Irunek's Throne: A chapel in the Heillenfel used for government ritual and the worship of Ustav as the reborn god-king. The cultists here are focused on divining the future, and omens and prophecies from across Hain are presented to the Crownsgardeners here for archiving. The most sacred spot here is the Irunek's Throne, a massive stone throne that supposedly predates the Empires of the region and was created by Ustav himself in the mythic days. It is said to be the destined throne of Ustav when he is reborn, the seat from which he will be recognized by all as the savior of Stildane. For a non-cultist to even touch the Throne is a supreme blasphemy.
Heavengrove: A hidden cave system in the Heillenfel that is used for storing and testing the most benevolent and useful Ederstone mutations. Mossweaving, or the use of sacred mosses to strengthen items or preserve bodies, is to be practiced only here. There is said to be a secret passageway here that leads to the Ederstone vault, though its location was lost to time and the entrance was destroyed centuries ago.
Architecture
Half-timbered and brick buildings with tall, steeped rooves and large basements are common in Artoril. Buildings tend to be stocky but often reach up to three or four stories, with either white plastered brick and black-brown wood framing or orange-tinted brick and black framing. Large, open frontal facades are common, as are small towers or spires. The older districts tend to be more squat and subterranean, while the newer districts build up more.
Geography
Artoril is a city at the Western edge of the Gardog mountains (the Northern mountains of Hain). Much of the city is concentrated in the great cavern-riddled Heillenfel mountain, which serves as the basis for the Prism population. The rest of the city orbits Heillenfel, sprawling to the North, the South, and into the insulated Vallenka valley to the East (which is closely ringed by mountains, making it extremely hard to enter without tunnel access through Heillenfel).
Natural Resources
Artoril sits in a mineral rich area, with lots of copper, tin, iron, and jewels in the mountains. There is also good aquifer access and a handful of large springs, so Artoril is also rich in clean freshwater.
Founding Date
234 ME
Type
City
Population
17,000 humanoids
Inhabitant Demonym
Artoran
Location under
Ruling/Owning Rank
Owning Organization
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