City-State of Umar Settlement in Imarand: The Twin Worlds | World Anvil
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City-State of Umar

A simple city in the northern part of Terria, known for its large and rich farmlands.
Umar is known for its simple but efficient city or merchants and farmers. Once a year a Harvest Fest is held. Where the great market in Umar to celebrate the new harvest, this fest is to entertain the common people and praise the gods and spirits for the harvest of that year. The market attracts a lot of merchants selling all kinds of wares (food, craft tools and common household items), as well as many jesters and bards trying to earn a pretty coin.

Umar is run by 12 of the major guilds of the city. And are often concerned with trade and the protection of the city itself.

UMAR
NG Metropolis
Corruption +6; Crime +4; Economy +13; Law +3; Lore +5; Society +6
Qualities boom town, financial, holy site, party town, prosperous, strategic location
Danger +10
DEMOGRAPHICS Government Plutocracy
Population 360,000
Notable NPCs
Hierophant Gunnar Morel (CG human cleric 15)
Elder Soriri (NG silvain druid 12)
Merchant Lilsen Evermoor (LE elf adept 6)
Brothel Owner Quario (CN madilar aristocrat 4)
MARKETPLACE Base Value 27,200 gp; Purchase Limit 200,000 gp; Spellcasting 9th
Minor Items Nearly All; Medium Items 4d4; Major Items 3d4

City Districts


The Vines

Notable Buildings: Demari's Great Tree (Temple), The North Docks, The Crooked Flame (Lighthouse)
Characteristics: A city district, in the middle of a lush forest that sprouted during the Demari's Wrath in 846.

The Channels

Notable Buildings: City Hall, East Docks, Enialis Hunting Hall (Temple), Tarok Guildhall of Builders (Temple), Naval Trade Guild, Fishbone market
Characteristics: City center of Umar, packed with inns, warehouses, shops and lots of people. The man-made channels run throughout the entire inner city out to de east and North Docks.

Farmer's Hill

Notable Buildings: Seedvault Guildhall, Autumn Festhall, Azure Gate, The Stone River
Characteristics: The farm grounds protected by the city walls. These grounds are said to be able to feed the city during any siege of Umar.

Mudtown

Notable Buildings: The Grey Market, The Mud Pit (Coliseum), The Clanhall, Mud Gate
Characteristics: The slums outside the city of Umar, many people who are down on their luck will end up in these muddy streets. Also, many of the more savage races come to the Grey Market to trade and watch the fights ta the mud pit.

Highlake District

Notable Buildings: The Grand Guildhall (Castle), Leaf and Wind song house, the militia grounds, fighter union, Azuze park
Characteristics: Many of the houses are built with a strange blue stone, found in the earlier days of the city development. Although solid, the material is easy to use if you have the proper tools. Also, this district house one of the Houses of Song within Terria: The Leaf and Wind song house.

The Commons

Notable Buildings: Shipwreck inn, Southpoint (lighthouse), Quario’s Brothel, Troll’s gate, Temple Tower, The Sha Animal Yard.
Characteristics: Simple houses line the streets here, and any place in between is filled with houses the common people of Umar. While this isn't the riches neighborhood, it had a strong sense of community. Thus within this district, you will find many alehouses, pubs, and cheap food stalls. Even a temple or religious shrine here and there dedicated to the protection of the common people.

Craftsmen Alley

Notable Buildings: Carpenters Guild House, House of Nature, brewer’s guild, stone masonry guild, smithies guild, book scribers guild, jeweler’s guilds, hemp and reed guild
Characteristics: Smoke and steam fill these streets as the many workshops, artisans, and warehouses of the city are housed in this district. On goods days, the smell of the district is bearable, but more often, it's simply foul. Many of the guilds and finer workshops establish themselves on the edge of the district. While the smithies and tanneries ofter are located at the center.

Rosegarden

Notable Buildings: The Granite pillar
Characteristics: High houses and fine establishment are found within this district, where the more wealthy people of the city have their houses. Lush with green vegetation and easy access to the more notable districts of the city. The Granite Pillar that no has been able to bring down has become an icon of the district.

Stackwall

Notable Buildings: none
Characteristics: As slum of houses builds upon each other to towering heights. This district is a maze of houses leaning against the massive walls of Umar. As many easily become lost within its streets here, many street urchins await visitors at the edge to offer their services as a guide. Rumors do tell of a secret market within Stackwall, but its location or purpose remains a mystery.

Guilds and Factions

The Guild of Twelve

The Guild of Twelve is the ruling body of the city and comprises of the most influential houses and guilds of the city led by a neutral arbiter called the Master of the Grand Guildhall. At the moment, these following guilds hold a seat on this council, and a seat can be procured for three years after the arbiter asks the public to vote on new representatives to take up a seat.   The arbiter holds its seat for one full cycle of 16 years, after which a new arbiter is chosen. The guilds can vote the arbiter out of office, but that requires a unanimous vote of all the guilds.   1st seat: Umar's Naval Trade Company (Trade)
2nd seat: Tarok Guildhall of Builders (Construction guild)
3rd seat: Seedvalt Guild (Farmer's guild)
4th seat: Leaf and Wind Songhall (Entertainers)
5th seat: unknown (Thieves) (the Mud Spire Guild)
6th seat: Fighter's Union (Gladiators)
7th seat: Tower and Shield Guild (Militia and Adventures)
8th seat: the Empty Casket Guild (Ales houses and Inns)
9th seat: the Clans (Hunters and Trappers)
10th seat: the Fishbone Guild (Fishers)
11th seat: the House of Nature (Herbalists and Alchemists)
12th seat: the Grandmaster (Master of the Grand Guildhall) (single person)

History

The city was founded by the elves of Azuraill in -1322 BAC but was nothing more than a farming community where the lesser races toiled the lands.   From 1102 AC to 1138 AC, the city is heavily involved in the Orc Wars. This incident started as the City-State of Drekar wasn't receiving any shipments of food from Umar. In response, Drkear sent a negotiator the see what is happing and why the shipments had stopped. After the defenders of Umar took over the protection of the caravan, it was ambushed by the orc from the Orcdell, kidnapping the governors' daughter.   This event starts a diplomatic incident that in 1107 AC becomes a War, and in 1112 AC Drekar mobilizes its army and marches on to Umar, and the Siege of Umar begins. Umar retreats within its wall, and an exodus of people feld the war-torn Azureglade towards cities in the south; like City-State of Myntal, City-State of Lyonesse and City-State of Mag Mell.   The siege ends after the city-state of Drekar is taken by an Orc force, led by Cilicia, the governors' daughter. Some minor orc raids happen to some of the outlying farming villages, but the rest of the years are relative calm. The farm within the city wall was proven to provide enough for the people. The rise of Azuraill does put the city on high alert by at this point. The city-state hasn't had any interaction with the resurfaced kingdom.

City-State of Umar Banner by Martijn Donker

City-State of Umar
Alternative Name(s)
The Autumn City
Type
Metropolis
Location under

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Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker

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