Thinbadu'ur Settlement in Irrelion | World Anvil

Thinbadu'ur

The northernmost city of the Tauberg Autocracy, many who live here farm, or make use of goods that are brought in to a small dock north of here, then carted in.

Demographics

Dwarf (68%), Human (23%), Dragonborn (2%), Half-Elf (2%), Elf (2%), Half-Orc (1%), Halfling (1%), Gnome (1%)

Government

Ran by a council of 22 members, elected by those deemed fit to vote, usually the rich and well connected, the council goes up for vote every 5 months, and one can only serve 3 times on the council, with 2 for each district at any time. Each council member has relative control over their own district, in tandem with the district's other council-member, and city-wide matters go up for popular vote.

Defences

A sturdy, yet short stone wall surrounds the city, with guard patrols being common enough in the area.

Industry & Trade

The city mostly imports tools for daily work and farming, and exports mostly food. Occasionally, it receives cargo off ships from northern docks, but these shipments are not incredibly common, as these docks are disconnected from the city, and inconvenient for ships to stay at due to not being in a bay.

Infrastructure

Outside of the city, windmills catch oceanic breezes and grind flour, and a sewer beneath the city pipes sewage into the earth, where it is absorbed.

Districts

 

Far District

When the city was built, it was, at the time, the furthest north city in all of Irrelion, and within the Autocracy, was very far from everything else. This district was the beginning of construction, and is the beating heart of the city. Blacksmiths make tools and weapons as bakers make food to feed the population; Guards patrol the streets as traders make stops at shops here in the heart of the city.  

Castle Ward

Mostly used as a meeting place for the council, This tall stone castle stands proud in the heart of the city with many banners and flags flying the standard of the nation. The lawn out front is a popular picnic spot.  

North Town

The wealthy part of town, many of the houses here are larger than the rest in town, and are furnished and built lavishly. Most of the wealthy make their fortunes through businesses involving trade or mining.  

Spirit Alley

To the north of town is the cemetery, and a local ritual takes place upon a death. Every person that knew the deceased grabs a heavy stone, and, as the procession moves down the road towards the cemetery, many people will drop their stones, and stop following the procession. Those who knew the deceased and cared more for them, manage to go further than those who knew them less, summoning the willpower to go further. It is said that all those who make it to the grave without dropping their stone are spirits that will go with the deceased into the afterlife. Those who live here are mostly vagrants and outcasts, not welcomed by most, living in a part of town not-often visited.  

Wood Gulch

The largest district within the city walls, the houses here are all very similar in construction and design, built with simple and sturdy woods, the citizens here are mostly field-laborers or miners, or work other simple tasks to make a living.  

Cabbage Green

The annual Cabbage Festival is held here. Cabbages are a staple crop in the nation, and every year, culinary experts from the city, and even regular citizens, gather here, in a bid to make the best dish using cabbage. It was once a ploy by the city council to lead to more people eating cabbage, and less waste of crops, but it was eventually adopted when a chef was the first to invent coleslaw, which quickly became popular, and was paired with, and put on, many dishes, becoming a local favorite.  

Temple District

Being a deeply religious people, several churches are in this district, with many pilgrims coming to pay homage to the shrines throughout the year. Most who live here are old and retired, and simply living their last days in peace.  

Trader's End

A hill to the southeast stops the main road coming from Lok-Koldur from reaching the south-east of the city, instead diverting here to the southwest. Trader's End is stocked with shops and warehouses ready to receive goods in bulk from traders coming up the long thin stretch of land. There is plenty of taverns and inns and stabling here, where traders rest for a few days, before returning, or starting a new caravan from here on outwards.  

Dawn Road

There is a clearing to the west, beyond the forests, called Dawn Clearing. It is a common coming of age for young men here to travel there and spend the night by themselves, from dawn 'til dawn they stay. It is mostly safe, with very few things being dangerous to the west, it is largely a trial to see if one has matured and conquered their fears. The district itself has larger houses than elsewhere, and tends to be populated by larger families, particularly of dwarves who have left their strongholds, that sometimes come in the dozens, being a very family oriented race, even third and fourth cousins may tag along at times.  

Oceangate

The largest city district overall, the houses here are densely packed, and conditions are not great. Carts from the northern docks come through here, carrying cargo from offloaded ships into the city, as workers go about their daily lives. Poor farmers and laborers, most here are simply making do, day-by-day  

Deadman's Hill

Named after a hill to the east, oceanic storms bring lightning, which strikes the hill much more often than any of the surrounding areas, sometimes even doing so in clear skies. This district houses lumberjacks and foragers, people who live off the eastern forest.

Assets

The city keeps sizeable stockpiles of food and supplies underneath the castle for winter.

History

As more and more people settled the lands east of the mountains, they moved north. Reaching the end of the natural clearing, people settled here, and it became a village. It over time grew to be important to the overall agricultural output of the nation, and has steadily grown since.

Points of interest

Tavern: Copper Gate Lodge

Owned by the young Vonbir Long-Step, this tavern, built in dwarven fashion and construction, is a common stop for travelers and adventurers. Located in Trader's End, near the gate into the Cabbage Green, it is large and spacious, with many tables and chairs spaced evenly into clusters. Servers walk around bringing food and drink to the hungry and thirsty who have been on the road. The stones of the pillars and walls are all expertly shaped, and engraved with dwarven art.  

Blacksmith: The Fear Foundy

Owned my Gimgen Ironfist, It is located in the Cadaver Court. A great issue in the past, particularly in the north of Irrelion, was undead, and even werewolves. Although werewolves are assumed extinct, the undead certainly are not, and Gimgen specializes in silvered weapons for slaying these foul creatures where they stand. His stone foundry is simple, with a sloped thatch roof, and built into the side of his small house.  

General Store: Finicky Finds

Owned by Tobias Bree, a shrewd, mole-like man, this simple stone store is located towards the north of Trader's End. Catering towards trade caravans and the individuals or small groups, there are two storefronts; a much larger that deals in bulk, and a smaller that is for more common daily purchases.

Architecture

The large amount of dwarves have influenced the architecture towards a much more dwarven look after they began to move here. The oldest houses-at least the few that are still standing-are made more of wood than stone, but the newer buildings are made out of stone, carved expertly and often engraved with simply dwarven markings, it shows how long the city has stood.

Geography

The city lies at the end of a long stretch of slightly lower plains, surrounding on one side by mountains and the other by forests. Being on the very northern end of Irrelion, oceanic winds bring rain, and mountain winds bring chill, creating a uniquely cool and damp climate.

Climate

The weather here never is bad during the winter, only moderate snows ever find their way here, but the summers are also quite cool, never reaching sweltering temperatures, only balmy at worst.

Natural Resources

The nearby forests provide some wood, and the fields are great for certain crops, as the mountains provide a good deal of stone, but not ores in this particular area.
Founding Date
276
Type
Large town
Population
34,991
Owner/Ruler
Owning Organization

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