Thuja Settlement in Korthos | World Anvil
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Thuja

Demographics

Thuja, like most other cities in Celadine, is populated majority by humans. However, there are sizable populations of half-elves, dwarves, and halfings in Thuja. Elves and gnomes, while relatively rare, aren't an oddity in Thuja either. Of the rarer races, seadwelling species are the most common in Thuja- merfolk, sea elves, gillmen, and lizardfolk, to name a few.
The city of Thuja is, in part, divided economically. The wealthiest homes- and those home to the most powerful members of Celadese society- are located perched on the heights of the city, elevated above the bay. However, most people in Thuja live lower down towards sea level, some even living out on the bay on house boats.

Government

Thuja is ruled by a magistrate, who is chosen and put into power by the monarch of Celadine. The current magistrate, Lord Mordecai, presides over Thuja in the name Queen Wanda I. Mordecai (LN Half-Elf Aristocrat 3/Rogue 2/Ranger 1) has served in Thuja for the past 6 years; his predecessor Magistrate Fletcher (N Human Fighter 1/Bard 3) went missing mysteriously and was replaced without much fuss.

Defences

The center of the city is guarded by tall stone walls, with the city's keep sat atop a towering cliff face. A large militia and city watch occupies Thuja, as well, keeping an eye on crime and, at least in the central higher elevation areas of the city, keeping it at bay. Thuja also takes advantage of its geographic position on cliff side to defend itself, and wielding much of Celadine's prodigious navy against any would be invaders, raiders, or pirates.

Industry & Trade

The biggest industry in the upper city of Thuja is the arts, whereas the lower city is home to fisheries, shipyards, and sawmills. The heart of the city lies in its industrial centers, however, and it holds true to its history as "humanity's landing point" by being a center for laborers that have immigrated to northeastern Aborea. The sweeping shipyards that adorn the bay of Thuja, along with the complex networks of docks, jetties, and wharves that connect them to the small outlying isles, are the pulsing lifeblood of Thuja's industry.
Thuja imports tools and weapons- especially metal ones- from the mineral rich dwarven holds to the south, while exporting lumber and ships out across the northern hemisphere, all the way across to the Armadas. Sailors often stop in Thuja, because its rich culture of the arts make it an entertaining stopover. This flow of people mirrors the flow of Celadese goods in and out of Thuja, making it quite lucrative and successful.

Infrastructure

Roads crisscross the city of Thuja- its civil infrastructure is built around the long curving roads and straight crosswise alleys. Many large shipyards adorn Thuja's dock districts, often becoming locations that small shantytowns spring up around as immigrants to the city search for work. The mouth of Tiffany's Bow opens into the ocean in Thuja, although only one bridge (the Wyrmseye Bridge) crosses into the northern district of Thuja, separating the poorer fishing districts that lie across the lower elevation of Thuja.

Guilds and Factions

The most prominent guilds in Thuja are the Stevedore's Guild and the Shipwright's Guild, in terms of sheer number and financial involvement, but due to their status as hard labor guild they have little political clout beyond what can be accomplished on the ground level. The Artist's Guild, however, consists of prominent performers, artisans, painters, and sculptors. Closely linked with Thuja's seedier organizations, the Artist's Guild has quite a lot of power over the city's political scene.
Although a direct stand in for Queen Wanda and the monarchy itself, Magistrate Mordecai has quite limited power over Thuja itself. His role is mainly to oversee the goings-on of Thuja, and remain relatively neutral among all the guilds that work together (or fight against each other) in running the city. As opposed to smaller towns in Celadine, Thuja behaves almost independently from the crown, only falling under direct monarchical decree when absolutely necessary.
As a large and populous city run in part by laborers, it is expected that Thuja would have a large network of more criminal organizations. Various guilds of thieves and assassins lurk in Thuja's darkened alleys, and smugglers and illicit merchants use Thuja's status as a port city to negotiate with and trade with other nations across the seas.

Architecture

Most of Thuja is either built from white stone or dark wood, most buildings tiled, however, with red or orange roofs of treated wood and stone. The white and red aesthetic of the city is often adorned with yellow or blue designs often painted onto the walls of various coastal buildings, whereas buildings that stretch farther inland are usually decorated with more drab colors.

Geography

Thuja sits on the edge of the sea, with several small barrier islands around its bay protecting it from storms that may pass by the area. Much of the city is elevated on cliffs, providing views of the sea and the lightly settled islands.

Natural Resources

Thuja has a very widespread community of artists and performers, and is known across the area for its prestigious theaters and museums. In addition, because of its status as the Celadese capital, it has a sizable navy and a large collection of shipyards, often used in part to build ships and then use them to trade lumber out to other nations in northern Aborea. The ecosystem around Thuja also is quite good for fishing- while not a massive fishery capital, Thuja has a quite sizeable district of fishermen and dockworkers.
Type
Large city
Population
~20,000
Location under
Owning Organization
For GMs:
Thuja has, mechanically, the following modifiers as a settlement- Corruption +3, Crime +2, Economy +5, Law +2, Lore +4, Society +4, a Danger Rating of 10, and an Alignment of LN. It is an Adventure Site, Broad Minded, Cultured, Defensible, and Planned Community. It has a purchase limit of 75,000 gp and always counts as prosperous.

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