Levron's Citadel Settlement in Linibian States BT | World Anvil

Levron's Citadel

The Citadel

Levron's Citadel is a lawful neutral city, built up around a massive coal field. Once a black mountain, it has been mined down into a valley over millennia, and in the process it was found that three adjacent mountains are also almost pure coal. The city economy is dominated by coal and the leaders of the city estimate there is enough nearby to continue mining for at least another hundred (dwarven) generations. This black rock-that-burns is mined by the ton and delivered all throughout the northeastern lands of the Linibian States. Used primarily in magical rituals, the stone is also used and consumed in a growing number of gnomish innovations. The citadel is one of the oldest settlements in the eastern Korth Wall, and has endured more than a dozen Korth Hordes. Each time, the citadel closes up tight, lets the horde steal coal and light the mine aflame as they leave, then they open up, put out the fires, and return to life as it has always been. Their survival rests entirely on the cooperation and community spirit of the population. Reaching the citadel is a feat in itself as the city is well hidden, and there are many misdirections to lead the unwary astray. Trading is mostly done in the saddle pass nearby, above the large open coal field where the miners work. This keeps the major trade well away from the citadel itself, and while there is substantial structure in place to support the trade and storage of the coal and other trade items, this structure is intended to be lost when the citadel is under threat.

 

Law and Society

One consequence of their position within the vast Korth Wall is that the city cannot afford to take a position on moral issues. If an individual will follow their laws, and intends no harm within the citadel, they are welcomed for trade. Kindly merchant, ruthless profiteer, righteous paladin, simple miner, even dark necromancer; all are welcome so long as they obey the laws. Adventurers are wildcards, often chaotic and unpredictable, so they are subject to added scrutiny. Any newcomer is subject to certain restrictions until they are proven, and some, such as known necromancers, are never relieved of that burden. Adventurers are always subject to severe restrictions initially, but this may be reduced to mere caution through the Inquiry. Once an individual is known and has become a trusted member of the community, typically after fifty years or so, the authorities generally relax. Laws are, in general, simple and strictly enforced. The most basic law is "Do no Harm". No individual is permitted to harm another or harm the community. This extends from direct assault to less direct means such as exposing the clear route to the Citadel through carelessness or "loose lips". After this is "Pay the Tax", every individual is expected to pay a per-capita tax annually. Visitors pay a transaction tax in lieu of the per-capita, or may pay the per-capita tax as a special assessment to gain a one-year exemption from the transaction tax. The per-capita is a simple 50 silver fee. The transaction tax is a silver per day, or one silver per gold that changes hands (charged by the local merchant and paid to the city treasury monthly whichever is greater. Finally "Support the Community", every member of the Citadel is expected to help and support the Citadel through work, trade, or other activity; idleness is unacceptable and everyone must do something, even if only cleaning the halls or watching for outside threats from the high ports.

 

The Inquiry

When newcomers first arrive at the Citadel, assuming they are trusted, or perceptive, enough to enter the Citadel proper, they face a choice. They may enter and trade, with restrictions and restraints. Wizards, sorcerors, and bards are mage-cuffed, priests are required to relinquish their holy symbols, all weapons are peace-bonded with an official seal. Any who claim no special skill are required to wear mage-cuffs and a suppressive collar. To avoid these restrictive devices, the newcomers may submit to the Inquiry. A sheet describing the laws of the citadel is given to the individual(s) in question and a community priest is called to cast the spell Zone of Truth; the subjects must fail to resist the spell (voluntarily or involuntarily). Successfully resisting the spell is considered an admission of guilt and that individual is permanently banned from the citadel. A set of specific questions is then asked.

  • Do you intend harm to this citadel, anyone in this citadel, or anyone associated with this citadel?
  • Do you know of anyone in this citadel, or associated with this citadel, who intends you harm?
  • Do you intend to follow all of the laws of this citadel.

Assuming all of the answers are consistent with peaceful obedience to the laws, the more onerous restrictions are released, and the newcomers are permitted to travel fairly freely, albeit still not entirely trusted. Any undesireable answer and the newcomers are questioned further to determine their true intentions, and most are simply ejected and informed they must never return, but they are still permitted to trade at the saddle pass outpost on trading days. Any who are actual present threats to the citadel are typically eliminated on the spot, though some may be imprisoned and further questioned later, depending on the nature and level of threat they pose.

Industry & Trade

Hospitality

Taverns

There are four taverns.

  • Jarlin's, a fine eating establishment with moderate pricing and excellent food. Drinks are modest and reasonable, and this is where merchants, professionals, and craftspersons are most likely to be found.
  • Sierline's Still, a fun-and-frolic kind of place with a wide variety of drinks and full meals and many programs designed to bring females into the tavern with the expectation that where females go males follow. This has worked well for Sierline, as the tavern is between busy and insanely busy almost every night.
  • The Whisky Well, a tavern for miners absolutely determined to get drunk, as effectively as possible. The prices are reasonable, and the majority of drinks are distilled liquors and as strong as possible; food is minimal, at best. The most famous drink here is the Miner's Mange, an extremely potent drink that only two individuals in history have managed to drink (without some form of magic or immunity) and remain conscious.
  • Waterdown West, a tavern for the elite of society, quality is high and prices even higher. The tavern offers excellent, and often exotic, meals and with enough time can obtain almost anything. Drinks are mostly wines and fine liquors, and focus more on taste and quality than sheer punch.

Inns

There are three Inns.

  • Keryn's Krypt, a creepily themed inn with moderate pricing and basic meals for those who prefer to avoid the taverns. The Krypt hit upon a mausoleum theme early on, and it has worked out very well. Being underground and windowless stone construction, building the inn to look like crypts in a mausoleum or catacombs saved a great deal of cost and actually attracts adventurers and merchants alike.
  • Sleephouse, a simple flophouse for those with limited funds or looking for the simplest possible option. The Sleephouse is nothing but a few safe and secure rooms rented 10 hours at a time, rather than for a full day. Prices are low because rooms are turned around and rented twice in a day, but there are no amenities or onsite food, and you have to keep your belongings with you. On the other hand, this is the only Inn with common-room sleeping, albeit only for 8 hours at a time.
  • The Raynite Rest is the best inn at the citadel, with several well kept and highly secured rooms with iron-bound doors and exceptional locks. The well kept common room offers relaxed seating for a business discussion or modest dining courtesy of the inn's decent kitchen staff, although there is only one option for food at any given time, and drinks are basic. Pricing is moderately high, but very reasonable for the quality offered.
 

Shops

  • Corlin's Curiosities (yep, that one, before the curse). Run by a halfling wizard who operates a popular teleportation circle, and charges a large fee, often paid in items. Very random what's available, could be almost anything.
  • Steelworks, a high quality metalworks, almost a factory operation, very commercial with a dozen forges in a large space.
  • Stoneforge, another large factory operation with a large number of stoneworking stations in a massive cavern with massive blocks of fine stone
  • The Mine, a modest gem and jeweler operation.
  • Mourgrim's, a moneychanger and precious metal dealer.
  • The Dump, an ironically named mixed market with general goods and a variety of small vendors.
  • The Black Forest, a store offering carefully curated selection of dark and foul goods. Nothing obviously "gathered" locally, but the gamut of what a necromancer or necrophage might want or need.
  • The Lady's Locket, A fine dressmaker and tailor.
Type
Citadel
Location under
Related Reports (Primary)
Related Reports (Secondary)

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