Malaz City Settlement in Malkavia | World Anvil

Malaz City

Its citizens are proud to say, “Malaz City is so large you can walk from the Treivonian Sea, all the way to the southern coast of the continent and still be within the walls confines!”

Demographics

Primarily a mix between humans and elves, Malaz is a metropolitan city with smatterings of dwarves and gnomes from the North, halflings from the small towns surrounding Malaz, and even a few tieflings and half orcs from further afield.

Government

Malaz is a monarchy ruled by the Elven Queen Alustria Malkavia, and governed by a group of three powerful individuals called the triumvirate.

Defences

Malaz has a three walls that have been built progressively as the town expanded into a city. The outermost wall is only a basic stone wall 20 feet high, and at most 10 feet thick. The second layer of defense is a much sturdier edifice, constructed of fitted blocks of granite dragged from the mines to the West. The final wall looks to be more ornamental than anything, with polished gems fitted in it's cracks to provide a sense of beauty even in this looming construct. This beauty is a cleverly hidden defense as well, allowing the investiture of abjuration spells to ensure the walls are much stronger than they have any right to be.

Industry & Trade

Malaz thrives on its sea trade with many of the other continents in the world of Malkavia. The sheltered bay to the North provides a perfect safe haven for the other large cities that share the continent to anchor their trade ships, and allows Malaz to charge tolls for the import and further exports through the docks to the South of the city. To the west, the Halcyon Peninsula provides a strong inflow of raw materials to the city that are then exported around the world. To the East, the many small farming villages provide a tithe to Malaz in exchange for their protection and their support in difficult times.

Infrastructure

Malaz has anything a person could need, from the shiny baubles of the Gem Quarter, to the industrious Stone Ward, there is always something new to find in Malaz.

Guilds and Factions

The Triumvirate Council consists of a sort of noble governed by wealth and military might as well as a long family history. Most of the nobles believe more power should be given to the nobles of Malaz city instead of the royal line. Some have it in their mind to correct the issues they see in the current government for the betterment of all. Others however, see this path to power and would do almost anything to help make it happen.

History

Malaz City began as a small port city nestled away in a safe harbour. With a strong agriculture in the Tistali Grasslands, the town quickly grew into a large city and began attracting a more widespread interest. With its strong trading partnership with other cities on the continent such as Neverwinter, Bal Morough, and up until recently, Alendel, the city expanded its influence, laying claim to the small villages of Farsteep and Benvoth, and striking further East into the Halcyon Peninsula, increasing their mining and forging industries, putting them in direct confrontation with the dwarven run Mines of Phandelver.   After the calamity that struck Wave Echo Cave, many of the refugees who survived made their way to Neverwinter, and Malaz City, furthering the economy of the ever expanding city, but also causing whispers blaming Malaz City for what had happened. In the 300 years following, Malaz City has continued to grow, expanding out further into the surrounding province.

Architecture

The Polished Precinct - The home of the aristocracy. This area of the city is full of the various estates of the aristocracy. Different styles abound, full of grandeur. The homes of the precinct are generally constructed of different types of stone, all polished to a very high shine.    The District of Glass - Home to the Mage guild of the city. There are many small shops in the area; apothecaries, herbalists, alchemists, and purveyors of magical accoutrements. The area is dominated by the Crystal Commune, the massive, sprawling centre of arcane learning. Inside, practitioners of The Art will find their curiosity sated, as almost anything they can dream of is being studied, expanded upon, and creatively used to new purposes.   The Gem Quarter - The aptly named centre for the merchant’s guild, everything in this area of Malaz City is made for a purpose. Efficiency is key, with every possible space taken up by the various merchants, either local or from afar. Cramped shops line each alley, and tents housing smaller merchants from all around Malkavia.   The Stone Ward - Home to the sprawling encampments of the Warrior’s Guild, the squat structures of the ward lend an air of security. Many open spaces lie between the barracks, with training grounds, drilling fields, and more mundane shops, like blacksmiths and leatherworkers, as well as farriers and mineral workers. Also home to the Obsidian Grounds.   The Malachite Commune - The Malachite Commune is the home of Malaz City’s various temples, churches, and cathedrals. Almost every god has found a place here, from the gigantic structures that encompass the largest followings, to the small shrines for many of the gods with smaller, more focused communities.   The Alabaster Enclave - The home of the palace of Malaz City. Within the centre of the city, and surrounded by the highest of the three walls, the grounds around the palace are perfectly manicured gardens, however are also kept very low to the ground. Malaz city has seen its fair share of invading enemies in the past and the lessons of this have not been lost on the regents of the past. The palace itself is a towering piece of masterful artistry, with beautifully sculpted columns ringing the main structure. The towers are connected by exceedingly thin bridges that almost seem to float in midair without any visible supports. While the palace is beautiful, every part of it has a focus on being defensible. The windows, while beautiful and full of stain glass, are easily converted into arrow slits through a clever series of mechanisms built into the stonework by dwarves and gnomish artisans. The stonework to the entrance of the palace is ornately carved in the semblance of raging horses galloping outwards, and in fact has an enchantment that can be activated by the Archmage of the city to cause the horses to break free of the stonework to help defend the city.
Alternative Name(s)
The City of Stones
Type
Large city
Population
22000
Inhabitant Demonym
Malazan

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