Gravenwall Settlement in Orbem | World Anvil
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Gravenwall

On the Eastern shores of Cador lies the city of Gravenwall. A place of business for many, opportunity for others, and home for countless thousands, but all know it as the City of Graves. Its history is old; older than the noble families that rule in the upper wards, older than the Kingdom that claims it as its capital, older than the dwarven clans that once called it their own before it was taken by Man, and older even than Plailam's Woods and the great plains that were ravaged by the Dragonfall. It has persevered. Its history is contiguous; the city behind its high, white walls has never fallen. This is the hub of many races who make up the spanning castes. This is a city of spectrums; great wealth and oppressive poverty; festivals and fairs and crime and corruption; adventure and intrigue and pampering and imbibing. A dichotomous city. Nobles of the North Ward who parade through the streets and throw elegant balls to flaunt their wealth just beyond the walls that divide them from the Field Ward homes that hold a thousand hungry mouths, some of them old beggars, others children made orphans by a parent's vice or war or both.   Each of its seven wards houses humans, dwarves, elves, goblins and half another world of creatures. Merchants can be heard calling out the contents of their stalls in the Trades Ward; smells of freshly caught fish, ripe fruits and spices brought in by traders who travel over the Great Western Sea.   The streets of Castle Ward are pristine, patrolled by guards who don colorful and exquisite armor. Statues that act as street signs, pointing towards the courthouse, a local theater, or the king's extravagant castle. Just beyond the crimeless Castle Ward, is the Sea Ward, home of a dozen gods with gaudy temples, some built of stone, others carved straight into massive statues, the size of titans, that loom over the city. Their features sometimes disappear into the sky, when the clouds hang low or when a fresh morning fog rolls in from the sea. They've been still for so long that houses have begun to appear near, around and on them. At one time, their names were known, and their history, told often. But the city is old, and with time, the people have lost those stories.   In the Dock Ward, amidst the seafoam and the smell of salt water, raucous laughter, or murderous shouting (sometimes it's hard to tell the difference) can be heard from behind brightly lit tavern windows. Saltydogs partake in bouts of violence. For brawls go hand-in-hand with hard liquor, and the liquor flows like water there. The dark alleys that pepper this ward are the hunting grounds for cutthroats; the busy harbor a playing field for a thief with sticky fingers. Nobles avoid this place, as much for the general smell as the inherent danger; like a lamb wandering into a pack of wolves.   The great graveyard, called the City of the Dead, sits in the eastern portion. It houses countless dead, from seven generations past. Walls have been erected around it, guards patrol it, in case any upstart necromancer is looking for flesh for his dark magics. No dead wander about, it is but a large graveyard, but that doesn't stop the children from telling ghost stories, or daring one another to sneak in and stay the night. Childish things, the adults will say. But even a grown man is superstitious enough that he wouldn't partake in any dare of that sort.   And on the southern side of the city, looms Mt. Gravenwall, a natural landmark that sweetens an already beautiful city. Its peak will be white capped in winter, but in the autumn chill, it catches the morning sun first and glows like a beacon. It once housed the original denizens that started the city of Gravenwall, tunnels and mines run through its core, but it's been long since abandoned. Or so the city thought; there's been rumblings in the dark, sounds from the old mines, a patrol disappearing here or there. Some say it's a troll, or perhaps subterranean creatures striking in the night. Others rumored that a mage took residence there. He experimented on things better left untouched. He went mad. Some say, on those cold, still nights, you can hear his laughter echoing off the mountainside.

Demographics

Dominant: They can be found anywhere in the city (any district). They are also meaningfully involved in the politics.  
  • Humans
  Minority: They can be found anywhere in the city; however, they don't have as much political power as the dominant species.  
  • Dwarves
  Enclave: Group of a given species that can only be found in one district of the city, or neighborhood.  
  • Goblinoids
  Groups: A group of species that are together in the city. Small in number, ranging in the dozens. Know and actively work with one another.  
  • Dragonborn
  • High Elves
  Individuals: Can be found in the city, but are there for their own reasons. Don't represent a larger demographic.  
  • Changelings
  • Wood Elves
  • Halflings
  • Gnomes
  • Orcs
  • Half-Orcs
  • Half-Elves
  • Kenku
  Singular: Literally only one of these are in the city.  
  • ?
  •  
  • ?

Government

While Gravenwall is the seat of power of Cador, in which both Parliament and the Crown sit, the Council of Aldermen, or the Court, governs the city proper. The Court is an elected body, made up of twenty aldermen and presided over by the Lord Mayor (who is one of the aldermen). The Court is responsible for the entire administration of the City.

Defences

Gravenwall maintains two separate armed forces: the Crown Guard and the Constabulary. The former serve as the city's soldiery and its members staff garrisons, watchposts, and patrol roads. The latter is the local police force.   Strong walls line the landward sides of the city and are protected in part by the city's mountain on the seaward side. Watchtowers dot Mount Gravenwall as patrols of the Griffin Cavalry maintain a watchful eye on the land below. Aside from this, the University of Garland and the Blacktower have a contingent of mages on standby, should the need for magic arise.   The city also has the six giant Walking Statues; vestiges of an ancient civilization that fought the Jötnar. These statues can be animated by the Blackstaff of Gravenwall to defend the city in times of crisis.

Infrastructure

Gravenwall is a metropolis of commerce and industry divided into distinct wards that are joined by the winding, paved roads of the city.   The Castle Ward serves as its religious and administrative hub. Here, you can find Castle Gravenwall and the Palace of Westwall, where the Crown and the Houses of Parliament convene, respectively. Similarly, the Cathedral of Saint Anne in this ward serves as the headquarters for the Western Branch of the Great Church.   The City of the Dead is a park-like area surrounded by high walls and tended to by trusted groundskeepers. Most of the dead in Gravenwall are interred here, in large crypts. The fortifications and Church presence serve a dual purpose of protecting the graves and keeping any undead that rise, inside.   The aptly named Dock Ward houses the largest harbor and shipyard in the kingdom, and is the primary means of maritime trade.   The Field Ward is cloistered, much like the City of the Dead; walls within walls. Only this slum houses goblinoids, refugees, and the dregs of society. The infamous Blackcloak alley skulks here.   The North Ward is primarily a residential district, home to the nobility and their villas. Businesses are interspersed, like the Cadorian branch of the Kelwin Emporium.   The Sea Ward is the wealthiest district. Temples devoted to individual gods and unaffiliated with the Great Church are numerous.   The South Ward has a reputation for being the "poor", lowerclass district (though nowhere on the level as the Field Ward). Residential, commercial, with a dash of industrial as workshops from the bigger companies are on the rise.   The Trades Ward is the commercial district. Guildhalls, banks, shops, and entertainment are everywhere, and are open to any with the gold to spare.   Beneath it all is a massive sewer network that has become intertwined with the old dwarven tunnels and the Jotnar ruins that lie deeper still, underneath the city.

Guilds and Factions

Guilds: Various factions have roots (some deeper than others) in Gravenwall. These factions range in size and influence, and among them are the guilds. Anything revolving around laborers or artisans, probably has a guild devoted to them; and those in that trade are expected to be a part of that guild, lest things get difficult for them, economically. Most notable of these guilds is the Digger's Union, which specializes in the discovery, exploration, and appropriation of ancient Jötnar ruins.   Aristocracy: Gravenwall contains well over a hundred human noble houses and old dwarven clans, of varying wealth, prestige, and influence in Cadorian politics. The following are some notable examples:  
  • House Hawke: The Hawkes are a family that specializes in horse breeding and training, cattle ranching, wine-making, and weaponsmithing. The family motto is “We trample our troubles.”
 
  • House Mulgrave: The Mulgraves business interests lie in land-based shipping and bulk good trading. The house also has a quiet history of wizardry. The family motto is “Nothing is beyond our grasp.”
 
  • House Somers: The Somers capture and sell monsters. Monsters that can't be trained as pets or guard beasts are sold to arenas or harvested for their meat, bones, and skins. The Somers sponsor mercenaries, would-be adventurers and monster hunting expeditions. Their motto is “What you fear, we master.”
 
  • House Eldon: Once banished from Gravenwall for smuggling, slavery, and other crimes, this house has returned and is trying to overcome its dark past and disgraceful reputation by focusing on legitimate business ventures such as wine-making and gem trading. The family motto is “We fly high and stoop swift.”
 
  • Clan Dûnhark: The most prominent dwarven clan, the Dûnharks not only control one of the largest trading companies in Emura, but also hold a seat on Cador's Parliament. The other Mountain Dwarves deride them for abandoning tradition for the sake of greed and fitting in with their human countrymen. Their motto is “Everything has a price.”
 
  • Clan Skyminer: Clan Skyminer live around the mountain of Gravenwall and are responsible for much of the mining operations within and around the city. Rare is it that the ores and gems within Gravenwall aren't from a Skyminer. Their motto is “Wealth is not the gold we dig, it is the clan we honor.”
 
  • Clan Craghold: Clan Craghold is a military clan through and through, with many of its members serving in the Royal Army of Cador, and its chieftan as one of its generals. Their motto is “Protect your clan. Kill your enemies.”
 
  • Clan Darkseeker: The Darkseekers live within the bowels of the city, the Layers that exist underneath, in what remains of their lost dwarven kingdom. Seldom do they venture into the city proper. They have a controlling interest in the Digger's Union and have taken it upon themselves to map out and uncover all that lies within the massive Jötnar ruin, buried beneath Gravenwall. Their motto is “Anything lost can be found.”
  The Great Church: A religious organization that spans nations, possessing significant wealth and authority, which includes its armed branch, the Knights Templar. The Great Church and its Pantheon are mostly prominent in the Zau'ber Empire and the nations of Elwyn. The latter of which comes into minor conflict with the former, in regards to certain doctrines. The Grand Cathedral of Gravenwall is where the Elwish denomination is headquartered.   University of Garland: While primarily renowned as a higher education facility, the University also possessed the esteemed reputation for being an academy for wizards for well over a century. A reputation that's unfortunately dwindled somewhat, as magic has waned in recent years. On top of being a school, the University has also taken it upon itself to police the use of magic within the city. Encouraging wizards to use magic wisely, and for visiting spellcasters to register themselves with the University. Members enjoy a variety of benefits, including services for spell components and access to certain libraries that would otherwise be unavailable to them.   Royal Cador Constabulary The primary police force within the city who enforce the various laws of the Kingdom. Members of the Constabulary possess ranks and wear matching blue uniforms.   Deadmen: The Deadmen are a criminal organization supposedly based beneath the city, in the labyrinthine complex of Jotnar ruins, sewers, and old dwarven tunnels. The Deadmen are involved in virtually every crime imaginable. Assassinations, extortion, and smuggling are a large part of their portfolio but, they are said to have their hands in every criminal endeavor all the way down to the lowliest pick-pocket. They are led by single individual, who is known only as the Gravekeeper. Their real name, race, and gender remain unknown. Yet the hefty price on their head is.   The Iron Circle: The Black Network is a shadow organization that trades mercenaries, information, and goods (including weapons) for profit. It has long sought to gain political influence in Cador, and the city of Gravenwall. An objective that parliament, the nobility, and the professional guilds have made difficult over the years.   The Tiathar: A company of Dragonborn mercenaries originally made up of the much-derided and dishonorable castaways of the Dragonborn nomads. The group's leader, Arcath, is always looking for new members to fill the ranks, and loyalty is what matters to him most. The Tiathar have turned Gravenwall into their local haunt. Disappearing for months at a time, but always coming back to this city for one reason or another.   The Black Tower: One of the oldest and last of the Wizard Towers, the Black Tower is unaffiliated with the University, and answers only to the Crown. The Archmage, the Blackstaff, operates the Tower and trains a group of apprentices, eventually choosing a successor among them.

Natural Resources

Ore: The old dwarven tunnels and mines under the Mountain are still used today, and are rich in deposits of iron, copper, and silver.   Cloth: Wool is massive industry in Cador, and sheep are aplenty.   Crops: Outside the city walls lies an expanse of arable land, with farms and orchards. Cereal grains are the chief cash crop.
Alternative Name(s)
The City of Graves
Type
Capital
Population
950,000
Inhabitant Demonym
Gravenwaller
Trade
Imports:
Livestock, leather, ore, timber, and exotic goods.

Exports:
Ale, arms, cloth, fish, grain, refined metals, and an assortment of other finished goods.

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