Grimsfjall Settlement in Raeth | World Anvil
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Grimsfjall

Grimsfjall is a town in constant renewal. Seeing the highest rotation in the population, and constantly seeking new ventures, its inhabitants are the example of what the region was like decades ago - pioneering and a bulwark in an otherwise hostile wilderness. The main realization is the seemingly mundane paving of the road to Skorvik, which has significantly boosted trade and raised the town's status as a frontier trading outpost.

It was founded by the remnants of a Thieves' Guild exiled from Upper Raeth, who have since forsaken their ways (or have they ?) and put their ... entrepreneurial spirit to good use. Some of their less palatable traditions are still intact however - for instance, pickpocketing is legal within the city's limits, but only for an amount of up to 50 gold pieces. Likewise, fleecing and misleading the customers is the main way for local traders to do business.
But there are rules for everything - and scamming honest-working people for their entire livelihoods goes beyond what is allowed : Grimsfjall can be a city of swift expeditive justice.

  The town is very open to newcomers - maybe too much. At least it has a strong stone wall to defend it. Some Elves have been arriving from the South recently, and it is a well-known fact that an elf can never be trusted, not even in Grimsfjall.
Many in the Fjord distrust the townsfolk, but would stand in line for hours to spend an evening of relaxation in the city's many distractions anyway.

Speaker Danneth Waylen is a strangely humble and honest man in a town so lax with social norms. He is assisted by Indra Mossbird, elected as the local halfling Matron, and her keen eye for trade and finances, and of Captain Arlaggath, a half-elf in charge of the militia.
Meanwhile, the town's chaotic approach to life is in stark contrast to the rigorous worship the Goddess demands, and while tribute is paid to avoid incurring in her wrath, her clergy is practically absent from the city.


Demographics


The large population is mostly composed of humans and a sizeable halfling group, organized in small but efficient trading guilds. Dwarves culturally disagree with the "open purses" policy in town and as such avoid it. It fields a rather loosely formed Town Watch of 100 men and a militia of 500 in times of need.


Districts


While the borders between districts is not well defined, the city is divided in three areas. The living quarters make the largest of these, where 1800 people and a couple hundred travelers reside in comfortable but cramped rows of houses.

The two central districts are the Market District ("The Ripples"), the second most bustling area and the more dangerous for the high presence of pickpockets and other individuals of questionable morals ; and the Entertainment District ("Eastern Lights"), where most of the town's amusement facilities, inns and gambling houses are located.

Guilds and Factions


Rumor has it that three scoundrel families have divided the town's economic activity between themselves, and form three unofficial factions which everyone knows of and recognizes by their garish and shamelessly displayed heraldries - but will not mention out loud, just to be safe.
They run the town in concert and somewhat in accord : eventual disagreements have to be, per local customs, disputed and resolved under the public eye, usually quickly and efficiently - since none want their matters exposed to the townsfolk, the families prefer negotiation and peaceful agreements wherever obtainable, thus also guaranteeing the town's peace and relative stability.

  • the Whiteraven Family, from its crest, claims to be the original descendants of the Mainlanders who fled justice from the high courts, and run the gambling activities in town, while also historically keeping the Speaker under their thumb. They are the most influential family in town but not the richest, however they may be the shrewdest in the conduction of their business, still being de facto in a position of power despite fewer numbers or less visible plays.

  • the Jarrath Family and its heraldic symbol of a red tree on white background, runs the town's brothels and its less reputable interactions with other towns in the Enclave : Speaker blackmail, careful lobbying, providing influential figures with the objects of their desire, and anything which can both give the townsfolk leverage while guaranteeing that others will keep their prying eyes focused somewhere else.

  • the Ulfriddh Family is easy to identify, as its members proudly wear a black wolf's head on blue field, and dye their left hand in tattoos of blue lines, which become more numerous and longer with rank. They run the town's protection business, and are paid by every merchant for safety and the assurance of conducting business unharmed - or at least within the boundaries of local customs. They also provide muscle to other families, in equal manner to avoid making preferences, and in times of plenty would also manage the town's docks.

  • Founding Date
    2 C.R.
    Population
    1900
    Inhabitant Demonym
    Grimsfjaller
    Additional Rulers/Owners

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