Blumond
Blumond is the seat of the Barons' Power. The center of the city is split into four districts, each ruled over by a Baron. The primary industry is also decided by the Baron, and dictates the population of those districts. At the very center of the city is a circular fortification with four buildings in it, which house the primary headquarters for each baron. Outside of the very center, each district sprawls forth very disorganized and maze-like until it hits the slums where all organization stops and shanty-towns start.
Demographics
The demographics of this city are very similar to the overarching country of Pyra.
Free citizens:
- Humans (50%)
- Orcs (5%)
- other (20%)
- Dwarves (10%)
- Warforged (5%)
- other (10%)
Government
The city is led by 4 oligarchs that represent the different major exports and services within the city.
The Mining Baron is called Baron DeRose, commonly called "The Rockbreaker". This is not because they are known for mining, but because they are commonly "tough on dwarves". They've been known to severely punish even the most stoic dwarves.
The Baron of the Port, Baron Segrave, who is considered one of the more "tame" barons. They elect to instead do most of their business cleanly, but still use the influence of being a Baron to their ends. They help the other barons "get rid of evidence" by putting it out to sea, sometimes sacrificing whole ships to krakens to keep people quiet.
The thieves' guild has it's own Baron named Baron Gray. Commonly known as the gold tongued serpent, they are rarely ever seen even compared to normal Barons. Their ability to manipulate and lie to the public is infamous and they're one of the most feared people in the north.
Finally the enforcer of the city, Baron Stahlgriff. They are an iron-willed enforcer who hires mostly humans, but will also accept badge-wearing warforged and dwarves. They are responsible for most of the attacks on the warforged, and dwarves. As well as a lot of the disparity between the races, as they enforce extremely racist, and prejudice rules.
Defences
The center and mid-city are protected by high walls with several guard patrols that frequent it. The center city itself has a large machine in the center that acts as an anti-magic field for oncoming spells. The slums have no protections, and are only patrolled by the slave-knights who are warforged and dwarves hired to self-police.
Infrastructure
Center city is as industrialized and modern as the city of brass itself. The barons pay artificers and keep a lot of labor to make sure that there are paved roads, beautiful courtyards, and a very intricate sewer system that empties out into the slums and ocean. This industrialization extends to the mid-city, but is much less organized and falls into disrepair. The outer slums themselves have little to no infrastructure and act more like shanty towns surrounding the city.
Assets
Their primary export is manufactured goods. Their whole economy is focused on the manufactured products from the ores they get in the west. They ship these products globally, but do not ship east. Their biggest buyer is the City-State of Reole which they have reached several deals with to make sure they supply the city-state with ores and smelted metal bars.
Architecture
It's architecture is similar to industrialized England focusing on very close together houses with very little space between them. Most buildings are concrete or brick that lay within cobble or concrete roads. There are very simple gas lanterns on most streets that light the way on roads and walkways.
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