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Winterhallow

On the North coast of Kvarris stands the fortress city of Winterhallow. As isolated as the city seems to be, it's surprisingly a bit of a mecca for innovation, and features one of the most bizarre and eclectic populaces in Sacaris. Founded by wealthy merchant aristocrats and exploers who chafed at the idea of bowing to the ruler of a unified nation, Winterhallow became a haven for those seeking to avoid "the king's taxes." Winterhallow is thusly a city-state unto itself, ruled as a plutocracy from within by a "table" of rich merchant princes (and princesses) who purchase their way into office. As there are few ports along the northern coast of Kvarris, Winterhallow holds somewhat of a monopoly on sea traffic in the region - and the city's rulers damn well know it.

Demographics

Winterhallow is a predominantly human settlement, with over 65% of the permanent population belonging to said species. The other, roughly 35% is comprised fairly evenly by members of the various demi-human races of Sacaris, including a large contingent of warfored who have remained int eh city.

Government

A plutocracy run by a consortium, or "table," of sea merchant princes and princesses, some 8-10 seats strong at any given time. Election to the table is a "meritocracy," as long as you consider having a fat purse merit. The people ostensibly get to "vote" between several rich candidates (as one must make and spend a certain base-line of gold to even enter the running), but honestly the entire democratic process is a show-pony sham.

Defences

Winterhallow is defended by a "common" city watch of approximately 800 citizen-soldiers, but it's far more well known for the flashy exploits of it's home-brewed association of gentlemen swashbucklers known as "The White Plumes" as well as the battalion of warforged that have chosen to remain to guard the city. Membership to the Plumes is by invitation only, and their ranks never exceed 66 (a number of some significance for them) at any time. Plumes are pulled from the aristocracy, and one must have "the right blood" to be approached to join the lauded few. The White Plumes are easy spotted and known for their eponymous feathered caps, along with their bright livery (depicting two crossed sabres over a field of white and blue). Winterhallow also maintains a private navy of around 20 galleons and assorted support ships as well a pair of sky ship frigates. Up until recently, the city has been either "plagued" or "blessed" (depending on your perspective), by a masked vigilante known simply as "The Grivner." The masked crusader is known to go where even the White Plumes will not, and is a defender of the lower class... the "forgotten masses." The appearance of The Grivner is a well-guarded secret by those who've been aided by him or her (also unknown), as his/her "fans" wish to protect the vigilante's identity from the authorities. Unfortunately, the Grivner hasn't been seen much of late. Hopefully the law hasn't caught up with "the people's savior."

Infrastructure

While the outer fortifications reamin largly unchange from the Dark War, the wealthy leaders of Winterhallow desire to keep up with modern trends and conveniences. As such, the city is well appointed with many tacked on public works including an aqueduct that wasn't part of the original city planning. Because of these constant "improvements," Winterhallow is a hodge-podge of random advancements, some sticking out like sore thumbs against the backdrop of a far less modern city.

Natural Resources

As Winterhallow is located close to both woods and mountains to its south , much wood and ore passes through its gates. The city founders own several iron and silver mines, and they constantly work to keep up the trade of wood culled from the nearby forests. Beyond this, the usual sea food typical to a coastal city is another strong point of trade for the city residents. However the most exotic goods on offer come from the frequent expeditions into the unnartual wilds deep into centeal regions of Kvarris.
Population
80000
Location under

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