Arnbolt Settlement in Shattered Age | World Anvil
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Arnbolt

Arnbolt is a name that many associate with good handiwork. The designs pioneered by Arnbolt became staples across the world and a Arnbolt anything is assumed to just be better than other types. Many armies made Arnbolt weaponry standard and they managed to make many types of quality equipment affordable to the common man.   Yet, if you asked anyone where it was, even before The Fall, only a select few would know. Most would just shrug and assume it was a factory in one of the towns of Beinneachda. Even in their homeland, most were ignorant of Arnbolt's true location.   This was by design. The protect both the craftspeople and their designs, Arnbolt was built far away from civilization, connected only by a single pass into the frozen valley of Snødale. Hidden away, they could work in secrecy to deliver arms and armour, whether to be used by their nation's army or sold to their allies to generate a profit.   Said secrecy saved them from the war and the chaos it brought. When the world fell, Arnbolt remained quiet, distant and unknown. Many still remember Arnbolt and its quality crafts. Many assume that Arnbolt fell with the rest of the kingdom. Many assume Arnbolt, if it still exists, to be a ruin picked clean by scavengers.   Many are wrong.

Demographics

The population of arnbolt consists of primarily dwarves, gnomes and kobolds, with the dwarven population being slightly higher. Most of the people are craftsmen of some sort, though other professions have started to gain significant numbers over the years.

Government

Arnbolt is governed by a circle of administrators, representing the major industries. Each representative is elected by members of their respective industries. As Arnbolt has slowly changed, more seats have opened to represent hunting, farming and others.

Defences

Arnbolt is built into a mountain, making for an impressive natural defence. A select number of entrances exist, each once equipped with thick metal gates, guard posts and sentry weapons. Combined with their in-city farms and water supplies, Arnbolt could outlast a siege for years.

Industry & Trade

Smithing, especially of firearms, remains the primary industry of Arnbolt. Before The Fall, they traded much of what they produced. Their designs became standard for many nations they traded with and it was generally understood that Arnbolt meant quality. Ever since the loss of contact with the outside world, Arnbolters have picked up other essential trades such as farmers, hunters and similar to round things out.

Infrastructure

Arnbolt has several large furnaces in survice to its many, metal based industries. A complex network of geothermal reactors supplies heat and electricity. Water is funelled through the city both for drinking and sanitation.

Assets

Arnbolt sustains a notable market, though it's been much more quiet since The Fall. The city's vaults where once supplied with large amounts of rare and magical metals from across the worlds. While influx of new such materials has ended with The Fall, they've managed to make supplies last.

History

In 35 BTF, rumors of war had started to spread in Beinneachda. The then dwarven king, Anet Grimgrog, concluded that if war was to break out, his kingdoms skilled smiths and craftsmen would be targeted. He thus decreed the construction of a secret city to the north in Snødale, a forge city to house the kingdoms greatest craftsmen. Here, they would be able to work in peace, training new generations of craftsmen, far away from the frontline.   In 22 BTF, the city was finished. A large number of craftsmen, smiths, engineers and similar moved to the town alongside their families and apprentices, forming the core of the population. Production began immediately, with the kingdom supplying materials and Arnbolt crafting them into equipment for teh army. Surplus was sold to allied nations, making Arnbolt a household name, even if most had no idea where it was located.   During the war, Arnbolt stayed out of trouble, as the king had predicted. Its isolated location saved it from attack and allowed it to supply the kingdom even through centuries of warfare. The people of Arnbolt were excempt from drafting and many people with talent moved there to avoid the war.   As the war died down, the supplies of metals followed. All contact with the outside world ceased.   In the year 2 ATF, a council formed to decide what to do, with supplies dwindling and still no word from the outside. It was decided to restructure, with the assumption that the kingdom had fallen at Arnbolt had only been spared due to the secrecy of its location. Ressources where shifted from production of arms and armour to ensuring the city's survival. Once heavily reliant on outside trade for food, hunters became a godsent. Large internal areas were reformed into indoor farms, made possible by technomagical sunlamps.   By the year 9 ATF, the city was self-sufficient enough that the risk of a complete collapse was negated, though ressources and teh population was carefully monitored to avoid problems.

Architecture

Many of the structures were carved from the very stone of the mountain. As a primarily production focused city, much of the city was designed for functionality first. Some of teh more artistic craftsmen have over times petitioned to add decorations and a number of statues, memories and large engravings have since been raised.

Geography

Outside the massive mountain that house Arnbolt lies Snødale, a cold, snowy vally surrounded by frozen peaks. Stubborn pine trees grow in clusters, but few other things manage to grow.

Natural Resources

The mountain of Arnbolt was chosen due to its promising iron and copper veins, many of which has still yet to be depleted.
Founding Date
22 BTF
Population
721
Inhabitant Demonym
Arnbolter

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