Cahyrst (Cay-hurst)
Demographics
Primarily a human settlement, mixed with some dwarf and some gnome. The Greater Brightlamp Borough is home to the wealthy and well-practiced in the arcane, with the Rampart Docks housing the main importers, sailors etc.
Government
Laws against dark magic including any destructive magic in public spaces. The economy thrives on the port trade it gets via the main oceans.
Defences
Mystical maingates are installed on major routes, with mageknight guards posted on each.
Industry & Trade
Imports and exports via boat are the sole economic engine behind the town. Fish and wines make up a large amount of the industry goods.
Infrastructure
Main roads lead from automated magical gates installed by the archmage himself. Sewer systems run out through the town and are filtered in pipelines under the southern docks before letting out onto the ocean.
Districts
All districts are open, though each does not take kindly to outsiders, until they prove their place in each class respectively. Any proficient in the arcane are welcomed mostly easily into the northern districts, with the southern taking a liking to most kinds of travellers and vagabonds, provided they aren't too uppity and are willing to pitch in and help for the good of the honest trade.
Guilds and Factions
Thirsting for knowledge, the Coinjurers as they so smugly call themselves, are a group of aristocratic sorcerers frequently gambling mystical items for even more wealth. It is known that this takes place, but who would dare stop them, after all?
Meanwhile, blame is often placed on the Rampart Renegades a tight-knit crew of dockside workers that have taken an interest in stopping this gambling, by "redirecting" the flow of mystical items.
History
Cahyrst began as a humble fishing town, leaving the original settlers a little put out as it was brought into the age of magic a few generations before Eanmelm, whose father, Castol established the northern districts around a tower he created for himself. The two came to an agreement when the laziness of the wealthy required the reputation and hardworking attitude of the fishing settlement to establish trade, and the fishing townspeople required their coin in return.
Points of interest
The Witch and Axe: An elegant dwarven tavern, kept by a retired knight named Gilew Nelley.
The Asylum: A two-storey half-timbered building, filled with the madmen and lunatics of the town.
Ceolbeow's Armory: The workshop of a male human armorer named Ceolbeow, known for his vast knowledge of runes and glyphs.
Architecture
The architecture of each district reflects the wealth of its area, with the south made up primarily of wooden and rough cobble buildings, and the north being bold, neatly cut smooth stone structures, with stained glass windows and gilded additions.
Geography
Flat terrain, with a slight hill leading up and out on two of the three roads, providing a little shelter. Adjacent to the ocean, with a river outlet leading through and into it.
Climate
The climate remains stable, with a preference on the rainy side, which only seeks to increase the hauls of fishing, larger creature-wise.
Natural Resources
Fish from the oceans is the crutch on which this settlement leans.
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