Geata-Iarainn Settlement in Tariek Rough Collection | World Anvil

Geata-Iarainn (ɟat̪ˠə-íarn)

The city herself is a bustling trade port and industry city, and the mist from the sea-spray mixes with the coal smoke from the rail-yards, factories and metal refineries to create a strange greyish haze and a smell not unlike strong smelling salts, a slight odor that hangs onto the city and permeates most of life. Folk whom live here don't really notice it anymore, unless it is particularly strong that day, for the coastal breezes does keep air moving well most of the time. Even then, it is merely strong, though not entirely unpleasant unless one is too close to the railyard, docks, factories or refineries. It is a center of more modern culture, but such modern gentry culture is hardened and salted a fair amount from what most southern folk would be used too, for this is still the tundra and even in such a large and well fortified city, winter is unforgiving and it takes a tough community full of strong, hardy and determined folk to thrive here.

Geata-Iarainn is a large city and as such has many places worthy of note in all districts. So the maps have a legend with numbers relating to locations. In the following sections each will have the districts and the numbered locations that fit the section listed with a brief snippet to provide some context to the place on the map.

Demographics

Geata-Iarainn is home to 51754 inhabitants whom count towards the census, at last count three years ago. This census accounts for only employed and tax paying citizens, the nobility, and all their families. Children are acknowledged to exist on the census, but not counted until they are of age beside being acknowledged that they exist. That age varies based on race however a good rule of thumb is for humans this age is 14. Beggars and other such individuals are not counted, a simple non-factor on the math. The rough demographics are noted below *Tieflings are counted here for GM purposes as most of them would hide what they were, claim to be human. They are noted here incase you wish to use these numbers for a campaign for random race generation if all the player characters are born in and from the city.*;
Race Rough % of Population Count
Dwarf 36% 18631
Elf 2% 1035
Halfling 11% 5693
Human 24% 12421
Gnome  6% 3105
Vrock 17% 8799
Tiefling 4% 2070

Government

GEATA-IARAINN SKY-SIDE DISTRICTS:

7) Courts/Grungrym Barracks: This district is a place of marble columned buildings, offices, and large public courthouses. It also houses the largest precinct of the Geata-Iarainn Police, the Grungrym Barracks, so named for the ex-general who formed the distinction and divide between the military and the civilian law enforcement. Within this district as well lies Geata-Iarainn's smallest of three prisons, The Gaunt.

GEATA-IARAINN CAVERNS DISTRICTS:

1) Valor An Khaisleain: Castle Valor, this monumental structure stands tall and foreboding, its dark granite walls lined with red brickwork decorum and decorative statues depicting dwarven heroes and soldiers of legend watching over the building itself, is the seat of the High King of Suranth, his home and fortress. The structure is layered in its defenses, the outer wall but the first of at least two sections of wall anyone would need to penetrate to get to the actual royal house, and even this is designed like a military fortress, few windows, the doors solid iron with massive locks, the few windows there are being little more than slits in the stonework, allowing an archer or gunner a protected place to fight from with a reasonable field of fire. Despite the look, most whom have been within by invitation speak highly of the Castle's hospitality and, contrary to its stony and cold exterior, the warm and friendly reception.

10) Jaraan-Fist Dunchla: This building is the only prison in the Caverns District, and houses another precinct of the Geata Police.

GEATA-IARAINN DOCK DISTRICTS:

17) Suranthi Shipyard Customs Offices: This fortress houses the majority of the coast guard and officers, along with the inspectors and offices of the staff for the customs office. Responsible for scheduling, for logistics and tracking of goods and traffic, this place is the busiest structure on the isle.

Defences

GEATA-IARAINN SKY-SIDE DISTRICTS:

3) Overland/Underpass Gate: This outer wall is known as the Overland/Underpass because it is built to come out of the mountain, and runs through the Caverns districts below, and through the mining tunnels as well, creating a layer of security. The miners of course are foraying outside this in the hundreds, camping for a week or two at a time underground, with guards. However such precautions are dwarven nature, especially after the Butcher's Siege. Mining troops are rarely bothered, though on occasion subterranean fauna of some sort get desperate, brave, or both. More trouble than that is rare, but not unheard of.

8) Grimjaw's Gate: This gate and attached garrison is the divide between the rest of the Sky-Side Districts and the tourist trap known locally as Dice-town. It is a double gate divide, highly defensible from either direction and attached to the outer walls.

9) Connigh Sliocht Iarainn: The massive fortification that gives the city its name, the monstrous castle like structure with massive iron gates, houses and protects the cliff crawler elevator system, an impressive and grand construction of lifts that allow travel between the three distinct regions of the city with ease and comfort, comparatively to the long winding tunnel routes up through the Overland/Underpass, or the hard, dangerous and slick routes of some of the less....conventional or well known routes up and down the cliffs.

17) Geata Folaigh Iarainn: The Great Gate as its called, is the most used gate of the city, and therefore the most heavily fortified, as it is the most heavily traveled. The structure itself is not merely a gate and a tunnel through the wall, but a more complex system, with two gates and lots of space between, including offices and buildings within the area, checkpoints for trade goods, offices for diplomatic paperwork, security and holding, and all manner of other such business one might expect.

23) Storm-Crasher Tower: The third massive stalactite protruding from the bay is so named for its function, the storm of steel and smokepowder that is Suranth's army, for this structure houses the largest schools and training centers for the various branches of Suranth's military in the nation, and is widely regarded as the most prestigious and toughest naval school to graduate from and earn your commission.

GEATA-IARAINN CAVERNS DISTRICTS:

2) Gateway of Heroes: This is the outer bailey of Castle Valor and is the garrison of High King Cormac's special and elite chosen guard, the one hundred dwarf regiment of Storm-Lancers that stand equal but different to their brothers in arms, the King's Storm-Spears. They are the most skilled and versatile warriors in the armed forces and are, up to this point in time, all dwarves. They are not mere Storm Lancers of course, though they wear the garb, and have the mounts of the unit along with the training. But they are equally well trained in ranged combat, be it firearm or crossbows, and are generally skilled in matters beyond raw combat, such as investigative, tracking, and security. This is the regiment to which the overall commander of the Storm-Lancers is always drawn from, and is the regiment directly under their control and command at all times. The gate into this compound is the gate into their garrison, insuring any group, force or troublemakers trying to come to the castle through the front door will have to get past these elite troops without tipping them off, an unlikely event.

6) Overland/Underpass: The wall that is built through the caverns and tunnels, with routes tunneled to connect the sections through the solid rock between such openings.

7) Chofer's Keep: This fortified location is the garrison for those assigned to the Overland Underpass, and also contains the largest precinct of the Geata Police in the Caverns District.

GEATA-IARAINN DOCK DISTRICTS:

1) Jarainn Outer Gate: The thick and hefty sea wall gate for the outer wall, an impressive piece of construction, as is the whole work. It is open most of time but can be closed quickly if an approaching vessel does not follow proper protocols for approach, or isn't recognized when seen through a spyglass by a sentry.

2) Cuan an Chuain Outer Wall: The outer wall of the Sea Wall system, an monumental feat of construction and magic, towering out of the bay a full fifty meters. The wall is built mundanely of course, above the water. But the foundation was raised, complete with open slits and sluices to allow the ocean to flow more or less as normal, by magisters long passed. The truth is this wall is older than the Sundering, and was left intact, as was its counterpart further into the bay.

3) Storm-Chaser Garrison Tower: The lower parts of this stalactite and the docks alongside it is the Geata's Naval Garrison, which is also the office of the Admiral of the Navy.

10-11) Break-Swell Wall North and South: These walls are shorter, extending about thirty meters out of the sea, but made and constructed similarly and are just as old as the outer walls.

12) Break-Swell Wall Gates: These gates are more tightly controlled and traffic is guided intricately, as checkpoints exist outside both, with various officers and customs officials and areas for vessels to rest anchor safely along the walls and area, whilst their papers are finalized and everything is checked to be in order. Every ship is tracked and noted, and has specific instructions as to which dock to make port at, and what route through the busy region within the wall to take.

13) Break-Swell Naval Garrison: This is the naval response garrison, the coast guard station to keep patrol and watch over the waters in this 'buffer' area along with aiding in controlling traffic and if needed emergency response.

Industry & Trade

GEATA-IARAINN SKY-SIDE DISTRICTS:

1) Ironcliffe Mining Complex: This busy area is at the mouth of the tunnels leading into the iron mines, though small amounts of silver and other valuable metal ores have been stumbled on over the years in the vast mines. The vast mines below are layered, but also stretch north a fair distance of course. This mining complex employs several thousand for the mining and easily a few hundred in the processing, sorting and shipping outside in the large complex and storehouses you see. Metal and stone dust is oft a thin haze, the smell quite notable, and the area is a busy and loud place.

2) Montrack Minerals Complex: Though the mines are all interconnected, this is for efficiency below and the miners themselves are employed by both companies, splitting their wages. The sorters working below, along with the foremen, are company men and run their sorting crews ragged to sort the various things the miners separate into ores, minerals, and decent stone. The stone is a by-product but large chunks will be sold to stonemason's, for brick and block material, these profits split 50-50 with the Ironcliffe complex. Montrack's main business is the valuable minerals, like quartz, crystals, marble of course, and the rare bits of manna crystals being the richest and most worthy of treasures recovered. Montrack's direct employees within their complex are less than the Ironcliffe complex, as their business is more of specific in its goods, though no less profitable for those involved.

6) Margai Iseal (Low Markets): Their name is deceptive of course for they are not at a low elevation, however these markets get their name not for that, but for the fact that they are raw material markets. You do not come here to buy groceries, finished goods. You come here to negotiate with businesses in the resources business. Raw materials, bulk yards of all sorts, warehouses of craft materials. These are markets of the business class and craftsmen. The markets north of the Ironborn Coliseums are also known as 'Low Markets' though they use the word Ceantar in Dwarven, so the word 'Low' in that context would likely be better translated to 'Poor' and that description would likely be more apt.

12) Railyard District: This busy region is Geata-Iarainn's Railyards, and is constantly awash with the heat of steam, the sound trains and machines, and the harsh smell of coal smoke. The roads and walkways are always busy with the hustle and bustle of rail rat work crews, the shouting of conductors and clerks audible except when the shrieking whistle of locomotives peals out. All this along with the general sounds of equipment and beasts of burden. Twelve sets of tracks reside within, though only two come through either gate. One in, one out. Schedule is everything here, so the other thing one will find within this district is everyone, even the poorest, filthiest rail rat or smoke monkey, has a pocket-watch and can tell time. This is a place where punctuality is everything.

18) Oilean an Chuain: This island is the major shipping district of the docks and can be seen from the Cliff-Crawlers, though not clearly.

24) Geata Sky-Port: A relatively new addition, tucked in the corner as it is, it sees steady use, though is no where near as busy as the docks or railyards. The Geata Sky-Port is the only such facility in Suranth, as one would expect, as they are at odds with the nation whom invented the tech, Waston. The reason it does exist at all, however is because High King Cormac is wise enough to differentiate between economic rivalry and foolishly refusing an advantage. The Sky-Port has proven a boon of knowledge along with being a profitable enough venture, though the traffic has only just, in the last few years, become enough to begin the work and process of constructing Sky-Ports in any of Suranth's other major cities.

GEATA-IARAINN CAVERNS DISTRICTS:

13) Cuan an Chuain Jarainn: Bay of Iron, as it is so known for the sheer volume of the ore and iron goods that are exported from the docks below.

15) Baile Gaibhir an Clan: This region is the neighborhood housing most of the rest of Clan Ironcliffe and the associated families whom are of the hardworking lower and middle castes within the clan, along with those of the smaller clans that hold position and allegiance under the Ironcliffe banner.

GEATA-IARAINN DOCK DISTRICTS:

7) Naval/Harvest Docks: These docks are the Navy's first and foremost after their own private ones, should the need arise, but for the most part these docks and the surrounding warehouses are used by fishing and harvesting fleets, along with vessels importing such goods from other estates, provinces or nations.

8) Collegiate Private Shipyard: The private docks and warehousing for the Magi Collegiates.

9) Ocean Resources Districts: These districts house the processing for the various resources harvested from the sea, from kelp to crab, from fish to whale and anything else one can think of. Food is the main thing of course, but other goods are produced using such materials as well.

15) Armúr an Cheartais Docks: The private docks of Sir Kartheart's cult.

16) Shipyards/International Trade Quarter: This large isle is the center piece of oceanic trade, and they are always busy, with vessels taking repairs after long journeys form Depenwood, Rohara, or Raechin, along with even the other provinces of Suranth on occasion. Others docked for offloading of all manner of valuable import, from fabrics to lumber to food and beyond. An area of business, bustling equipment, bells and shouts, slick docks, many warehouses, and generally loud and boisterous activity.

18) Metal-yard Docks: These docks are mostly for outgoing vessels, coming in empty, to be loaded with ores and metal goods for many varied destinations. These docks are busy as well, and loud.

19) Metal Yard/Manufacturing Quarter: This quarter of course houses the various factories and refineries that handle the ore and produce a variety of goods for export en masse. A busy place, with a constant ringing pace and beat of metal work and the smoke and dust one would expect.

24) Import/Export Docks: These are the many and various docks that foreign vessels will be sent to so they may offload cargo and goods from their homes, and loading up with any cargo they wished to take on. Domestic Vessels returning from merchant missions abroad laden with cargo also will offload it here. The area is always busy.

Infrastructure

GEATA-IARAINN SKY-SIDE DISTRICTS:

4) Ceantar Saothair (Camp of Struggles): This is the poorest district and neighborhood in all of Suranth, and perhaps understandably the rowdiest. Here one will find shacks and tents more than actual buildings. These are anything from refugees, crippled war veterans or miners, criminals, or just the poor whom don't have any way out of such circumstance, or somehow (gambling, widowed, who knows) lost everything and are now here for they've nowhere else to go. Healthy young men whom end up here normally aren't for long, being offered a job by either mining complex for a livable, if not quite fair for the toughness of the work, wage. Or they are pressed ganged into the railyards or other such. Cheap labor is a commodity after all.

14) Stonevont Graveyard: This graveyard is mostly notable due to the fact it is the largest such facility within the Sky-Side District, though every church maintains a graveyard, as per custom. The reason for this is not because of volume, but because of opulence. It is here the rich merchants and wealthy minor and middling nobility are buried, and of course, one must have family crypts and mausoleums, because what is one if not nobility even in death. Opulent funerals are the norm here.

15) Stonevont District: This region is the home of the minor and middle wealthy of Geata-Iarainn, also generally seen as the 'new nobility'. These families are wealthy, but likely only have been for a generation or two, perhaps having a minor title, but likely made and maintain their fortune through business success. They are not entrenched like the older families below, and their homes, though still opulent by most measures, are modest in size and stature compared to the manors and compounds of the elite in the Cavern Districts below. They house their staff on their property generally, and may employ a moderate number of such people. Servants, housekeepers, stable hands, etc.

19) Cloud-Cave Skywalks: These impressive arched roadways, for that is what they are, are a marvel of science and earth magic combined, a rare time where dwarven engineers willingly worked with magisters. It was a multi-year project, massive in scope and expense, but has proven its worth over the decades, even with the expensive fees paid to the Domhan College for their regular maintenance of them. Their impressive silhouettes can be seen from above on the Cliff-Crawlers though they do not connect with the Sky-Side Districts directly.

20) Cavern District Entrances: These openings on the northern cliff faces lead into the cavern districts of Geata-Iarainn

GEATA-IARAINN CAVERNS DISTRICTS:

3) Valor's Den: This neighborhood is where one will find the truly opulent estates of the wealthiest and most honored and entrenched noble families in Geata-Iarainn, along with their servants and personal guards, such as they can be called such, for like those in the palace whom technically have such titles, many of these live better than a fair percentage of folk of a more independent ilk. You will find each of the other five clans maintains an estate here with their ambassador to the court of the High King, along with the other three noble families under the Ironcliffe clan banner, along with diplomatic estates for each of the three nations that Suranth is allied with, provided by the High King of course, for the diplomatic representative and their families, whom sit directly on his court, as per the NPA. Other nation's diplomats and their families are housed here too, in fine and worthy quarters, though nothing quite as opulent as the eight estates and mansions noted above. Such is the nature of politics and alliances.

4) Mineral Underway: This gate leads out into the tunnels that connect to the various workcamps and veins of the mineral mining operations, as many of the supervisors and foremen, along with the wealthier clientele, live within these districts.

5) Metallic Underway: This gate leads out into the tunnels that are generally connected to work camps and veins being focused on for their metallic offerings, and exists for similar reasons to the Mineral Underway.

8) Ceantar Oibrithe Jochtarach: Also known as the 'Low Workers Area' the region is a little misnamed, for it houses those whom work the mines and refineries whom are well paid enough to afford safer and proper lodgings, along with foremen, supervisors and even those who work in the Sky-Port and Railyards whom make a decent living, of which there are many. The wealthier stakeholders of the various mining operations also have their homes here, manors and fine homes of size and stature. The markets here much more varied and of a much higher quality than most found in the Sky-Side districts.

11) Fisherman's Tunnel: This tunnel leads down and out to the docks and ship yards of various fishery companies, used often by those with owning interest to travel from here to go check in on the offices and their fiscal interests.

12) Cloud-Cave Skywalks: Noted in the Sky-Side Districts

14) Docker's Run: The cavern and descending tunnel that will lead you down through a passage and out below in the Dock Districts.

16) Ceathru Gean Feasog: Known as the 'Old Beard Quarter' this is a place where the more intellectual and elders of the various dwarven clans live, and study their various interests freely, having more or less lived their lives within their clan, they've been able to sort of 'quasi-retire' from living within and beholden to duties of the clan directly, and live a more individualistic life of respected elder statesmen hood, as it were.

GEATA-IARAINN DOCK DISTRICTS:

6) Suranthi Seafarer's Academy: This building houses the most esteemed and prestigious navigator and mariner's school, and is funded by, and therefore targeted towards recruiting for the Navy, naturally.

20) Repair Docks: These are the docks vessels in need of repair are directed to make port at.

21) Salts Quarter: This quarter houses many poor folk, sailors whom are too old, injured or otherwise, navy veterans whom are forgotten, and other such folk.

22) Commons Quarter: This quarter seems to house those of a working class background, with some finer homes likely owned by ship officers or dock foremen.

23) Connigh Gliocht Jarainn: The bottom of the Cliff-Crawler systems and equally as fortified as the top noted in the Sky-Side Districts.

Assets

Geata-Iarainn is a rich city, a true capital even in this harsh land. The city is well garrisoned, well equipped, and has enough stores and supplies to survive without any trade coming in and out for six months. But beyond that one of her biggest assets is the sheer inability to lay her properly to siege by the conventional means any of her enemies would use. The Sky-Port, the various tunnels in and out under their controls, the rails, and the Bay of Iron. So many ways to get supplies in, but every one of them restrictive in such a way they are easy to guard and control who and what comes in, but almost impossible to fully blockade.

Guilds and Factions

GEATA-IARAINN SKY-SIDE DISTRICTS:

5) Guild Offices: These many large and beautiful buildings make up the offices of the many and various trade guilds within Geata-Iarainn, indeed they are the largest and therefore highest offices for such in Suranth. Here you will find the Miner's Guild is the biggest, employing perhaps a hundred clerks and various other necessary positions, though you will find guilds for all the trades, even if they've but two or three offices and only ten employees, for that is all they need, like for example the Mechanics Guild. All told these various offices employ around three and four thousand citizens. One will also find the office complex and printing facilities for the Geata Gazette, the city's local daily newspaper.

10) Guild Halls: These buildings, are much larger, but far more functional in their design than their office counterparts. These are the Unity Halls for the various Trade Guilds, and provide a place not unlike a job fair or bank, as members in need of work may come here and in short order be guided to a company or employer to make contact with. This is also where guild meetings take place, as well as votes and other such matters. These places are also where members come to lodge any complaints against employers or fellow members, as well as where customers can come to lodge complaints about the behavior and conduct of members as well.

11) Temple of the Anointed: A beautiful structure, built in a open entry style, the massive marble columns each carved distinctly to represent the symbols and imagery attached to one of the Nine Ascended. This house of worship has no favored shrine or clergy, as more or less the priests are split relatively evenly, and each takes a section of the building of roughly equal size. It is a place of worship, a holy place. You will find at least one such temple in every capital city in Valerick.

21) Collegiate of Magi: This first of three impressive towering spires that rise from the bay below houses many things, but the largest and most spoken of, is Suranth's branch of the Collegiate of Magi. Four schools of magic are taught here, that of Domhan (Earth), Uisce (Water), Dulra (Nature), and Aeir (Air). The spire itself houses the collegiate and though the outside seems but a large stone stalactite rising from the sea, the inside is said to be a place of beauty and wonderment in its design, and strangeness in its layout and behavior of its occupants.

22) Armúr an Cheartais: The Armory of Justice, or as most call it in the city, simply 'The Armory' is the grand cathedral of the church of Sir Kartheart, and is housed in another of the three stalactites. Within it is said to look as one would expect, a grand structure in a military style, but with depictions of great and heroic tales and deeds, scenes of war and heroism, valor and courage in battle and at arms decorate the walls in massive frescos and paintings all about the walls and ceilings. It is a truly holy place but serves a dual purpose, for it is also a fortress in every sense of the word, and houses the home facilities and training areas of the Storm Lancers, as well as housing the largest prison deep in the lower sections, known as Blackwatch, for it is housed below the waterline, so their can be no windows or openings in the stonework to the outside. It is pitch black without a torch or lantern, and is the prison within which any violent crime or accused await trial. The merely accused see their accommodations less than pleasant, but are fed once a day, and have a small oil lamp with enough oil for twelve hours a day, though it is kept in an alcove they can't reach and handled from outside their cell by a guard who's job it is to fill and re light them daily. Those convicted however? Are left in complete darkness except when food is delivered once a day (if one can call it food), through a door slit, when a brief flash of the guard's lantern light shines through. Most do not last long under such conditions.

GEATA-IARAINN CAVERNS DISTRICTS:

9) Baile an Clan: This area houses the various families that make up the Ironcliffe Clan, as this is their ancestral home, and as such, these houses and structures are impressive, functional and strong structures, decorated lightly with carvings of clan symbols, perhaps with the odd statue of an ancestor of note.

GEATA-IARAINN DOCK DISTRICTS:

4) Collegiate of Magi: This stalactite of course, houses the four branching spires that gleam of beautiful marble and stonework, each with obvious decoration that denotes which school is taught within. The four schools this collegiate houses and offers within as one climbs the stairways and paths to come to each tower, are in order; Uisce (Water), Domhan (Earth), Dulra (Nature), and Aeir (Air).

5) Armúr an Cheartais (Lower Quarters): Here in this section the entrance is well guarded, this is no longer the church. Below, the prison mentioned earlier, and on the lower floors above the water are the housing areas, the religious university of course, and those within the clergy whom are not tied directly to the cloth. Within the lower floors here one will find almost a miniature community of sorts, complete with shops, housing and all manner of other such things. They answer to Suranth laws, but are also allowed to enforce their own within, so long as that which they are enforcing does not directly oppose Suranth or Valarian Laws and Treaties. To oppose in this case means do the opposite of, so having harsher punishments is not at all against this agreement, and is oft the case.

14) University of the Lance: This is the training school and garrison for the Storm-Lancers.

History

"As a note of interest for travelers visiting this great city, Geata-Iarainn is actually her old name from ancient times. The folk here kept its old name, even though the Dwarven tongue has changed notably from when its name translated to mean 'Iron Gates'. Despite this fact, the city keeps that piece of Pre-Sundering heritage, as scholars puzzled it out from artifact records discovered long ago. Dwarves are traditionalist, after all, and decided to leave the name, though strange to their tongue now, and keep that piece of their linguistic ancestry alive."

An interesting foreward from a book about Suranth's culture and heritage, an academic study titled Suranthi, a study of cultural growth and how pressures of a Tundra climate effect it. by reknowned archaelogist and historian Vladimir Gregoriev.

Tourism

GEATA-IARAINN SKY-SIDE DISTRICTS:

* Ironborn Coliseums: Not numbered this labeled location is as it sounds, two large coliseums, places of sport and contest. The northern one is built as a pitch for the well loved sport of Caid and is the home arena of the Geata-Iarainn Guardians, the city's team in the Valarian Caid Association, the continent wide professional Caid League. They are beloved by their adoring public, as the Guardians are the defending champions, the fifth champion in the league's scant six year history, and the only ones to have two banners to their name as they won the Valarian Cup in the league's inaugural year as well. Dogsled circuits are held here, as the pitch can also be used as a track for such things. The arena seats just north of eleven thousand, and for a Guardians game it is a rare thing to see it at anything less than full capacity, or even beyond that. The other is a smaller but no less impressive facility that can hold and seat around eight thousand, and is used for any number of other sporting events, contests, legally sanctioned duels, circuses and any manner of other events, along, of course, with housing the yearly final four tournament for the SCL, Suranth's local Caid League. It is also where public executions are held when a prisoner guilty of such an abhorrent offense time of execution is deemed to be beneficial for the public to see the justice being meted out.

13) Mercantile League/Cliffside Markets: These markets house much of the tourist traps of 'Dice-Town' in their backrooms. Gambling (untaxed mostly), prostitution, drugs and other vices can be found. Rumor is the Thieves Guild operates out of here someplace as well, though no one seems able to tell you where exactly. Besides this, one will find every manner of shop and market here, from grocer to smithy, from alchemist to shoe-maker and everything in between. This is also where the Mercantile League, a gentlemen's club for wealthy financiers and merchants across Valerick, has their facilities within Geata-Iarainn.

16) Traveler's Neighborhood: This region gets its name for more tourist trapping, and the sheer number of inns, tap-houses and taverns. Its location explains this as it is right by the gate that sees the most use. Organized crime is no stranger here as with other areas of the city.

Architecture

Geata Iarainn is all one would expect from such a city, all the hustle, bustle, invention and modernization of the dwarves with their architectural style. Masterfully skilled stonework, the designs functional first and foremost, but with a measured beauty to them of functional form, with history written in the imagery, as buildings last and rarely need rebuilding. The city tells the story of dwarven architecture through the last two centuries through the different designs of its structures. Blockwork, brickwork, marble carvings, buildings of iron and steel frame with beautiful stonework finishes, and all manner in between you will find throughout.

Geography

Standing defiant on the north-eastern edge of the Iron-Tip Peaks, along the cliff's edge, overlooking a mist filled cove nearly five hundred meters below stands the capital of Suranth, the city of Geata-Iarainn. The city stands, and thrives, in open defiance to the land around it, its walls thick and tall, with steeply angled steel plating along their bottom half, a design meant to help deflect any assaulting weaponry upward, leaving the foundation and most of the wall intact. The walls are some thirty meters tall, her towers another five besides that, an open invitation and promise of violence to any whom would dare be fool enough to consider assaulting her. The truth of this matter however, is that Geata-Iarainn is not just upon the cliffs. For once you are within, if you travel from her southern facing gates towards the edge of the cove, you will soon see that which gives the city it's name. An absolutely massive construction of stone and iron, a keep and fort like which you will find nowhere else. The size of it cannot be understated by comparison to many of the other buildings, for it houses the work of dwarven brilliance known as the Cliff-Crawlers. These five monstrous lifts, with their steel cables and winch systems, powered by steam engines, are capable of carrying three hundred people, or at least two dozen heavily laden carts and wagons, each. These lifts connect the Sky-Side sector of the city with the other two levels, the Cavern Sector, halfway down, tunneled and built within the cliff faces, and the Dockland Sector, at the bottom along the land nestled against the cliffs right on the water.

Natural Resources

Geata Iarainn is a city built upon its main resources. Iron, silver, marble and other valuable stone and minerals. The mines she controls stretch out underneath her far and deep. Beyond this, her whaling fleet is second only to Higveld in the size of the industry, and her fishing fleet is the largest of any city in Suranth. Another big natural resource, crab fishing, specifically the species named 'Hullbreaker's' found along the jagged coastlines around Geata-Iarainn.

Maps

  • Geata-Iarainn
    The maps of Geata-Iarainn's various districts.

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