Higveld Settlement in Tariek Rough Collection | World Anvil

Higveld

This port has turned into the hub of the region, while also being home to the largest whaling fleet in all of Suranth, and is considered an important naval base. It is a bit of a rough and tumble place, as one might expect from a place populated mostly by sailors both civilian and military, along with dock workers, and factory workers. It is also a favored den of various organized smuggling groups, away from most centralized authorities by virtue of, well being physically on an island not on the main land. It is a place where one can find many an adventure and activities of interest, to say the least.

Higveld is, for its population and 'conservative' and 'superstitious' sailor charm and viewpoints as a culture, a rather diverse and interesting place with many parts of the bustling port town well worth visiting, along with landmarks well worth noting. These will be outlined here with a brief snippet that will include perhaps a piece of current juicy gossip, or rumor, or a known attraction or sight that is spoken of locally as 'absolutely not to be missed.' The numbers here are reference numbers for the map linked in the sidebar.

Demographics

Higveld is home to 11549 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 of non-nobles 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 % of Population Count
Dwarf 19% 2194
Elf 8% 924
Halfling 14% 1617
Human 31% 3580
Gnome 11% 1270
Vrock  16% 1848
Tiefling 1% 116

Government

1: Higveld Police Department (HPD) Precincts: These structures are the various precincts for the local police, spread out throughout neighborhoods. A few officers are employed at each, along with a secretary or two. Most also have a handful of holding cells in the basement and two or three courtrooms upstairs for smaller time issues. There is known to be some fair amount of corruption amongst local police.

21: Varnis Estates: This is the actual estate of the Varnis family, housing the family and their personal staff and house guard as well. This compound houses some roughly a hundred and fifty people, including some twenty personal family guard.

23: Town Hall/Courthouse: This is the office and meeting areas for the town council, where Alec Varnis meets with his hand chosen local advisors and town councilors. This is also the largest courthouse, and is where some of the more high profile trials and litigation will be handled. This is also where the offices of the 'Crown' are located, and is where all legal paperwork passes through to be stamped and signed off on. Warrants, bounties, formal charges, and more.

Defences

7: Camp Roil: This small fortified position houses a few military and acts as a chokepoint and holding position for the city as well, for they are in charge of the gates into the city proper and in charge of screening. Only about fifty military folk are housed here, many of whom are Road Wardens and other such folk. Those stationed here also act as essentially customs, checking documents and insuring they keep tabs on traffic into the city.

24: Veld Keep: This fortified keep is the Suranthi garrison within the town, housing both navy and land forces at any given time. The Suranthi Navy does have a section of the docks as well, along the northern edge. This structure houses around four hundred or so military members at any given time, often, but not always, with their families. This keep is primarily a naval base, of course.

27: Port Watchtowers: These towers are garrisoned in shifts to keep watch and note of any vessels coming and going, along with keeping the large oil lanterns lit at the top of each tower to insure in the dark or fog or pounding rain or snow that sailors can see the lights and know by their proximity to each other, that safe harbor lies between them.

Industry & Trade

3: Busker's Market: This market place gets its name from the colorful varieties of pop up market stalls, street-side performers, and games of 'chance' that one will cross paths with whilst here. It is known as well as a place where one will find the best of the whalebone works on market, carved pendants and trinkets of many sorts and kinds.

8: High Tide Marketplace: The creative name for this market area comes from the nature of the wares on offer, for many of them are tied to the various oceanic resources harvested by the industrious peoples of the city, and as such when the market has plentiful stock and business traffic is heavy, it is much like a 'high tide' of people. One can also find a variety of craftsmen here. It is also a market where one may find recruiters for any number of vessels in port wandering about, trying to convince folk to sign on, talking about the 'joys of sea life.' If the person in question is skilled at their profession, and well spoken, they may even sound totally convincing. It is here one will find most if not all of the guild halls and offices that operate within the city as well.

9: Higveld Docks: This dock district is one of the busiest and most comprehensive in Suranth. Beyond what one would expect, the crews of stevedores and laborers, the inspectors and clerks, and middle management types keeping it all going, and delegating which ship's cargo goes to which warehouses, and even beyond those warehouse staff, and the folks whom move the cargo, after unpacking and sorting all through, out into the city or even beyond. Even beyond the two large dry dock areas and the competing shipwright operations, though both of the same guild. Beyond all that one has to note the four massive processing facilities for the catches of the whalers, which are truly large in their scale, as one would expect they would need to be. These structures employ more people than any other individual business in the city, each, and for good reason. Meat for eating, blubber has to be melted and processed into the oil that truly drives the economy here. The bones bleached and used in any manner of ways, and the lists go on. It is a comprehensive and labor intensive affair.

22: Uptown Markets: This market place is well known for the quality, and therefore the sheer expense of its goods and craftsmen. One in particularly well known is the Delver's Delicacies, a quaint bakery and cookhouse famous for their sandwiches, soups, baked goods and especially their fried seal sandwiches and spiced tuna and swordfish meat-pies. It is run by a elven couple, much to the surprise of many, as such ventures finding success to a comparable extent are most often halfling run, as halflings seem to be naturally talented in the culinary arts of all kinds. The Atheo'lin couple are well loved, respected and valued members of the community.

Infrastructure

4: Lowtown: This neighborhood gets its name for both its elevation, as it is the lowest point in the settlement, physically, but also for the behavior and activity one will see and perhaps find themselves willing, or more likely, unwilling, participants of. It is known as a den of swindlers, con artists, thieves and smugglers, all manner of shady folk.

5: Old Salt's Quarter: This run down slum gets its name from the sheer number of former sailors, likely forced out of work due to injuries, though there are other reasons, such as pissing off the wrong officer when in the Navy. Regardless, this is the place such people seem to inevitably end up, some struggling to survive, others living out a meager but survivable existence on some small severance.

12: Briner's Quarter: This neighborhood gets its name due to the fact that many of the whalers and fishermen make their homes here with their families. Most folk here are sailors of one fashion or another, or the family of such an individual. 

13: Shipper's Quarter: This neighborhood is known for being home to most of the dock workers and warehouse workers, the houses here often large, but split into flats by floor, or by a dividing wall, or in some other way. Most whom live here are not owners of the buildings in which they live.

14: Lander's Row: This neighborhood is known for being home to those whom have some moderate capital, they may be a landlord of a house or two in the Shipper's or Briner's quarter, perhaps they own a minority interest in a trade vessel, or whaling interest. Whatever it may be, these are that select few within the 'lower' castes whom are relatively well off.

15: Old Quarter: This quarter is home to the oldest and longest standing structures and homes in Higveld, hence its name. These were some of the first permanent homes built, which back then housed the workers whom carved the tunnel and canals that now provide the fresh water for the town. Now however, it is one of the poorest and most neglected areas of the city, home to the forgotten and not at all well cared for. Cripples, the sick, the ostracized, this is where they likely end up. The local nuns, the half dozen of them, do try to help as best they can, but its like throwing drops of water into a lake.

16: Cutter's Row: This neighborhood is known for its.....less than honest inhabitants. Be it gambling, drugs, prostitution, there are a variety of illicit activities that are run through here. Its known that there are three or four small gangs that run the area, and they are no stranger to conflicts with each other. Rumor says there is a place in the neighborhood that is 'neutral', home to a Thieves Guild contact perhaps.

17: The Heights: This neighborhood is known to be home to the wealthy upper crust of Higveld society, the merchant and noble class, many of whom made their fortune through property ownership, or large and majority interest in mercantile vessels or whaling and fishing interests.

20: Hallowed Fields: This is the local graveyard, and houses a few empty graves, burials held for families of those lost at sea, along with a few larger family tombs, places where the wealthy families have housed their dead in 'loving memory' with statues and mausoleums to stroke the dead's ego.

Assets

Fresh water from an underground aquifer and river system to the north is a big asset, as this insures fresh water is always flowing, always available. The whaling industry is what feeds this city, and as such, whale oil is a huge asset here, and large quantities are stored here at any given time.

Guilds and Factions

18: Storm's Temple: This church is named for the Storm Lancers, their holy order, in spite of recent disagreements between the town's more...conservative views and the Storm Lancers. The church is primarily one dedicated to the Cult of Sir Kartheart, and houses a handful of priests, nuns and others of the faith in a variety of positions. Though a church of Sir Kartheart, as is custom, a small wing is built housing a shrine to each of the other Ascended.

History

Higveld and the Higveld Baruntacht in general are.....a bit backwater as one may realize from their tiefling count. Generally even babies with a slight imperfection are drowned for it is seen as bad luck and ill omen and to anger the sea to keep one whom is not 'clean'. This creates a tension of course with the mainland and for Suranth with Nightvale about this little 'blip' as they are.....how does one say, a touch fundamental extremist. They follow the majority of the legal code of their nation state but some of those island traditional laws and codes can be.....concerning. As such Fiolag Alec Varnis has had to do some fairly extensive damage control governing, particularly in the last three or four months, after two Storm Lancers, whom happened to be Tieflings, were lynched in his city by an angry mob.

Needless to say the Storm Lancers were not impressed, and as is their rite by their considerable authority from both church and state, the three companions of those whom were lynched dispersed the mob with brutal and violent force, killing thirty or forty of them, including of all things, two lower ranking Witch-Hunters from the chapter that operates in the Higveld Baruntacht. As such there have been some 'cleaning of the books' to tidy up this Baruntacht's laws and behaviors to align more properly with its ruling nation's legal codes, as well as some....necessary discussion within the Kartheartian Church as an instituition given the example of infighting listed above.

Tourism

2: The Wild Fiddler: This inn and tavern sits at the main gate into the lower section of the town and is known as a favorite of bards and minstrels whom travel from the mainland on occasion with merchants or other such folks, and those whom are more local upon the island. The name specifically refers to a story common across the island, that a bard by the name of Jonathan 'Jonny' Pikivan, lies entombed somewhere within or near Higveld with his magic fiddle. So far, no one has ever found anything or any clues to try and verify such a story. But it does persist.

6: Salt Coast Coliseum: This arena is a house of entertainment that can seat thirty-two hundred people, and is a place well enjoyed by those whom live here, for it is not just an arena, but is also used as a theatre and most loved of course, it is the home pitch of the Higveld Whalers, the city's local team in the SCL. The crowds here at such events, especially home games for their Caid club, can be known to be....rowdy to say the least.

10: The Orca: A favored inn and tavern of the local whaling crews and captains, the inn gets its simple name from those of its main patronage, for the Orca is a favored and well loved animal by the sailors and whaling crews alike. They oft lead whalers to fine quarry, and have on more than one occasion, guided a captain to a much needed sheltered cove to weather a storm. It is a well loved place and famous for its kelp and blackberry grog.

11: The Harpoon: This inn and tavern is known as a bit more of a shady and morally questionable establishment even among sailors. Rumor is you can make all manner of contacts here, and for a price, many.....'delights' you may find available to you. It is a dangerous place and among the common folk of the town, it is well known to avoid it, or at the very least, go armed, with as little coin as you can, and keep your wits about you. The local precinct is kept well busy by this establishment's patronage, to say the least.

19: The Wriggler: This inn and tavern is known as a skivvy, rough, and shady establishment, a place where one can gamble, get into a good barfight, or, if rumors are to be believed, find their way into (by choice or even perhaps by no call of their own) fighting pits. These operations are highly illegal, especially when they are gladiatorial in nature, yet in spite of that, they have a popularity that means in large towns and cities one can always, if one really desires, find such operations.

25: The Lost Sailor: This inn and tavern was built by a mariner whom survived a horrible capsizing during a Nor'Westor. He's dead now, and his daughter, Anna Evans runs the place now, but keeps that tradition alive. The north wall by the fireplace is well decorated with images and placards and framed bits of uniforms with dedications written by drunken surviving friends and comrades for their dead friends. It is a place that, though the mood is often a muted enjoyment, one must always speak wisely, for sorrow and liqueur can be a dangerous combination.

26: The Dancing Pike: This is no mere inn and tavern and is well known as a 'gentleman's club' of sorts, a place where even wealth alone is not enough, you need to also have a name to back it, whether your own, or proof of a sponsor whom is already a listed member speaking for you. An exclusive kind of place.

Architecture

Given the culture of the region, one may not be surprised that the architectural style in Higveld is a rather...conservative and utilitarian style. The settlement is mostly brick and mortar in construction, and even amongst the wealthy, though the buildings are bigger, the artistic bragging upon them you might expect is quite muted in comparison to other places. That is not to say there are not flourishes, but they are more muted, more 'tasteful' in tone some might say.

Geography

Nestled at the southwestern edge of the lower lands of Higbolv Isle, this port town is an ingenious location built with the ingenuity of dwarves and the work ethic and speed of men. The town came to be after an underground lake was discovered within the highlands to the north of it. Channels were cut through the stone, reaching the lake to open it to the lowlands, two waterfalls and canals later, draining out to sea, there were two small sources of freshwater that would and do flow consistently.

Natural Resources

Whale Oil is the single biggest and most important natural resource in the region, besides the value of the obvious, the fresh water. Whale Oil, also known as Ghel in its raw, unprocessed form, is their single biggest economic driver.

Maps

  • Higveld
    This is the map of Higveld, the principal town within the Higveld Baruntacht. It is located along the southwestern coast of Higbolv Island, about a hundred kilometers from the mainland.
Founding Date
1191
Type
Large town
Population
11549
Owner/Ruler
Ruling/Owning Rank
Owning Organization

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