Port Armos Settlement in Tariek Rough Collection | World Anvil

Port Armos

This fortified town known as Port Armos, is nestled on the largest island within the region of islands and ocean entrusted to and under the direct domain of the Artium Baruntacht. They are entrusted to the governance of whomever is the current Fiolag Artium, and their chosen advisors and trusted councilors. Port Armos is the seat of power if you will, the point of centralized authority for the estate. To those in the region and most of Suranth, they still feel this is a city, but with a little under ten thousand inhabitants, by definition of anyone not born and raised in Suranth, it is a large town at best. Port Armos is well known as a place of industry, namely all things naval, from charts, tools, instruments, basic supplies, all the way to vessels themselves. They are the favored port in the region for ship repairs and for rigging specifically, as they have a reputation, one well earned, for having some of the strongest, most durable yet proper flexible rope for rigging in all of Suranth. As one might expect, this also extends to most such items such as baskets, hammocks and others of such items made of similar woven fibrous material. The weaver's guild holds perhaps the heaviest influence here besides the carpenter guild or smithy guilds perhaps, though there are representative offices within many buildings for a variety of guilds.

This city is firmly in the industrialist and progressive camps, politically speaking, within Durin Province, given it is run by the most progressive of Vithang's bannermen, Fiolag Lanvori Artium, and so is also as progressive as one can hope and expect given the obvious lack of connective transportation options. One can see the Durin Province for more details, and Suranth's legal code for even more detail.

Demographics

Port Armos is home to 9473 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 town.*;

Race % of Population Actual Number
Dwarf 21% 1989
Elf 4% 379
Halfling 11% 1042
Human 25% 2368
Gnome 12% 1137
Vrock 19% 1800
Tiefling 8% 758

Government

18: Governance Rows: These structures house many functions within their offices. Town records, Licensing offices, tax offices, property transfer files and more. They are an important modern construct, the keeping a finger on the town's pulse in all facets.

22: Port Armos Police Department: These structures are the local police precincts. Port Armos' local cops are generally viewed well enough publicly, though as one might expect that is merely a surface take. They may be less corrupt than some, and many genuinely do care, however it is also known among most...seedier circles that for the right price or with the right pressure, any cop can be bought or maneuvered.  

23: Port Armos City Center: These blocks of high end offices and meeting halls are where day to day government for the town and the entirety of the Baruntacht are handled, including town council, meetings with any sort of out of town officials, diplomacy and more. The Baruntacht's Command center for the region's military forces is also within these structures.

24: Artium Manor: This large estate houses the Artium family, Fiolag Lanvori, his brother and sister, along with their spouses and his many nieces and nephews. Lanvori himself is not married. The smaller strip of buildings south of the main manor homes are the staff houses, which are not run down, but well maintained, indeed even putting many middle class homes to shame. Lanvori invests significant capital and effort into this very thing. He is a man who believes in treating his staff well as the best way to inspire loyalty. It is also said he pays notably more than the average for the professions of his staff, wages noted for being a comfortable step up from the normal.

27: Courthouses: These buildings house the town courts and legal offices and as such are oft a flurry of activity, as they are also the highest court in the land, and see cases arriving from all about the Baruntacht after the decision of the local court has been appealed. Those whom don't like the decision reached in these courts have two steps left, though they likely would never make it to the last one. For more detail, one merely needs to brush up on their knowledge of the Rings of Suranth

Defences

7: Dockside Gates: These gates are all of a similar build, sturdy stone and timber gatehouses, a portcullis to the outside, about a hundred meter run through a structured chokepoint of sorts and a second gate. Archery slits, or gun ports in evidence on the walls within that hundred meter run, but no door to get inside the actual structure of course, that is on the inside of the walls.

8: Armos Garrison: This is the local customs office and naval garrison for the Coast Guard that are stationed here, amongst any other naval forces. Is a simple but functional fortified complex and has its own docking area. It also houses the town's largest prison underneath it.

11: Morga Gate: This gatehouse is similiar in its construction to the other gates but leads out of the city, onto a rough road, if one could call it that, which follows the Morga River. This road is more of a game trail, or old wagon path, and is not like roads most mainlanders or even Suranthi would be used too. It is also not nearly as well patrolled as the river, and is generally avoided except by local military on rare occasions, or by the bold, foolish, or those whom have reason to.....avoid authorities.

26: Port Armos Barracks: This is the main location of the middling military officers and logistics for the region, and where any military personal within the town are officially stationed. This complex also houses a small 'prison' complex well known to be rather....lax on being a proper prison, this is the place where rich folk or those with wealthy and powerful friends get sent, and they get treated pretty well for being convicted criminals.

Industry & Trade

1: Docks: These areas are hustling and busy regions, with boats and ships from the local river, along with coming in off the ocean, are coming in and out. Whilst not as loud, boisterous or busy as An Pointe Thoir, or Geata-Iarainn, goods, workers and vessels are constantly moving about, loading and unloading, docking and setting sail, sorting and sending off throughout the town at a good solid and steady pace. Most of the towns lower class work here, be it on the dock crews, or the fishing vessels, or in the warehouses or fisheries themselves.

6: Millhouses: These large factory like buildings and their many water wheels and grinding stones, are where much of the kelp and timber is handled, be it dried and sliced into lumber by great saws or ground into a flour like substance in the case of the edible kelps, or turned into threads etc. Some grain flour is made here of course, to provide for the docks area, but it is a limited amount, and no grain is stored here outside the walls.

9: Dockside Markets: These are the local markets in the districts, simple stalls mostly, and the goods on selection here are rather limited in quality or rarity

17: Trade Row Markets: These markets are the largest and busiest within Port Armos, bustling with all manner of craftsmen and artisans, as well as merchants, traders and shops, this market sees the most traffic, as it is a place where one can find all manner of goods from the basic and simple things like ropes, food, and other such goods all the way to the other end, such as Venifer's Sparkling Promises, the elf owner is by and large seen as the finest jeweler this side of the Glacial Sea, and sees a large percentage of the local nobility as regular patrons.

25: Port Armos Exchange: This market place is almost strictly the playground of the rich and wealthy. Not many true workshops exist here, and instead most buildings are offices of large companies, be they trading companies, or manufacturing interests of one sort or another. No here is a miniature 'stock market' of sorts for the wealthy elite, where one only buys the highest quality and most absurdly expensive of goods, and usually cannot make a purchase without also making an investment. For the rich and wealthy it is a bit like high stakes gambling, seeing if their investments can pan out, if their capital can propel this interest into a stratosphere of success, or if their movement of capital to that interest's competitor can bring it to a meteoric crash. Little thought or care is given to the very real livelihoods attached to these paper receipts of course, the business owners and working people that may loose everything because of the action of a singular transaction.

Infrastructure

2: Docker's Quarter: This area is named aptly for the folk whom live within these small buildings and flats, that is mostly the dock workers and those whom are employed by the fishing fleets and the fisheries or warehouses all about the dock area. It is, as one might expect, a bit of a boisterous and rough neighborhood, but also worth noting is this whole region is walled off from the main town, and is only 'protected' by walls that cover the land up to the waters edge. So in other words should the town be under assault from the water, if a naval blockade defense is not an option, the docks will be just given up as lost, perhaps even put to the torch. This is a rare settlement in Suranth where imported lumber, despite the expense, was used to build the regions housing the cheap homes, and it is for this strategic concern.

4: The Stackers: This region is known as being even more rough around the edges, and home to the poorest Port Armos has to offer. Beggars, thieves, pickpockets and more make their homes in these overcrowded little stacked structures, for it is the only place they can afford. No one truly knows whom they pay their rents too, and the run down buildings pass through hands so frequently one can only truly guess whom owns them officially at any given time. For the most part the rich nobles and upper class simply move them around as a tax haven of sorts, and in truth your local 'landlord' is of more importance to you, that is your local crime boss, in most cases. Each of these five stacked buildings and there thirty or so plus tiny apartments, narrow dark hallways and alleyways, and dizzying improvised decks and wooden walkways are a den of illegal activity of various kinds. As such, rent enforcement is not often local police, indeed one may be more concerned with having their legs broken than with being arrested. These five buildings are home to far more than they should be, between the beggars whom do not count as far as the census is concerned, and those living within, both acknowledged and whom hid from the census is likely some four or five hundred, at least half of whom are directly connected to organized crime with one of the various organizations. It is well known that if one is seeking a connection for stealing or stolen goods, one of these buildings is run by 'Snowstorm Shadows', the group's moniker across of all Suranth. This is the Suranthi Thieves Guild of course, and here in Port Armos is actually, so some say, where they were born.

12 and 14: Laborer's Quarters: This region of town is so named and well known for housing the growing lower middle and middle class, the various skilled workers and office staff sorts whom work for a wide variety of businesses and merchants. It is the most populated district in town, by point of fact. It is also a place of small business, where one can find services such as a barber, tailor or other such services being run quite steadily and successfully out of the main floor of buildings, the owner using the second floor as their living space. One will also find many of the skilled workers from local nobility's house staffs living here as well, such as cooks, laundresses, book-keepers and more.

13: North Lane Neighborhood: This neighborhood is known for being one that looks, by all aesthetics, a fine and middle class place, but is also known for being home to people of influence with.....questionable ways of affording their middle class lifestyle. It is a money trap, organized gambling, much of it done under the table, trying to hide from taxes. Mercenaries as well, local men and women bold or foolish enough to not ask questions and take coin to escort people up and down Morga Road, a dangerous and foolhardy proposition in the best of times. However it is where officials and criminals oft brush shoulders as well, and many 'middle management' types of officials in the town live here as well. This naturally leads to many rumors of corruption, though how much of said rumors is true and substantial, well that is another question entirely.

15: Mercantile Town-Manors: These city like manors are elaborate, overly spacious, four or five story townhomes built like miniature palaces by the local business class, the wealthy investors, business owners and mercantile elite, along with a handful of city's larger trade guilds' chapter presidents. It is a wealthy strip of homes, and is naturally well patrolled by local police, along with many having their own body guards. The local Suranthi Bank branch is also here operated out of a large office complex on the eastern edge of the quarter.

16: Staffer's Row: This little neighborhood is named for whom owns it and for what purpose. All the houses and apartments here are owned by the local mercantile elite and used as staff housing by various of those wealthy households, for their servants, butlers, various cleaning staff, and kitchen staff, used in part to justify paying them less coin than necessary, offering housing as an equivalence. This is not necessarily to say they are paid unfairly, though that can be true as well, depending under whom one is employed.

21: Granaries: These should go without need for much description, but these are the place where grain, dried kelps and even appropriate animal bones are ground into flour like meal for use in bread, broths, and other food-stuffs and it is from here such goods are moved about the town. These facilities are kept reasonably stocked, with efforts made to keep enough fresh goods, both ground up, and waiting to be, to insure the town could self sustain for a few weeks at least, though this is a careful balancing act of practicability of keeping a fine balance of insuring as little waste due to time and mold versus insuring preparedness in case the town were ever cut off from outside resources for one reason or another.

Guilds and Factions

5: Church of the Ascended: A simple homey church for those in these neighborhoods to come and seek spiritual relief, prayer or in some cases, charity. Shrines to all the Ascended are here, but the church is run by mostly folk of Sir Kartheart's ilk, though among the church staff of three priests, the knight assigned to watch over this religious house, and five nuns, one will find a nun of Captain Black Jeremiah, serving here as pilgrimage, focusing mostly on those whom work the docks, and the waters. It is also off limits to the many criminal elements within the Stackers, considered neutral and holy ground. One does not conduct any business of any sort in a house of the Gods.

19: Saint Morgana's Holy Temple of the Lance: This is the central religious authority for the region and is a satellite of The Armory back in Geata Iarainn. One will find a full compliment of staff here, including nuns whom handle the town library, which though large and quite vast in its collection, it is under the church's control, and should be expected to have a religious leaning as such.

20: Guilder's Blocks: Here in this neighborhood one will find the hustle and bustle of guild business, with many guilds having their own chapter for the region based here. The Weaver's Guild is actually the biggest and most influential guild in the town, given they're wide purview includes; tailors, rope-makers, basket weavers, tanners, and leather-workers. They are followed closely by the Carpenter's Guild, in no small part due to the necessity of construction workers and shipwrights to build and maintain boats, ships and docks alike. They are far from the only guild represented here however, with many of those of smaller influence still having offices, but sharing the building with another guild, splitting the costs.

Tourism

3: The Dancing Widow: This inn and tavern is named on the nose for its reputation of being a favored negotiating spot for local wives whom get so fed up with their drunkard, abusive, and idiot husbands, that they scrape together the coin to have a chat with and employ the services of any one of the criminal elements within the Stackers. Of course if asked, unless your known to be in on the joke (a member of one of those aforementioned elements, a recognized 'regular' or have that.....persona *you are a damn criminal*), you will be told some sad soppy eyed story about how the owner named it for his sister whom went mad as a hatter after her husband died in a shipping accident, or some such. 'She was a broken woman, wearin' 'er black dress, cryin' yet laughin', dancin' and drinkin', yet near turnin' blue from 'er sobbin'. Ended up drinkin' and dancin' 'erself inta t'e grave but weeks after 'e died. Sad really."

10: The Drunken Rifle: This inn and tavern is named for the rather comical tale amongst the navy folk, police and veterans here, one involving an old story of some criminal or another, or perhaps it was a veteran of the navy whom had become an alcoholic. Or a former police officer or soldier whom had gone off the rails. Whomever it was, the story is they attempted to mount a defense to a murder charge by claiming to the judge, "Yer honor I cannae be held accountable fer the actions of this rifle when it was so horrendously intoxicated. Blasted fool thing drank five pints o' rum in but two hours!" The punchline? Some versions claim the defense worked due to lack of direct witnesses, or because the judge was bribed or a complete idiot, or because the prosecution could not definitively prove at the time that a rifle couldn't get drunk.

Maps

  • Port Armos
    This is the Map of Port Armos, the fortified town that sits as the seat of central authority and the largest settlement of the Artium Estate, within the Durin Province.
Type
Large town
Population
9473
Owner/Ruler
Ruling/Owning Rank
Owning Organization

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