Riveach Settlement in Tariek Rough Collection | World Anvil

Riveach

So there are fair amount of key places and interesting neighborhoods within Riveach given its size, an almost impressive number. So this section will use the numbers presented on the map, and is the key for those numbers, introducing you briefly to each location, what it is, and what goes on there, and anything else of well known lore and import. The numbers here are reference numbers for the map linked in the sidebar.

Demographics

Riveach is home to 10276 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 Rough % of Population Count
Dwarf 29% 2981
Elf 4.5% 462
Halfling 16.5% 1696
Human 31% 3186
Gnome 3% 308
Vrock 14% 1436
Tiefling 2% 207

Government

5: River Patrol Offices These offices and warehouses are held by the Coast Guard and other enforcement groups as well as Suranth's Navy, and are used to store various goods, no weapons or such as the lack of wall and open approach, but things like dried goods, rope, sails, lumber, and other such basics one needs to keep any vessel going on patrols and deployments. The Coast Guard office is also here of course, as well as a local police precinct.

10: High Banks Precinct: Local Police Precinct, generally seen as a little soft by fellow officers in other sections and precincts of Riveach for they mostly deal with much more 'white collar' crime. Indeed they employ less officers than most, and employ investigative book-keepers, goods inspectors and more, as most of anything they would be tasked with addressing crime wise in their area of the settlement would be questions and investigations in fiscal scams, tax avoidance, money laundering/ties to any sort of....less than legal business operations.

20: Riveach Police Department Headquarters: This is the headquarters and centralized precinct for the settlements police force, as well as containing the prison, and the courthouses and legal offices. It is a place of hustle, bustle, and meetings upon meetings. All legal matters end up handled here, and one may walk by all manner of discussions or offices hosting procedurals for anything from contract and business negotiations for sales of property, all the way to court proceedings that one may see through a window that see someone standing trial for murder.

Defences

1: Nord-Glace Garrison: This isle houses nearly a thousand of Riveach's inhabitants, and the keep upon it houses Fiolag Torvan Sovaunna and his immediate family. Those that live within and around are the families of the soldiers and various military personal garrisoned within the keep and fort itself, along with providers of basic services to the garrison, and their families. It is the oldest section of Riveach, one steeped in history and tradition. Within the grounds of the garrison one will even find a small chapel maintained by a priest and a pair of dutiful nuns, of Sir Kartheart of course.

Industry & Trade

3: High Banks Marketplace: This bustling market place is the higher end market readily available to the common folk, though targeted towards the more wealthy of such folk. Minor nobles, mercantile investors, successful trade and businessmen, successful ship captains, etc. This market contains everything one might imagine to fit such things, including imported foods, though not near as much variety or selection as one would find in Geata-Iarainn. However this market has one particular craftsman within its moderately sized metalworks quarter, whom turns some heads, but is well received despite his race. Golti Jasperis, a gnome and a skilled gunsmith. He is not the only gunsmith in the area, but is seen as the de facto guild leader for the craft within this estate, his shop the only defacto guild hall. He is also the only one operating within Riveach directly, though he has two assistants and two apprentices. Most impressively, none of these are gnomes, and indeed two are dwarves. It is whispered that Golti is likely to end up a target of his own nation soon enough for sharing to much of the craft, as Waston is rather tight-lipped and generally tries to dilute the marketplace compared to what spies report they have within their borders for firearm technology, trying to keep the rest of the continent a technological generation or so behind them. But the old gnome has his reasons to be disenfranchised with his ancestral homeland, hence why he's here. He's even grown a beard and oft is quoted as saying 'I more dwarf than gnome, for dwarves at least give ya a fair shake if you've got the hands and skill in a craft, regardless of where you come from, or what ye are." He doesn't like to talk about why he left, other than to say his personal experience with his people's racism left a 'poor taste that never faded.' This market place is also where one will find the various guild halls and offices you would expect to find in the city.

4: Glaci Dock Districts: This section of the docklands handles most imports and localized shipping, as they have to come around and dock where the Nordjeim and Glace join. Thankfully the currents of these two rivers almost cancel out making this particular tributary joining exceedingly calm waters, and easy docking. At the north edge a famous bakery stands, placed efficiently to allow minimal distance from where most of the baking supplies ship in from. 'Carolynn's Confections' the place is called, run by a human woman in her thirties, whom has a knack for baked goods. This area also houses most warehouses and the grain mill, along with one of the three boat-yards Riveach has, and the various workers all generally travel in along the main road through town from the neighborhoods to the south or east, so Carolynn's business is also well placed to capitalize on the working class with simple but filling breakfast options. She is a talented woman, and has many suitors, as she has never yet married.

12: Coal Port: This region gets its name for the fact that it is to these docks the coal shipments and other such unseemly but necessary goods are sent to, vessels to dock in this dark, sulfurous smelling area of the town, where soot covered poor dock hands and laborers will deal with most of the goods. Coal may be a necessity and shipped by rail and river, but it is not a seemly thing to handle or see in bulk, so the area where the large quantities arrive into the town is tucked away, away from prying eyes and noble eyes whom would get offended. This is also one of two regions of the town where one will find that certain otherwise outlawed practices are still silently allowed, and the reason for this is many here are underpaid, the workers here not true stevedores or their like, lacking a guild license or the protection of guild rates. Orphans press ganged into the work, foremen whom use the lash or even proper bullwhips, and wages that will slowly starve workers to death, this region is full of tenement housing, buildings maybe designed to house three or four individuals converted, haphazard half attempts at 'walls' cutting bedrooms into barely useable sizes, doubling or even tripling occupancy. This is illegal yes, but yet a blind eye is turned to most of it, with only token actions taken occasionally to placate the masses when no other option exists. There is an inn and tavern here, the Black Lung, but most avoid the place, except for the most shady of folk. GM Note: The Black Lung is home to a fence and two thieves guild contacts. Rumors even tell that one can find a Black Lotus contact here if you know whom to ask. (Black Lotus are a group generally seen as total fiction by law enforcement, nobility and the common folk alike. They are basically a continent wide web of assassins.)

13: Fish Head Markets: This area gets its name from the locals, and from a local 'delicacy' fish head soup. It is a poor and wretched place, with food that is generally gone or going bad, day old rotting, flea ridden clothes, etc. Simple, cheap and poor quality tools and other such things are what one will find here, and not much else. There are three or four organized gangs that work this area, as well as the Coal Port and surrounding neighborhoods. They are based here of course and being tied into such a group will generally afford you a better life style than most. It is generally seen as one of two ways out, besides joining the Coast Guard or Navy. A dreary and sad place.

21: North Bank Docks: This area is simply another busy dock district, mostly bringing in vessels from out to sea, off loading anything form whale oil to grain to fabrics or spices or lumber. It is a pretty busy place as well, and river traffic in the Nordjeim is never truly slow. Of course not all goods trying to come in or out are legal, and if one knows whom to ask, there are folk whom work the area who can, for a fee, help with such....'discreet' measures.

22: Riveach Railyard Offices: This massive building holds the offices and business interests of many groups and oddly, competing interests. The various shipping companies, and the three major locomotive companies all rent different sections of this monstrous structure from Riveach, and house their business operations and offices through them. They may be competitors, but the locomotive companies have to be somewhat co-operative competition if they wish to survive at this current time, as the rail lines are built and owned by the nation states themselves, therefore they need license and permission to use them and have no real pull to prevent their competition from doing so as well, and the alternative ways they could try and interfere are simply not fiscally viable. So instead the way they compete is much simpler. Capacity. Sales of cargo space and filling the seats of their passenger cars, along with cost control, and with more corporate and modernized methods of subterfuge. These companies compete in the paperwork and in the sales more than on the physical ground, as that part of operations is run by the city itself, and those workers count as city employees and don't answer to individual companies, but to keeping the entire railyard's timetable as a whole moving successfully. This can create some tension of course and the addition of the recent establishment of guilds for most trades on the railyards all across Valerick has helped many matters, but created many more points of tension and difficulty with this system.

23: Railyard Warehouses: These are all the various warehouses owned by the three rail companies, of which there are many all along all the different tracks. Each company organizes their warehouses differently, which of course frustrates the rail rats, whom are employed by the city, so it complicates their job needing to learn three systems of storage, as on any given day they could be deemed responsible for handling loading cargo and cars for any of those three companies.

25: Railside Markets: These markets were born off the boom of the rail yards, as they are set up quite well to allow those with a delay between their connecting train (perhaps from Geata Iarainn, wait in Riveach for 3 hours, board a train to head east to Mabeinnei) to come and browse. And most whom can afford to travel by locomotive have coin to spend on food, drink, or odds, ends, clothes, books for the trip, newspapers, or other such simple things. During the Caid season you will also see vendors selling homemade merchandise, shirts, pins, hats and more for visiting teams on game days, and Riveach's team all season long. It is a busy, and interesting place, and rare nowadays, a mostly open air market of stalls, tents, lean-tos and more. Licensed and fully legal, but a throwback to times mostly long gone, when markets were simply pop up affairs with a wild and colorful variety and crowd. Of course like those sorts of markets, cons and pickpockets can and do run rampant.

Infrastructure

6: Docker's Blocks: This is a neighborhood known to be a little rough and tumble, where many of the towns dockworkers, stevedores, sailors and other such folk live. Good enough folk certainly, but more than a little rough around the edges and generally a place that can be a bit risky to wander through at night. Recently, there's been quite the stir however, as a local police sergeant turned up in an alley in the neighborhood with his throat slit and both eyes removed. The whole neighborhood is tense and police presence has been increased.

9: High Banks: This neighborhood is of course, by its name, where one will find the upper crust of society, not the absolute nobility of Souvanna's highest ranking clans and families, those live much more....practically and less flashy with their wealth and power upon the isle surrounding, or in, the Nord-Glace Garrison. No here you have the 'new' nobility. The rich, the wealthy whom made fortunes off of trade, investment in the docklands, or the rail yards. Mercantile families whom have built a substantial business empire trading not just goods but ownership of lands and stock within operations both close and far from home. This neighborhood is also where one will find the Suranthi banking facilities and most of the guild halls for the larger and more highly demanded trades as well.

11: Rivis Cemetery: So named for its original and first caretakers the Rivis dwarf family, whom insured all those whom came here to rest were given proper rites, it has seen a change in management in the past decades as the last of the Rivis died alone with no family. Now it is handled by a Vrock family, the Gauvics, and it is an expensive place to be entombed now, most bodies are merely burned or buried a few kilometers from the city in ice and snow and left for the local wildlife. Most are burned however, once a week in the tunnels underneath the settlement. Funny enough this crematorium operation, though far cheaper than burial, is also run here, the furnace and disposal areas the deep basement of the Gauvics home/mausoleum they've built alongside the graveyard. Though some do wonder if they truly burn as many bodies as they claim, given the lack of melt around the base of the structure during the winter months......

14: Lady Glace Hospice: This building is a two piece building, both sections separated by a solid wall. The north half is the Riveach Asylum, a place not spoken of much and with few current occupants. The south part is the local Hospice of Lady Glace, a medical building and shelter run by a docktor and an alchemist, employing about two dozen nurses and caretakers. Recently employed a second docktor from outside the settlement, someone who recently took up residence in the area. Most have naught but good to say of the place, however in the three months since this new docktor has started, there have been whispers of.....odd....or strange...behaviors.

15: Officer Row: This neighborhood oddly does not refer to the military in any sense and instead refers to the sorts of folk whom can afford the nicer flats and homes in the area, those in positions of authority in some fashion. Lead Hands, Conductors, Ship/Boat officers, Navigators, Coast Guard and their families, Rail Wardens, and those other such types, the middle management types whom help keep things running on the docks or in the rail-yards.

19: The Shambles: This district is the slightly less dirty and offensive poor housing district and is in some ways a marvel, houses built haphazardly connected, buildings sharing walls all over, some even built on top of each other with no connecting entrance, with rope and stone slat bridges connecting narrow walkways that cut all about the upper parts of the neighborhood. It is an easy place to get lost and find one's self in some trouble of a local nature.

24: Riveach Terminals: These structures are the places that handle tickets and passengers, of which there are three, two side by side and one in the south, one owned by each rail company. These terminals are all usually moderately busy, and one can almost always also find street vendors set up offering simple but hearty sandwiches and other such things during those meal times of day for passengers boarding, disembarking or waiting.

Guilds and Factions

8: Church of the Axe-sworn: This temple is of course a house of worship, primarily for Sir Kartheart, the favored God, and Ascended Champion of Valerick, however you will, as is common in most larger communities, find simple shrines and lone priests or nuns, or at most two or three members of the cloth, for the other gods. The temple here gets its name for a local legend within the church, that this is where many of Sir Kartheart's most trusted followers and dearest friends took the Oath after his death, becoming Slayers. The temple is a point of pilgrimage for many amongst those dwarves whom take such an oath.

History

Riveach also has a history and was born not from mere settlement, or a crossroads inn, but the Castle and Garrison that Clan Souvanna calls their seat and home now. This river fortress and garrison and the little community on the bit of land off shore is the old village, families of men and women stationed here, a few necessary craftsmen live and operate within the fort grounds of course, to provide for the military stationed here. But everything beyond that has grown up around the market that military positions can offer when they've been around for a while. Local fishermen, hunters, taverns open up, inns, craftsmen, etc, etc. This leads to more needs for goods, so docks and trading companies, mercantile families, etc etc. Trade guilds and so on. Unlike many communities Riveach was not built for harvesting a resource and then evolving to control an area or trade route. Instead it was born of a desire to control vital trade routes and riverways, and has come to exist from that, growing to harvest or utilize local resources later.

Tourism

2: The Tributary Delights: This inn and tavern is famous and well spoken of in higher circles, and is generally seen as the most high end and well run establishment within the settlement. The smoked bass with a light cranberry glaze is spoken of as a meal worth killing for, and the proprietor, one halfling by the name of Jeanie Flowers, is spoken of as one of general culinary brilliance. The accommodations are also spoken of with great affection for the comfort and quality they offer in their hospitality. One will also have chances to rub shoulders with folk of a variety of imports here, from successful merchants to members of lower noble families and lines. Note (Gossip +0, Lore Local -10, or Lore Underworld +10): Of course behind this veneer there are, in the right circles, whispers that Jeanie is not only what she seems.....Indeed it is oft said should you need to lay low for a time, or need a place of a....discreet or private nature to conduct business, that Jeanie is a good one to talk too, that she can often......'lay a finger' on places accommodating to such needs. For a price, of course.

7: The Broken Pillar: This inn and tavern is less well trafficked in the high and mighty of society, but is a place of the working order and class, a place where your average folk, the tradesmen, the dock hands, the coachmen and the rest of such folk would frequent. Bounty Hunters, travelling merchants, and other such folks. The place has decent enough food, the meals are hot, and the drinks are cool, the beds are generally relatively rat and flea free. The establishment gets its name from a strange broken column, old and of a long forgotten origin that it was build around, the column is on the south wall, on the west side of the large fireplace in the common area. The imagery on column has been faded by what most would say is tens of thousands of years or more. It is of metal and though so old, the etchings or markings long faded, it has no rusting, or visible failings. None as of yet, not even the more scholarly of guests or patrons, have really any idea of what or from when or whom the pillar was originally built by, if it was built at all.

16: Riveach Pitch: This structure is the sporting arena/coliseum, used for all manner of events, but first and foremost, the home stadium of the Riveach Rapids Caid Team in the Suranthi Caid League. The arena seats about three-thousand or so and is often packed for Rapids home games. Other sights that can be seen include archery or shooting contests, dogsled races, wrestling and boxing, and even plays or musicals of a kind.

17: The Rapids' Alehouse: This inn and tavern gets its fair share of business and then some during the Caid season and why wouldn't it, as the name suggests, sometimes correctly, one may meet the players here. In truth however, the name is because it is owned by an elf named Tilvas Elt'yrvian Susolis, who's father owns controlling interest in the Riveach Pitch and the Riveach Rapids. No matter the reason however, this inn and tavern does very well, and is well loved by the fans, since Tilvas always insures to run excellent food and drink promotions on game nights when the Rapids win, and run even more generous promotions when they lose so fans can drink their sorrows away.

18: The Warrior's Rest: This particular inn and tavern is the favorite of wandering travelers, or people waiting a day to connect from one train to another, or indeed visiting teams whom are in town to play the Rapids. It is a place of many and varied guests at any given time, and can be boisterous, loud, and wild depending upon the strange and varied cast one may find within on any given night.

Architecture

The architecture of this city is of a strong military nature, mostly stone and steel now. Factories and warehouses hold a large amount of supplies and raw material, as this city's primary reason for existence is control of this trade route, this spot where a main road, the rail system and the a major river route all intersect. It is very simple, strong and hardy in its architectural stylings.

Geography

Nestled on the southern banks of the Nordjeim, right at the point where River Glace joins up and into the Nordjeim on its way to the sea. Riveach is a large town, a burgeoningĀ settlement on the rise, a crossroads market town, a place some in the northlands might call a city. Folk from the south would disagree vehemently, however it is a place with amounts of hustle and bustle that would make such claims believable. With the rail yard adding to the heavy river traffic, allowing safer and more swift arrival of goods, Riveach is definitely a community built on being a crossroads. Goods are bought and sold, moved from rail to river or road, or back again. It is a busy, hustling place and the people here fit that type to a T.

Natural Resources

Really there is but one. Its positioning. Control of this vital regional transit route. Sure you can fish the rivers, hunt the lowlands and you will find game, and catch fish, but in reality the thing that birthed and keeps Riveach such an important settlement is its location, its crossroads nature.

Maps

  • Riveach
    This is the map of Riveach, the principal town nestled on the southern banks of the Nordjeim where the River Glace joins it.
Founding Date
1157
Type
Large town
Population
10276
Location under
Ruling/Owning Rank
Owning Organization

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