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The City-Ruin of Remnant

Common Language: Residuum (a merger of a number of languages, notably Dragonic, Elvish, Halfling, Goblin, Orkish, Gnoll, and Giant. Over the years they've merged into a singular language. But native speakers of one of the components can communicate in a rudimentary fashion) Common Races: Elves, Halflings, Goliaths, Orks, Gnolls, humans, Kobolds, Goblins     Located in the west on the Great Plains. The City-Ruin, is just that. The Ruin of a once thriving city of the World Before. Some of it has been repurposed and converted to suit it’s new inheritance. They are the “civilisation” that survived the Calamity. Thus they approach the other factions with a certain amount of smug expectation. They believe themselves better because they have the weight of tradition on their side.   Their primary interest is in fine crafts, and Relics. Pieces of the Old world still found amongst the Ruins. Remnants have a preternatural understanding of the ruins and their quirks. Many finding employment delving into the crumbling structures and labyrinth of tunnels and shelters below. Operating individually or in teams known as Divers or Delvers. Teams are often lead by a Tether. An experienced Diver equipped in heavier armour to drag divers back up to the surface in the case of emergency. The Ruins are often inhabited by strange creatures and traps. As such Divers are a hardy people, equivalent to Adventurers in many ways.   Much of their current living accommodation appears to be a few of the ruined towers on the city’s eastern edge. Far better preserved then any of the surrounding city. Living most of their lives within these shelters has given Remnants a pale, dusty complexion. Their dwellings are mostly formed from cobbled together shanty towns. Government is largely by community vote. And the wealth of the Ruins is shared equally between towns. In recognition of the fact that the Divers could not operate without the support of the people within the City-Ruin. Most of the day to day matters of government are handled and arranged by the Council of Scribes.   Of any of the Native settlements the City-Ruin is likely to be the closest to a “standard” life as recognised by the Isle of Mist. Agriculture is not just possible, but bountiful in the surrounding planes. While Remnants pride themselves on the relics extracted from the ruins, the real powerhouse of their economy is food and fabrics.   Remnant armament is primarily uncoordinated. But usually consists of light armour and short weapons due to the cramp conditions they’re often used in. Most use Scrap-Iron. A plentiful if low-quality metal fished out of the Ruins. Strangely, the city fields high numbers of Arcane casters. It’s Wizards are taught by the Chambers of Evren Bright. The ghostly image inside the excavated hall, explains the theory and practice of the magical arts to eager students. Otherwise Daring delvers might encounter a Relic which offers them mighty powers. Such relics are highly valuable and those who possess them are considered just so.   People of all races can be found here. If not within the City-Ruin itself, then living in the towns and villages that feed it’s agriculture and craft’s needs. Certain races find themselves in high demands. Dwarfs and Kobolds work side by side due to their expertise in tunnelling and traps. Kenku Scribe company run messages back and forth, their perfect mimicry an endless asset in the complex tunnel networks. Goliath and Bugbears bare the brunt of excavation heavy lifting. Their powerful physics employed to shift rubble and equipment as the work to expand the City-Ruin marches on. Gnolls use their intellects to study what Delver groups discover.   Remnant isn’t only protected by its Delvers. Its defence and policing are performed by the Tower Watch. The Tower Watch is closer to a classic military force. Fielding cavalry, heavier armour, and a degree of authority that the Delvers can’t ever dream of. Traditionally, the Tower watch was to work hand in hand with the adventurers. But over time a certain hostile relationship formed between the two groups. With the Tower Watch taking issues with the Delvers lack of traditional training, focus, and occasional ruin collapses caused by their escapades and rivalries. The lack of oversight and regulation is the leading cause of their occasional crack downs on “rouge outfits”. With the Delvers see as harassing legitimate teams.   The Tower Watch have outposts in most settlements in Remnant, both inside and outside of the City Ruin. Despite their superior equipment, the Tower Watch are lacking in the artifacts that provide the Delver’s unusual powers. Their commanders can rarely be provided with one as a form of reward for acquitting themselves well in the field.   In battle Remnants field a mix of Divers and Tower watch, the Divers use a mix of Rouges, Monks, Wizards, and Warlocks. Occasionally an Eldritch or Psy Fighter Tether may lead them. Though they lack in access to many sources of magical healing, potions are widely available. Tower Watch consist of medium armour guards and occasional cavalry.   Remnant’s wider territory is technically a cluster of dispersant miniature kingdoms forced to capitulate to the City-Ruin. Consisting of the Edge Woods to the north, The Dragon Head Lake territories, the Spider Borders, Hourglass Isle, and the South Falls. While they’d dearly like to reassert their independence, the presence of the Tower Watch and occasional Delving squads remind them who’s the real power in the land. Instead they squabble amongst themselves over their borders and the bountiful resources that Remnant is known for.
Type
Geopolitical, Country

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