Saelz Settlement in The Five Realms | World Anvil
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Saelz

Ruler: Five High Captains (presumed to be retired pirates) Economy: Trade and piracy. In peacetime, the city’s warships act as unsanctioned pirates (the High Captains direct them, but openly pretend they are independents acting in defiance of Saelz law), trying to make all shippers use only Saelz ships or only Saelz as a port by preying on all other ships, and on all shipping that visits Freehold (Freehold’s navy is on constant patrol for this). Militia: The city has a standing army of 200 spearmen, and a navy of 14 warships (dragon-ships), armed with 70 archers each. Points of interest: The Captains Court, The Cutlass, Whitesails Harbor, Dragon Beach, Arcane Asylum   Saelz is a seafaring merchant city, home to over 16,000 fierce, proud and warlike Northmen and equally fierce and fiery Northwomen. This important northern port city is located at the mouth of the river Rikar, a swift and icy, cold and rocky, unnavigable river. Although it seeks merchant trade, visitors are few and often made to feel unwelcome. This probably has much to do with the fact that Saelz is a known harbor for northern pirates, if not an outright sponsor of their activities. Inns that serve travelers are rare; The Cutlass, a notorious dive on the docks and pirate haven no doubt, and the Seven Sails Inn are the only known lodgings in the city. Saelz wages almost constant war against naval powers that it’s Captains feel they can defeat. Saelz warriors often raid inland, particularly when sea vigilance makes raiding the coast difficult.   The Black Network are said to be attempting an alliance with Saelz, it is unknown as to their success. Saelz is involved in an ‘ego war’ with the Hauthian Kingdom of Gallia. Neither side will admit defeat so clashes continue. Freehaven has threatened involvement if the two nations refuse to negotiate an end to the conflict. The Captains Court rises in the center of the southern part of the city behind high protective walls like along with the Reavers Muster Hall; the court of ‘Law’ for officially-sanctioned Saelz Pirates. It is a badly kept secret that all booty must be surrendered for inspection here, with cuts most likely going to the town treasury and the sponsoring High Captain. There is the notoriously infamous Cutlass tavern, three temples to the old gods; the Winter Palace, the Hall of Warriors, and the Temple of Red Sails. The Whitesails Harbor is a busy port used primarily by foreign craft, which are not allowed to use Dragon Beach. Dragon Beach is the private harbor of the High Captains, used by their navies, merchant vessels and, of course, the pirates who berth in Saelz. The iconic ruins in town are remnants of an ancient empire now used as burial grounds for the rich Saelzites and said to be haunted. Finally, there is the Arcane Asylum, this mercantile company and wizards guild is composed primarily of magic-users and is tolerated only because it has power and have allied themselves with the High Captains, aiding them in their dealings and even urge them into war. Stories tell of all manner of magical items and spellbooks within its towers from more than a few dead mages, leaving their belongings to the guild, and like any good wizard tower of story, it is magically trapped and guarded by magical wards, Basilisks, and Stone golems said to wander its halls and storerooms.
Type
City
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