Amaranthine
Located along one of the deepest parts of the Summervine river is Amaranthine, the capital city of the Kingdom of Aldir. Although the city's presence in the region has existed for over a millennia, Amaranthine was not actually formed into an official city until approximately 500 years ago. Since then it has become a booming center for trade and culture in the region.
Demographics
Although the traffic coming in and out of the city makes the exact demographics of Amaranthine hard to pin down, the current demographics are estimated as follows:
- 68% Human
- 15% Elf
- 7% Dragonborn
- 4.5% Dwarf
- 3.5% Goblinoid
- 2% Other
Government
Being the capital city of Aldir and it's seat of government, the city is the home of the King and technically governed directly by the royal family. However, the actual laws and governance of the city has been delegated primarily to the city watch who have direct authority to enforce the laws and deal judgement to those to break it.
The Municipal Peace Code
Amaranthine has a long history, and in that time they have established a well fleshed out legal system based on precedents and everything. The MPC is the basic outline of that legal system and provided to every person who enters the city at registration. It outlines the basic rules of the city that, if followed, will keep any visitor out of trouble with the local constabulary. In general, violence in the city is punished with extreme prejudice, with all parties involved receiving the same level of punishment regardless of who started the conflict. The city watch employs a number of specially trained personnel known as inspectors. When a law is broken the evidence collected by Watch officers is brought to an inspector whenever judgment is necessary. The inspector will then investigate any allegations and evidence presented and pass judgement on to the suspected criminal accordingly. Should the accused dispute the judgement they are allowed to appeal to the High Court. The High Court is a collection of seven judges representing one of each of the administrative districts of Amaranthine. The Judged are individuals from the area appointed by the King and serve in a kind of mayoral capacity within each district. For the third estate (the common people) the High Court's rule is final, however the second and first estates (the nobility and clergy) have the legal right to appeal to the King directly. In that case, the King himself would judge the accused himself, however this level of appeal has not occurred in several decades. Once judgment is passed, depending on the severity of the crime the accused may suffer nothing more than a fine, or imprisonment in either of the city's prisons, being the Old Temple or the Gatehouse.Taxes And Fees
Taxes are collected monthly from tax collectors going to door to door throughout the city. For residents of the city taxes are, most times of the year, one Syrint per month. If a resident is not home when the tax collector comes knocking, notice of need for payment is placed on their door and recorded with the city watch. If the resident does not report to pay their taxes by the first of the month then a warrant is put out for their arrest and they are made to work off the taxes owed through community service. Residents have the option to pay their taxes in advance one year at a time. Doing so they receive a slight discount and taxes only cost one Solun for the year. When taxes are paid in advance this way the resident is provided a receipt proving such which is required to be shown to the tax collector every month in lieu of payment. If the resident is unable to provide the receipt, or not present to do so, the same rules as explained above apply. Visitors to the city are exempt from taxation as long as they can produce an active and valid receipt of registration. In addition to the above tax, additional fees may apply depending on the time of year and the status of the city. Some possible additional taxes include, but are not limited to: 1 Bit per day of market stall rental or commercial property rental (applicable to merchants only) 1 Solun per conveyance leaving the city either by water or by land 1 Inti per family member residing on the Isle of the Gods (this additional tax is do the the dense population on the island itself and goes directly into a special fund set aside for renovating the residences on the island, expanding the roads and pays the wages of the municipal public transportation workers) 1 Syrint per month is applied as a tax on anyone practicing magic within city limits for any reason. This is only applicable if they are practicing magic as a trade, such as healers or entertainers or adventurers. People with magical talent who are not practicing such as a trade are exempt from this tax. In addition to the above fees, certain other taxes may be applied due to natural disasters or wartime: A Fire Tax is applied whenever a fire occurs and a portion of the city is damaged as a result. The actual tax is is a fixed amount (usually one Solun per household), regardless of the severity of the fire. Any excess funds raised through this tax are kept in a hold for a time of one year to cover future fires where the levied tax may not be enough. At the end of that year the excess is returned in equal portions to the residents of the city. The Stone Tax. Generally 1 Syrint per household this tax is levied to pay for major expansions to the city limits as well as fund the daily upkeep and repairs of municipal buildings like the palace, Old Temple and Gatehouse. The Lance Tax is applied (1 Solun per household) during times of war and is used primarily to outfit peasant levies and hire sellsword companies in defense of the city. Occasionally the funds would also be used to construct siege weapons such as ballistas and magonels.Defences
The city's first line of defense is the massive curtain wall that surrounds the city proper. Completed over five hundred years ago, the nobility of Aldir likes to brag that the city walls have never been breached. They also neglect to mention that no real enemy force has threatened the city since the wall's completion. The city can be accessed through any of the six gates built into the wall, one for each of the districts sans the Island District. The walls are constantly patrolled by the city watch and occasionally a unit from the Knights Bloom. Built into the sides of each gate is a gatehouse staffed by a unit of the watch at all times, with murder holes should the need to defend the gate arise. Furthermore, atop the wall located at each gate is a scorpion siege weapon.
Defending the city from the river is the Bastion, a massive stone castle that used to be the city's primary defense from the wilds when it was nothing more than a religious settlement. The Bastion is a five story castle erected around a square courtyard. Its battlements are adorned with a plethora of siege weapons aimed directly at the river and claims the capability to hit any target along the river or within the city. In recent years the Bastion has fallen out of favor as the main defensive structure of the city, being spiritually if not officially replaced by the Old Temple. Now a days it serves as an imposing reminder to anyone entering the city along the river to behave themselves, as well as an armory and prison overflow when required.
Currently the city's greatest and last line of defense is the main tower of the Old Temple. The tallest point in the city, a massive, ugly and rectangular thing the temple tower is topped with a massive trebuchet supposedly able able to pinpoint any target within half a mile of the city's wall.
Industry & Trade
The deep waters of the Summervine where Amaranthine was settled has made the city a focal point of local trade. The city's major exports are primarily textiles like hemp, linen and wool.
Amaranthine imports goods from all over Unorrea, although its main import is limestone from the mines of Kaer-Duval and Ironwood from the Elves to the east.
Infrastructure
Crossing The Summervine
As the city grew on both banks of the river and traffic two and from both halves of the city reached a peak, it became clear to the leaders of the city that more and more bridges connecting the two banks would be needed. The Isle of the God's, located almost perfectly in the center of the city and the Summervine, then seemed like the obvious choice. Artisans from all across the continent flocked to the city to fill the contracts offered by the Judges of the city and at this time nearly a dozen bridges of various size and importance extend from one end of the island or the other. The most influencial and important of these bridges is the Pont Numeria. Extending to the northern bank almost directly from the Temple of the Lady, the massive stone bridge is the main viaduct of traffic to the northern bank and has almost a dozen lavish homes lining both sides overlooking the river.The Understory
Below the streets and buildings of the city is a large tunnel network that used to be a mine. History is not entirely clear who started the mines, though the Dwarves of Kaer-Duval deny that it was ever them. Being drained of any valuable resources they might have had, the mines were shut up and largely forgotten until about two centuries ago when a devastating epidemic that history would call The Wild Death caused the city’s graveyards to overflow. With nowhere to put the bodies of the dead, the city officials just began burning them and burying the bones in mass graves, until one graveyard became so overburdened with remains that one of the walls of the mine actually collapsed causing a pile of bones to fill the area. An idea was then struck, and the mines became converted into a massive ossuary. This trend has, over the past few decades, been adopted by several of the other cities and villages throughout Aldir to the extent that it is now Aldirian custom that when one loses a loved one, their remains are buried in a public cemetery for a period of 18 months, as which point the skeletal remains are exhumed and moved into the Understory. Today the Understory has been through several comprehensive renovations to ensure the tunnels’ stability and safety so that people can visit the remains of their loved ones. However, an unintended effect of the Understory’s renovations is the tunnel network that runs throughout the city. While navigating the Understory can be a daunting task, with several levels, false tunnels and basically no signage to direct people, it is still a viable way to travel pretty much anywhere in the city without being seen. This is not, however, recommended for the uninitiated as the Understory is a common operating ground for thieves and criminals, not to mention monsters and the like that find their way from the much deeper Underdark. The City watch does it’s best to keep the more well established parts of the Understory safe, well lit and clear of things that go bump in the night, but there are large swathes of the tunnels that are not so well protected.Assets
Getting About
Being the second largest city in the world comes with its own list of special problems. Chief among those is the ability to get around the city. With long narrow streets and a massive population Amaranthine has found itself with the problem that getting around the city can be a time consuming process on foot. In response the High Court, with the King's approval, funded a number of public transportation efforts as well as several years of reconstruction projects to widen the streets. As it currently stands there are a number of public transportation options for the average denizen of Amaranthine. The public transportation vehicles have been given legal right of way on the streets and blocking them is actually a criminal offense (although one that is not very strictly enforced).Carriages
Almost never seen on the streets of the Isle of the Gods and rarely seen in the less affluent districts of the city are the six person carriages that mill about the city. They are available to hire for 1 to 3 syrints to travel from one district to an adjacent one, with an additional syrint being charged for each additional district traveled through. Travel within the same district is charged at half price (5 bits). Although technically slower than a coach, carriages provide more comfort, style, gives larger groups the option to travel together as well as provides some additional safety from the weather and local riff raff. Also, during the winter carriages continue to run while many coach operators close down for the season. The last major difference is that carriages can also be chartered for travel outside of the city. This can be scheduled through the carriage company, and the fee for such a service being contracted at that time.Hire Coaches
Two wheeled vehicles powered by a single horse and operated by a driver standing on a platform behind the coach are available for hire to anyone in the city. These are by far the most common form of transportation around the city. There are two different styles one will see whilst traveling about the city. The blue coaches with a red trim are municipal coaches and they are restricted to transporting people around the Isle of the Gods. Getting a ride in a municipal coach is free, but again you are limited in your destinations. The regular coaches which are colored a simple blue with a kind of creme trim are city coaches and can travel anywhere in the city for a fee. The fees range depending on the time of year (being higher in the summer than in the winter) generally ranging from 1 to 3 Bits to travel from one district to another, with an additional bit being charged for every additional district required to pass through. Travel within the same district is rarely charged, but tips are welcome.River Boats
While not the best for of travel, the river is stocked with public access boats that can be used to move up and down the river bisecting the city. Travel is free, though the boats are not always available.Guilds and Factions
Amaranthine has two official militant forces charged with protecting the city. Although at any given time one can find an number of willing sellsword units plying their trade in the city as well.
The City Watch
The first of these two groups is the city watch. Based out of the Gatehouse fortress located in the Militant district, the watch serves more as the local constabulary than an actual army. The watch is generally more interested with preserving the peace and upholding the laws of the city and the kingdom. If you will, they are more focused on internal threats and they are the first line of defense on issues occurring within the city’s walls. The watch has been in service for nearly a millennium and has a sterling reputation of fairness and professionalism. Don’t break the law, and you won't have a problem with them. The current leader of the City Watch is a dragonborn male named Savarax Claphosh. The leader of the city watch is a position appointed by the King, and one that Savarax has held for the better part of ten years without much opposition from...well anyone. He has served the city with exemplary distinction and crime rates have dropped drastically under his charge.The Knight's Bloom
The second of the two groups is the Knights Bloom. Centuries ago the city was the headquarters of a religious militant group known as the Knight’s of Cidon. The Knights of Cidon protected the city and the unformed Kingdom of Aldir for centuries before King Plemox Nesterly, convinced by the High Creator of the groups heresy and corruption, had the group disbanded and its leaders executed for treason. In its place was created the Knight’s Bloom, an equally efficient knightly company of skilled fighters but this time more directly controlled by the royal family than an autonomous military like the Knights of Cidon. The Knights Bloom are headquartered in the Old Temple, a large and formidable castle located in the 8th district of the city originally built by the Knights of Cidon. They are primarily charged with protecting the city from external threats and also serve as the law enforcement in the more far flung locales of Aldir. The current Knight General of the Knights Bloom is a male dwarf named Bhelthrun. The rank of Knight General is an elected position voted on by the entire order of the Knight Bloom whenever a Knight General passes away or steps down. Bhelthrun has held the position for the past 18 years, but was already an old man by Dwarven standards when he took up the position. While it was still be up to the order at large when he steps down, Bhelthrun has been grooming a human lieutenant by the name of @Nathanyl Bonart as his replacement for the past several years.The Trios
While on the surface Amaranthine may look like a peaceful city, where the watch has everything under control, that could not be further from the truth. Amaranthine is home to numerous gangs and criminal organizations. Most of them claim only a single neighborhood as their territory and stick well within those boundaries, only bothering the law and adventurers when they feel that territory is being threatened. However, there is one exception to the rule, a large crime syndicate calling themselves the Trios. The group originated from the nation of Buwan, before it’s fall and subsequent denial of access. They came to the city just before Buwan closed its borders and, unable to return home, decided to make the city their home. They run most of the drug trafficking throughout the city laundering their money through several brothels in the village and the Stem. But their influence doesn’t stop there, if there is anything shady, quasi-legal or outright against the MCP going on inside the city you can bet the Trios have some kind of stake in it. Generally speaking the Trios try to stay out of the spotlight. Everyone knows they are there, everyone knows not the cross them and they stay just enough under the radar that the city watch doesn’t have to deal with them. A fact the watch is grateful for, because it would almost certainly end in a city wide war between the watch and the Trios, and neither side is very confident of who would come out on top. The current Trios boss is a female Drow named Chesryna Glannaer. Interestingly enough, while the Trios are an organized crime syndicate, they are very loyal and protective of the city of Amaranthine and take any threat to the city very seriously. Any member of the syndicate caught crossing any lines that could potentially harm the city or the Trios’ reputation are deal with harshly (by which we mean their body usually ends up in the river). But this vigilantism doesn’t stop with their own members, in the past serial killers and other major criminals have often found themselves unlucky enough to be cornered by the Trios. None of them has ever survived that encounter, a fact that the city watch tends to turn a blind eye to.History
Amaranthine started as nothing more than a religious settlement on the large pair of islands in the deepest stretch of the Summervine river. Legend and The Tome of Solun indicates that this island was where Numera, the Force of Change, sheltered the denizens of Aldir from the rage of Maferath during the Age of storms. A massive Gothic temple was constructed by The Church of Creation on the larger of the two islands in honor of Numera.
It was the temple and the settlement's location on the river that would eventually lead to the city's expansion. It quickly became a stopping point for traders and adventurers traveling up and down the river the settlement expanded to accommodate the populace, although the city itself largely restricted itself to the confines of the island.
It wasn't until the Nesterly's of the Equikoran Land Bridge came into town that thing really began to happen. Stopping to resupply in the booming town on a trade mission to the Iron Wood, Lord Caradin Nesterly, a lesser lord of very little wealth or holdings in his homeland, became enamored with the valley and brought his household to settle.
While the Nesterly's were not considered powerful or exceptionally wealthy lords on the land bridge, in Aldir they were billionaires and using the income and influence from their holdings on the lang bridge and it's colonies they funded the rapid expansion and growth of the religious settlement and forged it into the city it is today. It is no wonder that for this reason the other nobility unanimously declared that the Nesterly's be made Lords paramount of the River Valley and eventually raised to royalty when the nation of Aldir was founded approximately 400 years ago.
Architecture
Amaranthine is unique in Unorrea as being based in a Gothic style of Architecture, with Rococo influences. Most of the major landmarks and important buildings feature tall, narrow towers and spires with open and airy interiors supported by elegantly designed flying-buttresses along the sides of the building forming a kind of artistic rib cage for the buildings. The interior decor of these important buildings and those of the nobility are of a Rococo design, featuring bright coloring with off-white walls painted and carved with gold painted curving designs.
The vast majority of the buildings in the city are made of limestone and feature two or three stories, with some even extending to a fourth attic space for storage. While the city has expanded in the past centuries to cover several square miles, the houses and business were generally built in one continuous line in order to maximize space. This has lead to long, narrow streets lined with a continuous wall of buildings on either side with zero alleys or cross streets to break through them. As such, many of the businesses on the street level have adopted a two front style of operation where they have doors open on either ends of the building so foot traffic can pass through.
While the houses and business of the area are built tall, they are also built narrow with nearly flat rooftops that drop sharply to the street. If one was determined enough to avoid the foot traffic, the rooftops of Amaranthine would provide a (generally safe) alternative route.
Geography
Amaranthine is located in the heart of the Summervine River Valley, on both banks of the deepest section of the eponymous river. The Summervine River Valley is a stretch of rolling hills nearly 100 miles wide of fertile land. It is unique in the region as, while the surrounding nations and territories outside of the valley are considered a taiga biome, the valley is a temperate grassland. Most scholars attribute this geographical phenomenon to the valley's location between the two mountain ranges, as well as certain geothermal deposits located throughout the valley. Although the more faithful of the population attribute the valley's unique properties to the lasting blessing of Numera who sheltered them during the age of Storms.
Natural Resources
Almost any of the natural resources required by society can be found in Aldir, although in Amaranthine itself resources are limited to those provided by the river which include fishing and fertile land for agriculture.
Maps
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Semi-Accurate Map of Amaranthine
I say sort of accurate because, you know, while I used medieval Paris as my inspiration for Amaranthine its not an exact copy. Certain buildings don't exist, others are in different locations. I have provided this map to give my players a better understanding of the layout of the city, but locations are subject to change and in no means should one consider this map canon.
Alternative Name(s)
The Undying Flower of the North
Type
Capital
Population
The last census records put the population of Amaranthine in excess of 220,000 mortals.
Inhabitant Demonym
Amaranthians
Location under
Included Locations
Owner/Ruler
Owning Organization
Characters in Location
Related Reports (Primary)
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