Vorgan Settlement in Velucia | World Anvil
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Vorgan

Demographics

  • 64% Human
  • 11% Elf
  • 7% Dwarf
  • 4% Halfling
  • 3% Gnome
  • 3% Half Elf
  • 2% Half Orc
  • 2% Dragonborn
  • 1% Aasimar
  • 1% Tiefling
  • 2% Aarakocra, Firbolg, Kenku, Tabaxi Combined (Less than 1% each)

Government

While the Queen makes all laws and decrees for the city, There are local guards and minor nobility which handle districts and groups of the population. The city has more housing than citizens can need and by royal decree, all families are granted housing as needed. Housing comes with taxation but there is no cost to purchasing a house as otherwise they will go abandoned and to ruin.   Taxation is relatively light, around 5% of personal earnings for the year, and is used to fund the military and adventure contracts for the empire. Guilds bring matters of trade and business law before the queen, she acts as arbiter over the laws they want to be passed and if she finds the laws to be worthy passes them by royal decree.

Defences

The great stone walls ring the majority of the city. There are some houses for the farmers that live outside the city, but most choose to live within the safety of the walls. There are three gates to the city, East gate, South gate and West gate. They form a double system of both an inner and outer gate with soldiers having access to battlements and trapdoors to defend both.   There are also watchtowers along the wall with men stationed at all hours to keep lookout.

Industry & Trade

Trade being insular, most of the blacksmiths make and repair tools, though some have started earning a reputation for their weaponry. Most of the merchants buy and sell goods between the various tradesmen, acting as go-betweens and middlemen to see contracts for supplies and goods drawn and acted upon. The most important profession is the farmers and hunters who keep the city fed. They are paid well for their services as they are dangerous having to live outside the walls to tend their lands and manage their animals.

Infrastructure

There are multiple forges, A functional sawmill, The royal palace, The grand cathedral and enough markets, trade workshops, stores and housing to provide for the needs of the city. The port for airships has not seen any use since the plague but still stands ready in case anyone survives.

Guilds and Factions

There is The Merchant's guild, Mostly used now to sign off on contracts for trades of service. They have fallen hard since outside trade routes were lost. There is the Artisan's guild, they help to keep orders filled in a tidy manner. They take work contracts that no one has agree to yet and offer them up to the members of the guild. Whoever will do it for the cheapest desired amount gets the contract and begins work. They also help keep supply chains in order by seeing to the day to day business of crafters and producers. The Adventurers guild accepts contracts and allows its members to take them for the agreed payment. They are a meeting spot for those looking for work and resting place for those returning. Their guild hall is both headquarters, job posting site, and a large tavern for meeting and gathering.

History

The City of Vorgan was founded some 400 years ago. It started as a small gathering place for the settlers of a now-defunct country and within a century was a bustling empire of trade and production. This is likely thanks to its central position to so many natural resources that were previously unclaimed. When they had grown in might the empire began expanding, but Vorgan remained the capital. It has been attacked many times, but its walls have held strong and it has withstood the tests of time.

Architecture

The city walls are quarried basalt, shaped into rough bricks and set against one another. The nearby mountains provided the incredibly hard stone and it has been the foundation for all the buildings and roads. The rest is timber up two or three stories. Some people have painted their houses and most have tile roofs that will withstand the seasons.

Geography

The city sits on a verdant plane of grasslands that is far from a natural water source. However, the ground was easy enough to dig through and the water table clean. Wells and later pumps were the primary source of water for a long time, a windmill once stood in the town center powering a fountain that produced the towns drinking water. That all came to an end when the aqueduct was built. The great arches still stand today, reaching all the way to the hills northeast of the city where large cisterns of water collect from diverted streams and flow directly into the city.   While water has taken effort to obtain at times, food has been plentiful. The soil in the area has always been fertile and provided a large harvest for minimal work. With the oceans a few miles south, the mountains and forests north and rolling plains in all directions, the city is poised at a perfect spot to grow from.

Natural Resources

The land was plentiful with forests that have now been stripped back to outside the cities territory, the mountains to the northeast provide building materials, but most importantly are the iron veins that run deep within those mountains. Mining towns have been setup and torn down as the iron was harvested, but the mountains have yet to run dry. There have even been strikes of gold, silver and other metals but those have been in much smaller quantities and mostly used for jewelry and coin.
Type
Capital
Population
12,000
Inhabitant Demonym
Erritian
Owner/Ruler
Owning Organization

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