Qalmar

"When the hammer falls, and the anvils sing,
  The fires burn and the forges ring,
  Raise a tankard to the craft and toil,
  For we are the lifeblood, we are the soil."

Demographics

Qalmar, like much of the Kingdom of Bheria, is predominantly human. The city’s unique position as an industrial hub draws in labor from nearby settlements, but its population remains overwhelmingly human, with only a small percentage of other species represented within the city. The city’s demographics has a small elite class, a burgeoning middle class, and a large population of laborers and craftsmen who keep the industrial heart of Qalmar beating.
 

Species Distribution

 
  • Humans: 98% of the population. The vast majority of Qalmar's residents are human, with most descended from the original settlers of Northwalk and nearby regions. The human population consists largely of craftsmen, merchants, miners, and laborers, as the city’s economy is heavily reliant on its industrial activities.
  • Half-Elves: 1% of the population. Half-elves have a slightly larger presence in Qalmar than other non-human species. Many serve as intermediaries between humans and the small elf population, often taking up roles in commerce and diplomacy.
  • Tieflings: 0.5% of the population. The Tiefling population in Qalmar is extremely small, and they are often marginalized. Many find work as merchants or performers, but they face more discrimination than other minority species.
  • Elves: 0.3% of the population. The elven population is minuscule, with most residing in secluded or rural areas around the city. The few elves who live in Qalmar often serve as scholars, herbalists, or artisans.
  • Dwarves: 0.2% of the population. The dwarven population, while small, plays an outsized role in the city’s industrial and mining sectors. Dwarves are often involved in metalwork, gem cutting, and other trades essential to the region’s economy.
 

Wealth Distribution

 
The wealth distribution in Qalmar is heavily skewed towards the upper echelons of society, particularly the powerful families that dominate the city's politics and industry. The rest of the population is largely composed of middle and lower-class citizens, with a small number of wealthy merchants and nobility holding the majority of the city's wealth.
 
  • Upper Class: 10% of the population. Comprised of the powerful families, wealthy merchants, and political figures, this group holds significant influence in the city. The upper class is often involved in the city's industrial ventures, with stakes in mining operations and trade.
  • Middle Class: 25% of the population. The middle class is made up of skilled artisans, merchants, and lower-tier administrators who benefit from the city's economic prosperity but do not hold as much power as the elite families.
  • Lower Class: 65% of the population. The majority of Qalmar's population belongs to the working class, including laborers, miners, and craftsmen who are responsible for keeping the city's industries running.
 

Professions

 
Qalmar’s economy is driven by its industrial and mining sectors, and its population reflects this focus. Many residents are employed in professions directly related to these industries, with a smaller percentage working in trade, administration, and services.
 
  • Mining and Industry: 45% of the population. A large portion of Qalmar's workforce is employed in mining operations, metalwork, and other industrial professions that keep the city’s economy strong.
  • Merchants and Trade: 20% of the population. Merchants and traders facilitate the flow of goods in and out of Qalmar, with many focused on the distribution of raw materials and finished products.
  • Artisans and Craftsmen: 20% of the population. Skilled workers, including blacksmiths, carpenters, and weavers, make up a significant part of Qalmar’s middle class and are integral to the city’s economy.
  • Administration and Services: 10% of the population. These professionals, including magistrates, clerks, and guards, work to ensure the smooth functioning of Qalmar’s governance and public services.
  • Miscellaneous Occupations: 5% of the population. This group includes performers, healers, scholars, clergyfolk, and other professions not directly tied to the city’s main economic activities.

Government

Governor (Count of Brandy)

 
Current Holder: Moica Brandy
  Responsibilities: As Governor, the Count holds supreme authority over Qalmar. Moica oversees all city governance, managing both political and economic affairs while ensuring that the significant mining and industrial outputs of the city continue to flow. The Count also acts as the final authority on disputes within the city, serving as a liaison between the city’s administration and the Duke of Northwalk. The Count’s role extends to balancing the interests of the noble families, protecting the economy, and ensuring the military readiness of Qalmar in times of need.
 

City Council

 
The City Council is comprised of heads from the most prominent families in Qalmar. This advisory body has significant sway in local governance, often pushing policies that benefit the established families. However, their influence is often counterbalanced by the Governor, who ensures that their policies align with the city's broader goals. The City Council serves as a representation of the families' interests but does not have the power to enforce laws without the Governor’s consent.
 
Members of the City Council
  • Representatives of major families involved in Qalmar's economy and politics.
  • Selected merchants and guild leaders.
 

Magistrates

 
Magistrates are appointed officials responsible for the day-to-day administration of Qalmar’s various districts. Their duties include enforcing local laws, overseeing trade agreements, and managing civil services such as infrastructure maintenance and law enforcement. Magistrates often report directly to the Governor or his appointed Vizier, ensuring that the city's functions continue smoothly.
 

Chamber of Commerce

 
The Chamber of Commerce is responsible for regulating trade and industry within the city. Qalmar’s status as a hub of industrial activity places immense responsibility on this institution, which ensures that production quotas are met and that trade routes remain open. The Chamber is particularly concerned with maintaining the balance between Qalmar’s industrial sector and its outlying satellite towns, ensuring a steady flow of resources from the highlands to the city.
 

Vizier of Public Works

 
The Vizier of Public Works manages all infrastructure projects within Qalmar. This role includes the construction and maintenance of roads, aqueducts, and public buildings. The Vizier also oversees mining operations and the allocation of resources necessary to fuel the city’s economy. The Governor frequently consults with the Vizier to ensure that development projects do not conflict with the interests of the prominent families.
 

Guard Commander

 
The Guard Commander is tasked with ensuring the defense of Qalmar and its surrounding territories. With the city’s vital role in Northwalk’s economic framework, its security is paramount. The Commander oversees the city’s imperial garrison and any regional defense forces stationed in nearby industrial towns. They work closely with the Governor to align defense strategies with the city’s broader economic and political goals.
 

Local Administrators

 
Local Administrators manage the outer regions and satellite towns surrounding Qalmar. They serve as liaisons between the Magistrates and the Chamber of Commerce, ensuring that the smaller industrial and mining towns maintain their connection to Qalmar. Their responsibilities include the coordination of resource transport and labor distribution, addressing local disputes, and implementing regional policies issued by the Magistrates.
 
 

Division of Responsibilities

 
Economic Management
  • Governor: Oversees overall economic strategy, including industrial output and trade agreements with neighboring settlements.
  • City Council: Advises on economic policies but does not hold executive power.
  • Chamber of Commerce: Manages the city's industrial sector and ensures compliance with production quotas.
Defense and Security
  • Governor: Sets high-level defense policy and coordinates with regional military forces.
  • Military Commander: Oversees the defense of Qalmar and its satellite towns, ensuring preparedness against external threats.
  • Magistrates: Enforce local law and manage city-wide security services.
 
Public Services
  • Vizier of Public Works: Manages infrastructure and public service projects.
  • Local Administrators: Ensure the provision of basic services to the outlying industrial and mining towns.
  • Magistrates: Oversee public services within the city itself, including law enforcement and health services.

Infrastructure

City Structure of Qalmar

 
Qalmar is built on a series of terraced steps, a unique aspect of its landscape that defines the city's districts. The Forge Quarter sits on the highest tier of the city, while the Worker’s Ward occupies the lowest. Between these are the Merchant’s District, Artisan’s Way, and the Noble’s Rise, creating a well-organized flow from labor to luxury. This layout ensures the city’s most critical infrastructure is kept below the smog and pollution of the forges and industrial workspaces.
 

Water Management

Due to the city's terraced nature, Qalmar faces the risk of heavy rains flooding its lower districts. The city's architects addressed this challenge with a clever system of water management built into the design of its buildings and streets. Water from rainfall is funneled down the sloped rooftops into small, strategically placed basins and aqueducts that prevent it from cascading into the lower districts unchecked. From there, it is stored in wells or drained into reservoirs, ensuring that the entire city benefits from the collected water while avoiding the dangers of uncontrolled runoff.
 

Insulation

Insulation practices in Qalmar vary greatly depending on the wealth of the district. In the lower tiers, particularly in the Worker’s Ward, buildings are constructed with minimal insulation. These homes feature thick stone walls that provide some temperature regulation, but with basic thatched roofs and heavy wooden doors, they offer only moderate protection against the elements. As you ascend through the city's tiers, wealthier districts such as the Artisan’s Way and the Noble’s Rise benefit from more advanced insulation techniques. Homes in these areas incorporate limestone construction, which is more effective at maintaining internal temperatures, and feature insulated wooden roofs that better prevent heat loss. The wealthiest residents invest in layered building materials and finer craftsmanship, ensuring greater comfort year-round, while the laborers in the lower tiers endure the cold with simpler but functional insulation methods.
 

Tiered Bridges and Pathways

Qalmar utilizes a series of switchback pathways that connect each level of the city. These path are wide and solid, constructed from the same mountain stone as the rest of the city and making the ascent or descent manageable for both pedestrians and cart traffic.
 

Lifts and Elevators

To further ease movement between the city's various levels, Qalmar employs a system of manually operated lifts located predominantly near the Forge Quarter and in other high-traffic areas. These lifts use a pulley system powered by laborers or simple machinery to raise and lower goods, materials, and even people between tiers. This system is particularly crucial for transporting heavy ore from the lower city entrances and merchants district to the Forge Quarter above.
   

Aqueduct System

An extensive aqueduct system runs throughout the city, particularly prominent in the Forge Quarter where water is used to cool metal and power basic machinery. The aqueducts also transport fresh water to various parts of the city, ensuring that both the workers and the elites of Qalmar have access to clean water.
 

Sewer and Waste Management

The lower districts, such as the Worker’s Ward, rely on an intricate sewer system that runs beneath the city to prevent flooding and manage waste. This system is serviced by laborers employed by the city, ensuring waste doesn't accumulate and is safely moved to disposal sites outside the city. Due to the appearance of creatures in these sewers, Adventurers are also employed heavily to help defend the laborers or clear out the threats in intervals.
 

Marketplaces and Warehouses

The Merchant's District is home to multiple marketplaces where traders sell wares from across the kingdom. The district is also dotted with large warehouses where goods are stored before being shipped out or distributed within the city. These buildings are essential for the trade infrastructure.
 

Workshops and Smelters

In the Forge Quarter, various workshops and smelters form the backbone of Qalmar’s industry. These facilities are connected by a network of wide streets that allow easy transport of raw materials and finished products. Blacksmiths, armorers, and metalworkers thrive here, supported by the continuous influx of ores from the surrounding mines.
 

The Arak'Tor Halls

The Arak'Tor Halls, named after an ancient practice of gathering for counsel and debate, serve a purpose far deeper than just providing a space for drinking. Originally, these halls were constructed as communal centers where tribal leaders, local chieftains, and influential figures would meet to resolve disputes, plan strategies, and pass judgment on matters of local importance. The discussions held within the Arak'Tor Halls were seen as binding, with the outcome shaping the decisions and governance of entire regions.
Over time, the need for such centralized meetings has faded, replaced by more formal political systems. However, the tradition of gathering in the Arak'Tor Halls persists, though now they primarily serve as places for the common folk to meet, share stories, and drink deeply of mead. Despite this shift, the echoes of their original purpose remain. Even now, the locals often raise contentious issues for public debate, and some of the old families of Qalmar still host gatherings here when less formal mediation is required.
   

Public Bathhouses

Qalmar boasts several public bathhouses, primarily located in the Artisan’s Way and Merchant’s District. These bathhouses are a popular spot for both relaxation and diplomatic retreat, where relationships are often tempered while people bathe. They are warmed using the water that takes in the excess heat of the forges.
 

Hospitals and Healing Centers

The city houses several healing centers, with the largest located in the Artisan’s Way. Here, both mundane and magical healing practices are available to the populace. In the Worker’s Ward, smaller infirmaries care for laborers injured in the mines or forges.
 

Public Gardens and Parks

While Qalmar is an industrial hub, it also contains a few public parks and gardens, primarily in the Noble’s Rise and Artisan's Way. These green spaces offer respite from the city's bustling industry and serve as gathering places for the city's residents.

Districts

1. The Forge Quarter

The heart of Qalmar’s industry, the Forge Quarter is where the city’s most important forges, smelters, and blacksmith workshops are located. This district drives Qalmar's economy and supports the mining and metalworking activities in the surrounding areas. It is constantly buzzing with activity as skilled craftsmen, laborers, and miners bring raw materials to be processed. The Forge Quarter is also home to the city's guild halls, where the blacksmith and metalworker guilds meet and manage their affairs. Thick plumes of smoke rise from the chimneys, and the sound of hammers on anvils rings out across the district.
 
  • Forges and smelters.
  • Blacksmith and metalworking guild halls.
  • Markets focused on raw materials and tools.
  • Industrial housing for owners.
  • Heavy pollution and smog.
 

2. The Noble’s Rise

The Noble’s Rise is where the wealthy and politically connected live, replacing the old quarter which once housed the entire town of Qalmar at one point in history. Perched on higher ground right below the Forge Quarter overlooking the city, this district is filled with sprawling estates, manicured gardens, and private guards. The families who live here hold significant influence over the politics and economy of Qalmar. The Count's manor, a grand and imposing structure, stands at the district's highest point.
 
  • Large estates and private residences of powerful families.
  • Count’s manor, where the Governor of Qalmar resides.
  • Private guards and security forces.
  • Exclusive gardens and private courtyards.
  • Restricted access for commoners.
     

4. The Merchant’s District

This district serves as the city's bustling commercial hub, with market squares filled with goods and services from across the Dukedom. Merchants from nearby villages and towns gather here to sell wares ranging from food and textiles to rare ores and weapons crafted in the Forge Quarter. The Merchant's District is also home to several wealthier residents and powerful merchants who live in opulent homes near the markets. This district is the beating heart of trade in Qalmar, and many residents flock here for daily necessities or to strike business deals. This is also the only district with an external road that leads directly into it open for public use.
 
  • Central marketplace for trade.
  • Warehouses and storage facilities.
  • Merchant guildhouses.
  • Inns and taverns catering to travelers and traders.
  • Middle-class housing.
   

4. The Artisan's Way

The Artisan's Way is the district where Qalmar’s skilled craftsmen, artists, and artisans live and work. Known for its vibrant atmosphere, this district is filled with workshops where everything from pottery to intricate jewelry is made. It is also the home of Qalmar’s theaters, galleries, and craft markets, making it a popular destination for the city’s middle class. This district is culturally rich and boasts some of the most creative minds in Qalmar. Many visitors come here to commission custom work or to purchase high-quality goods.
 
  • Artisan workshops and craft markets.
  • Theaters and galleries.
  • Middle-class housing.
  • Public squares and art installations.
  • Frequent festivals celebrating local craftsmanship and culture.
   

5. The Worker’s Ward

The Worker’s Ward is home to the city’s large working-class population, including miners, laborers, and industrial workers who keep the city's economy moving. The homes in this district are modest and tightly packed, with small courtyards and communal spaces where families gather. Despite the difficult working conditions, the community here is strong, and residents often support one another. The Worker’s Ward also has taverns and entertainment venues where laborers can relax after a long day. This district is known for its sense of camaraderie, but it also sees its share of unrest due to the conditions faced by the poorer residents.
 
  • Dense housing for laborers and commoners.
  • Halls, common houses, and bathhouses.
  • Small markets catering to the local population.
  • Communal spaces and working-class gatherings.
  • Occasionally the site of labor protests or unrest.

Points of interest

The Forge Quarter

Ironmaster's Forge:
One of the oldest and largest forges in Qalmar, Ironmaster's Forge is practically a sector on its own, famed for crafting exceptional weapons, armor, and tools for the Dukedom. It supplies many of the local militias and guards with equipment and is known for producing some of the finest steel in the kingdom.  
The Great Smelter:
This towering structure is where most of the ore from nearby mines is processed. The Great Smelter is a bustling center of activity, with molten metal constantly being poured and hammered into usable material. Its size and constant operation make it a symbol of Qalmar's industrial might.
 

The Noble's Rise

The Hall of Deeds:
A prestigious building where the council families meet to discuss matters of importance, settle disputes, and decide on their political maneuvers. It also serves as a public record for major events and achievements of Qalmar’s elite, often used to preserve the legacy of the city's most prominent families.  
Silvercrest Manor:
The home of the Brandy Family in Qalmar. Silvercrest Manor stands as a testament to their wealth and influence. Visitors are often drawn to its exquisite gardens, lavish architecture, and the priceless family heirlooms kept within.
 

The Merchant's District

The Golden Exchange:
This bustling marketplace is where merchants from across the Kingdom come to trade goods, from exotic spices to fine textiles. The Golden Exchange is also home to several powerful trade guilds, which play a key role in controlling the flow of commerce throughout Qalmar and beyond.  
The Counting House:
Acting as the financial heart of Qalmar, the Counting House oversees all monetary transactions within the city. It is a fortified building where deals are made, loans are given, and contracts are signed. Merchants, nobles, and investors alike often visit this building to ensure their financial matters are in order.
 

The Artisan's Way

The Sculptor's Guildhall:
A hub for Qalmar's artisans, this guildhall is where skilled sculptors and artists gather to share their knowledge and collaborate on projects. The walls of the guildhall are adorned with exquisite carvings and sculptures, showcasing the city's finest craftsmanship.
 

The Worker’s Ward

The Blackbridge:
A rough-and-tumble Arak'Tor where laborers gather to unwind after a long day of work. Known for its strong ale and rowdy patrons, the Blackbridge is often the site of brawls and celebrations alike, but it remains an essential part of the worker’s social life. It is one of few Arak'Tor Halls that lets in outsiders, influenced by the laborer culture.  
The Iron Mill:
Located just outside the walls of the Worker’s Ward, the Iron Mill processes raw materials brought from the mines before they are sent up to the Forge Quarter. It's a noisy, gritty place, with the constant sound of grinding metal and hammering filling the air.

Architecture

Buildings are sturdy, meant to withstand harsh northern climates, with steeply pitched roofs to prevent the accumulation of snow. The city is well-fortified, with thick tall stone walls encircling the city in full. Windows are typically narrow and arched, framed with iron, reflecting a focus on function over form.
 
Forge Quarter Architecture
 
The Forge Quarter, located on the highest tier, is dominated by the smog and heat of its many forges, blacksmiths, and smelters. Buildings here are primarily constructed from thick stone, built to withstand the high temperatures from constant metalwork. Chimneys dot the skyline, puffing dark smoke that is funneled away from the lower districts. Roofs are flatter here, as snowfall is less of an issue due to the heat radiating from the forges, which melts the snow almost immediately. The architecture here prioritizes practicality, with large open spaces for transporting ore and coal, wide doorways for wagons, and reinforced buildings to house heavy machinery.
 
Noble’s Rise Architecture
 
The Noble's Rise, seated just below the Forge Quarter, is a contrast of elegance and grandiosity compared to the rugged industrialism above. The architecture here is a blend of intricate stonework and refined wooden detailing, with large estates and manors dominating the landscape. Buildings are designed with opulence in mind, featuring balconies, large windows, and detailed carvings that reflect the wealth of Qalmar’s elite. The homes are spacious, with ourtyards that give the district an open and luxurious feel, quite different from the cramped lower districts. Gardens often accompany these homes, though they are engineered to resist the mountain’s harsher climate, using more robust plants suited to cold weather.
 
Worker’s Ward Architecture
 
At the base of the city lies the Worker’s Ward, home to Qalmar’s laboring class. Buildings here are much more utilitarian, made of rough-hewn stone and timber, and often crammed together. Space is at a premium in the Worker’s Ward, so homes are smaller, often two or three stories tall, with narrow alleyways and shared courtyards. The district has a distinct lack of greenery, as most available space is used for housing and workshops. The architecture here is functional but stark, designed to house as many people as possible in a limited area. Overcrowding was once an issue though buildings have been expanded upward over the years to accommodate the growing population.

Geography

Qalmar sits nestled on a steep mountain slope, with tiers of the city descending in a series of man-made terraces. Each tier, cut from the mountain's rugged face, provides stable footing and allows for city expansion, while the natural cliff to the east, a mere 200 feet from the city’s walls, plummets sharply. This cliff is so vast and sheer that it has become a part of the Empire's mythology, with legends speaking of beings who carved the cliffside to ward off the gods themselves.  

Natural Beauty

The positioning of the city offers stunning views of the surrounding valleys, rivers, and the highland peaks of the north. The cliffside, known as the "Edge", offers a dizzying perspective, as the mists rise up from below, making it appear as though the city is floating above the clouds.  
“The edge is a place where the heavens meet the earth, and the mists cradle you in a dreamlike reverie. I stood upon its precipice, gazing out into the endless horizon, where the mountains bow to the skies, and for a fleeting moment, I believed the world was suspended between breaths. There is a magic here that words fail to capture, and only in the quiet of the wind can one hear the song of the ancient earth. I painted, brush against canvas, yet my heart raced, sweat dripped, I felt fear, as if I should run...how could I ever capture it, that beauty, with mere paint?”
— Calypse Nylander
Type
Large city
Inhabitant Demonym
Qalians
Location under
Ruling/Owning Rank
Owning Organization

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