Jor Settlement in Vraccusean Chronicles | World Anvil
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Jor

The bright array of colored roof tops, emblazoned flags and tall buildings can be seen miles away, acting like a beacon in the flat plains of the Vraccusean kingdom. Jor was built with travel and commerce at the forefront of development. It’s roads are much wider than any other, The buildings more spacious and the trees almost entirely cut back to allow for more space while any grass has long since been trampled to dirt. However inside each building is like entering a new world. Each boldly expressing the owners ethnicity, heritage or cultural preferences. Ranging from arid, open floor plans to allow the sounds of the city to freely echo within to quieter incense filled buildings made to blocking out both light and sound making a private haven from the hustle and bustle of the city. These and everything in between can be found within Jor as travelers from all over the world stop here to make a living and a home.

Demographics

Primarily human, dwarf, elf, tiefling and halfling. A smattering of mixed races such as half-orc or half-animal creatures have made their home here too.

Government

Meritocracy of the Vraccusean Kingdom. Count Olak currently resides over the region in which Jor is located.

Defences

The crown's guard patrol the streets and walls of the city. To the north, a fort rests, filled with knights, soldiers and the like. Many merchants may feel compelled to dish out justice on their own accord. Although this is frowned upon by the crowns guard. Many merchants are also in the habit of hiring sword arms from the mercenary guilds. These act as personal bodyguards and security.

Industry & Trade

Trade is the main economic power within Jor. Primarily trade of crafts and goods rather than produce or other food items. Many guild hubs are found here employing mercenaries, thieves, assassins and much more.

Infrastructure

Nearly all the buildings have shops at the bottom and houses or apartments on top. Only the wealthy afford buildings all to themselves. Among the wealthy, only a fraction actually own a decent plot of land to build their manors. Statues of gods and heroes alike dot the roundabouts that connect the roads throughout the city. Lining the medians, alleyways and various streets rest small markets.   Although the buildings may tower over any individual they aren't the tallest in the kingdom. None reach above three stories.

Assets

Jor is a trading up and thus is host to nearly everything an adventurer may need or want aside from magic items. Artifacts and components for magic can be found here, but is easier found at it's twin city Ah'lin. Taverns, smiths, artisans and craftsmen fill the city.

Guilds and Factions

Council of the coin - a political faction comprised of wealthy business owners. Order of the five swords - a political faction favoring monarchy values. Hand of lilth - a political faction interested in magic and relics. However their presence is limited and more of an offshoot of Ah'lins faction.   Mercenaries, thieves, merchants, artisans and others have made thriving guilds here.

Geography

Resting in the plains of Vraccus Jor is easily accessable from every direction. To the North is fort Hannea which guards the boarader between Vraccus and the Northern kingdom. To the East lays the sword fields and guilded road. To the South is Ah'lin and even further south is the inlet To the west is Naufault and subsequent region.

Natural Resources

Clay, Wheat, Livestock,
Alternative Name(s)
Twin city
Population
300,000
Inhabitant Demonym
Joreans
Location under
Owner/Ruler
Owning Organization

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