Showing posts with label Cities. Show all posts
Showing posts with label Cities. Show all posts

Paragon City (Capital)

  • Classification: Metropolis
  • Population: 212,000
  • Wealth: Wealthy
  • Major Industry: Government, Education, Philosphy
  • Specialty Goods: Psionic Items, Titles of Nobility
  • Populace Average Alignment: Lawful Neutral
  • Leader Alignment: Lawful Neutral
  • Government and Leadership: Feudal Monarchy, King Theodotus Legatus III, Earl of the City Clesius Ordinatio
Demographics:
Human: 74% Half-Elf: 4% Elf: 2%
Dwarf: 3% Gnome: 5% Halfling: 11%
Half-Orc: <1% Other: <1%

History: Around EH600, the nomadic tribes of Huri settled next to the Great Lake (which is now called the Lake of Kings), in the city of Sul-Lag (literally "On the Lake"). From here, they would slowly grow, absorbing the rival tribes, and expanding the great city. When the tribes were united, the city became the great focal point of the One Tribe, and would ever more devote itself to the rule of the continent.

The city itself has grown almost continuously. Each of the chieftains, kings, or emperors who have resided in the city have tried to leave their own mark, so the city abounds with memorials, statues, and decoration. Many even survive despite the almost near destruction of the city during the Great Seige.

During the time of the Rising of the Three, the city was assaulted. And though it held, nearly two thirds of the population perished. The city would rise from the ashes, and be rebuilt during the Age of Reconstruction, but it wouldn't attain its granduer until after the wars of reunification, when the coffers once again filled with the tithes of other lands. Today it stands a wholly made monument to the willpower and single-mindedness of the Muriahan people, to dominate and rule over the continent.

City Lore: Paragon City, or the Imperial City, is a wonder of architecture. Every building is done in a classical brown-gray shale, and the wide paved streets make the entire place fit for a King. Towers and faux-castles abound, as each edifice attempts to be a statement of grandeur in this wondrous city. Cleanliness is important as well; the teams of city janitors set to work early in the morning most days to maintain the pristine appearance of the city.

However, there is an air of unfulfilled greatness: many of the enormous structures are mere facades, empty and barren. Most of the populace lives on the vast residential areas, and sprawling suburbs, outside of the city center. The Grand Avenue, with its larger-than-life temples and centers of learning, can seem soulless and empty.

The city is laid out with the epicenter being the King's Palace. Leading up to the palace is the Grand Avenue, lined with enormous temples devoted to each of the major legal religions, the arcane guildtowers, and various centers of philosphy. Along the back alleys of the Grand avenue can be found guild halls for every substantial guild, such as the Sword and Shield, the Axe Bashers, the Order of the Mind, etc, as well as a variety of noble residences and palaces. Sprawling out from the Grand Avenue, past the Imperial Walls, spills the city proper like some sort of alluvial fan, housing residences and markets, commerce and living space for legal residents of the city. Ever changing as buildings are torn down to be rebuilt in the newest fashion, and streets constantly being redirected to accomdate the latest fancy of some bureacrat, even long-time residents of the city can have difficulty finding their way around. It is a place of considerable activity and commerce. It is contained by the original city walls of the old city. Beyond these walls lies the sprawling suburban zone, unconstrained it spreads outwards, slowly advancing on the farmland beyond. This is where those who have not gained permanent residence status with the city must live.

The weather in Paragon City is temperate. The lake effect moderates both the summer and winter, making for mild seasons. The only complaint residents have is of the strong winds that can blow, especially during the shoulder seasons, and the abrupt changes in weather that can occur. Some magical attempts at mollifying these patterns have been attempted, but for reasons unknown none have been wholly successful.

Paragon City is policed heavily by the Order of the Mind. Adepts in the psionic arts are constantly on the lookout for seditious or criminal behavior. This has resulted in a fearful, paranoid feeling most residents have learned to live with. The populace is expected to report any suspicious activity to the authorities.

The duty of governing the city is delegated to the Earl of the City, one of the King's many advisors, Clesius Ordinatio. He is rumored to be more concerned that the wagons flow in and out of the city in a timely manner than with the general welfare of the city's residents, he has held his position for several years now. Each Earl of the City often reorganizes the layout of the city's market streets, but Clesius has completely revamped the layout of the city proper, and the surburia zones, to such an extent. It is said no street, alley, or avenue has been left untouched by his architects.

Residents of Paragon City are granted a special monthly stipend for living in the city, paid from the King's coffers from the tithes the region receives. Nominally, it is to fund their education and health, but many have taken to living solely on the stipend. It is difficult, however, to become a legal resident of the city, requiring either substantial forgery of a birth record, or to legitimately have relatives living in the city. Every year, however, a lottery is held to allow new residents to take up living legally within the city proper. For everyone else, they make their home in the suburbia.

Landmarks/Places of Interest:

  • The King's Palace - Every day thousands of tourists flock to take in the wonder of architecture and engineering of the King's palace. And nobles crowd the great chambers hoping to advance their station with a (usually brief) audience with the King.
  • The Grand Tomb - The tomb of kings is an ancient mausoleum devoted to the final resting place of each of the great kings, tracing their ultimate heritage (in one way or another) to the progenitor, Chief Huri XV, the first king.
  • The Golden Eye - This enormous statue of a single, gold eye represents the Order of the Mind's watch over the citizens of the city, to protect it (critics ask: from whom?) and remain vigilant.
  • Various Memorials, Statues, Etc. - Many statues and edifices remain from even before the Great Seige, and there are no less than 12 monuments devoted to the Great Seige itself, commemorating events large and small, men and women famous and forgotten. Museums also abound in the city, chronicling the history of everything from warfare to pottery.

Arborlon (Metropolis)

  • Classification: Metropolis
  • Population: 81,000
  • Wealth: Wealthy
  • Major Industry: Education, Culture, Magic
  • Specialty Goods: Spellweave, Magic Items, Music
  • Populace Average Alignment: Chaotic Good
  • Leader Alignment: Chaotic Good
  • Government and Leadership: Feudal Monarchy, Countess Al'weth'tha Galaviel
Demographics:
Human: 12% Half-Elf: 16% Elf: 56%
Dwarf: <1% Gnome: 5% Halfling: 8%
Half-Orc: <1% Other: 2%

History: Arborlon is thought to be one of the oldest cities on the continent. Elven history states that the city was founded by those that fled the wrath of the pre-cursors, before the Dawn of Man, possibly from the area around Capaal. This would make it even older than that city by several centuries.

Built upon the cliffs overlooking the Bay of Lohst-Lach, Arborlon is a city of ageless beauty and teeming with magical wonder. At one time Arborlon was the capital of the great Arborlorian Kingdom, before their defeat at the hands of the humans out of Tourmaline. Arborlon had the favorable distinction of having been spared the ravages of the Rising of the Three, as the elven elders placed the city in a stasis field that prevent the Three from destroying it, and allowing it to greatly expedite the local recovery when the city finally emerged from its timeless self-imposed slumber.

City Lore: Arborlon is a city that seemlessly merges the ancient marble tower structures of the Arborlonian elves with the more terran architecture of its non-elf residents. The city itself resembles the core of a tree: the city center is the oldest part of the city, with successive "rings" expanding outward housing more progressive architecture and services.

At its heart the Nim-Barad, or city center, holds the White Tower, the residence of Countess Al'weth'tha Galaviel, who has ruled over Arborlon for well over 150 years. She not only represents Arborlon and the surrounding baronies, but also serves as the Earl of Arborlonia, the representative of elven cocerns in the Dyninn region. The White Tower is also where the Elder Council presides. Few are allowed into this sacred heart of the elven city.

The next is the Iant-Tal, or Old City. It is an esteemed location of learning and study, housing the Arborlonian University as well as the Arcane Guildtowers. The Citadel of the Spellweavers is here, as is the Shrine of Neravenwyn Silleastril.

Next is the Tkumba, or the Belly, of the city. It is the main mercantile and residential district, and holds many of the cities most famed culture buildings: the Naemanthe Symphony Hall, the Televariel Theatre, and the Amphitheatre of Haedhen for which Arborlon is most well known and respected.

Outside of the Tkumba is the Talwi, the great sprawl of residences, inns, and taverns, where the majority of the non-elves live.

Being on the north coast of Muriah, Arborlon is naturally a hot, wet place: it borders the great Tuluvian rainforest. Enchantments over the city however mollify the heat and humidity, especially in the main city quarters. Thus those living in the Nim-Barad, Ian-Tal, or Tkumba parts of the city are comfortable year-round. For those new to the city, entering the Tkumba on business from the Talwi for the first time is a surprisingly pleasant experience, especially at the height of summer. (The magical enchantments only affect temperature; the torrential rains of spring and fall affect everyone in the city.)

Life in Arborlon is one of constant entertainment, and fine cuisine. Food is typical elven fare: fresh countless varieties of fruits, vegetables, often honey-soaked, and wine and meads. Sweet bread, dates, and fish are also well represented. Music and performance is abundant: any bard worth his salt performs for some time in the magnificent city.

The city is governed by the Countess, advised by the Council of Elders. The Council is a powerful cabal of elven spellweavers. They rarely leave the White Tower, being seen only at official functions and parades. They give their life over to protecting Arborlon, and the Arborlonian elves.

The city houses temples to all of the legal religions, with the Church of Divine Beauty (Tethos) taking center stage. Each of the Guildtowers is amply represented as well. The Sword and Shield has a guild hall here, as do the Axe Bashers. The local thieve's consortium are The Players. It is unknown to what level they've infiltrated society, but they seem to be mostly harmless, preferring get-rich schemes to violent crimes. The militia is very capable, having many sword-mages on staff for investigations.

Landmarks/Places of Interest:

  • Shrine of Neravenwyn Silleastril - Devoted to the savior of Arborlon, Neravenwyn Silleastril is the arcanist who entombed Arborlon in a stasis field, protecting it from the ravages of the Three.
  • Amphitheatre of Haedhen - The oldest known center for music and theatre, the Haedhen is still used for plays and festivals today.
  • Isle of T'eor - A large island several miles offshore, the Isle of T'eor is a popular vacation spot for its unspoiled beaches and crystal blue waters. Ferries take travelers there most any day of the year.

Capaal (Metropolis)

  • Classification: Metropolis
  • Population: 66,000
  • Wealth: Wealthy
  • Major Industry: Baths/Spas, Marble, Books
  • Specialty Goods: Salted Lakefin Perch, Mithril arms and armor, Magic
  • Populace Average Alignment: Neutral
  • Leader Alignment: Neutral
  • Government and Leadership: Feudal Monarchy, Count Liam Du'Ne'Sina
Demographics:
Human: 42% Half-Elf: 15% Elf: 24%
Dwarf: 2% Gnome: 7% Halfling: 8%
Half-Orc: <1% Other: 1%

History: Capaal is an ancient city. Some historians claim to trace its origins back to the Precursors, stating that one of the Dragon lords themselves ruled from a throne near the city. Numerous (now abandoned) dragon caves near the city give credence to these theories, though no definitive signs of their existence remains. The earliest known records of a settlement however lies in the annals of the Elven histories, which indicate a fishing village existed sometime around EH 100.

Situated next to the largest fresh water lake on the continent, Capaal quickly grew into a sizable elven community. When humans began settling the Dyninn, the elven lords at first forbid them from entering the city. They would instead go on to found Tourmaline, who would grow to rival Capaal for influence in the region. When non-elves were finally permitted to settle in Capaal, the transformation was rapid. Scholars and magicians flocked to Capaal, seeking access to the elven lore. Money poured into the city as well, and the city became a haven for luxury and power.

City Lore: Capaal consists of three main districts: the University district, the Old City, and Cliffside. The University district is given over almost entirely to mundane learning, arcane studies, and other such past times. It is almost a city unto itself, with its own set of walls and militia to keep the students from the distractions prevalent in the Old City. The University of Capaal was the first university founded in the realms, and is renowned for its status and quality of education. Several other smaller schools and colleges also operate in the University district. Crime is low, usually just being petty vandalism and such by youthful students.

The Old City is where the rich go to play and live, in extreme wealth and comfort. Crime is almost non-existent here, thanks to the well-heeled militia that protects the interests of the cities elite. Luxury spas, villas, and restaurants abound, as do high prices and exorbitant fees, in this district, which overlooks Lake Capaal from the city's prime real estate atop the lake cliffs.

Cliffside is where everyone else lives, namely those that service the Old City: the maids and servants, the spa attendants and restaurant cooks. It sits at the bottom of the lake cliffs, next to Lake Capaal and below the Old City. Crime is a problem, as it is densely crowded, and the residents are poor and ill treated. The militia have a low presence, usually only showing up for severe disturbances. Capaal seems to have a Cliffside revolt every few decades.

The weather in Capaal is mild, thanks to the lake effect. Spring is usually rainy, with a dry, hot summer with frequent thunderstorms. Autumn is warm and mild with a fair bit of rain, followed by a short cold season. The city sometimes receives one or two snowfalls in the winter, but many years none at all.

Cuisine in Capaal is based on the lake, with many dishes involving the local perch, trout, and bass species. Fresh vegetables, tubers, and fruits are available practically year round. Many excellent wineries are in the area.

Count Liam Du'Ne'Sina is the continents first half-elven Count, and has ruled the city peacefully and successfully for over two decades. The city houses each of the Arcane Guildtowers, and has a temple or shrine for all of the major, legal religions. The Axebashers and the Sword and Shield Association both have guild halls in the city. The Black Wolf Crew, a bloodthirsty gang of bandits-cum-thieves runs the black market in Capaal. They've switched mostly to prostitution and gambling, though have been known to get involved in extortion, burglary, and pretty much any other lucrative crime.

Landmarks/Places of Interest:

  • Dragon Caves - just outside the city are many large caves in the limestone hills purported to have been used by dragons in ages past. Souvenirs abound.
  • The Grand Spa - near the lakes edge, hot springs and thermal vents create a natural spa effect. The heady vapors are said to expand ones feelings of well-being and contentment. Only for those with a healthy collection of platinum coins.
  • The Elven Quarter - centered around the original fishing village, the architecture has not changed for centuries, giving visitors a glimpse into the ancient past.

Niondel (Small City)

  • Classification: Small City
  • Population: ~8,600
  • Wealth: High
  • Major Industry: Silk, Clothing/Fashion, Wood Products
  • Specialty Goods: Magic, Fine Wines, Elfweave
  • Populace Average Alignment: Neutral
  • Leader Alignment: Neutral
  • Government and Leadership: Feudal Monarchy, Duchess Trillia Sin’dev’lia
Demographics:
Human: 29% Half-Elf: 13% Elf: 52%
Dwarf: <1% Gnome: 2% Halfling: 2%
Half-Orc: <1% Other: 1%

History: Niondel began as a simple elven farming village settled by the Arbolorian elves from the north, around EH 500 (making it one of the oldest communities in the region). It remained a solely Elven city until it accepted refugees fleeing the armies of the Three. The city was spared destruction due to its isolated location deep within the Dyninn, and the magicks of the Elven Spellweavers.

City Lore: Niondel is famed for its industry of fashion and clothing, producing some of the most sought after linens, silks, wools, and cotton clothing lines. The city itself, though ruled ostensibly by Duchess Sin’dev’lia, is in reality controlled by the moguls of fashion, the Elven Silk Lords. They maintain an oligopoly on the silk trade.

The city itself is divided into an upper and lower city. The upper city literally soars above the ground-dwelling non-elves in majestic spires, tree-bough houses, and suspended domiciles. The ground-dwelling population has to make due with crude, serviceable housing. Amongst the ground-dwellers entertainment devolves to mostly low-brow shows, plays, and antics. Amidst the sky-mansions, the cultural pastimes are operas, symphonies, and first-rate troubadours the world over.

Cuisine in Niondel is elven fare, mostly. Tubers and root vegetables make for a hearty stew amongst the ground-dwellers, while the sky-mansions host elaborate meals of fowl and pheasant. Fine wines abound in the city, with many prestigious wineries just outside the city.

Niondel is a city divided, demographically. The elven population holds 90% of the wealth in the city, with the non-elves (colloquially known as ground-dwellers) perform the brute labor. As such, crime is rampant in the lower city, and practically non-existent in the upper portion. The Night Elves operate as the thieves’ guild in the lower city.

The Guildtowers of Nin (Enchantment), Des (Illusion), and Vas (Alteration) have towers in the city. Only Sunia, Solos, and Tethos have temples here, though a shrine devoted to Nox is not far outside the city limits. The Sword and Shield has a guildhall in the lower city.

Landmarks/Places of Interest:

  • The Sunrise Platform is a tall tower above the forest’s canopy, where petitioners go to greet the sun, or watch the spectacular sunsets over the Dyninn.

  • Graul’s Grotto is a den of inequity in the lower city where almost anything can be bought or sold.

Andors (Small City)

  • Classification: Small City
  • Population: 10,300
  • Wealth: Moderate
  • Major Industry: Wood Products, Raw Timber, Chemicals
  • Specialty Goods: Smoke Powder, Venison, Stoutwood
  • Populace Average Alignment: Neutral
  • Leader Alignment: Neutral
  • Government and Leadership: Feudal Monarchy, Duke Anton DunSinclair
Demographics:
Human: 79% Half-Elf: 4% Elf: 6%
Dwarf: 1% Gnome: 2% Halfling: 6%
Half-Orc: 1% Other: 1%

History: Andors began simply as a lumberyard at the wellspring of the Bys river, somewhere around EK 100. It would likely have remained as such, were it not for the destruction of the city of Oeur – a famous city of learning to the west – during the Rising of the Three. A large number of refugees flooded into Andors seeking shelter and swelling the town's population.

The majority of these refugees would never leave, and the city quickly became a center of industry and production. A sister city to Wetilla, the two have long engaged in friendly competition, and mutual assistance, in times of trouble.

The city is a major source of alchemical supplies and lumber for the region, if not the continent.

City Lore: Culture in Andors is practical: conservative dress rules the day. Even the court nobles tend towards utilitarian finery, which quickly marks them from those of the larger cities. Cuisine in Andors is extremely meat-heavy, supplied by the venison and pork farms, pheasant hunting, and various fisheries along the Bys river and its tributaries. Seasonal fruits and vegetables are widely available, but natives tend towards a hearty diet. There is a single playhouse in the city, showing mostly bawdier, more plebian shows.

Andors is predominately human, with a small smattering of other races. A small enclave of Shifters resides in Andors. The minority races are diffused throughout the city.

Crime tends towards drunken assaults and brawls, which are all too common in the cities numerous taverns. The local thieves’ guild, the Woodsmen, are enforcers and brutes with an extensive smuggling and protection racket. The local militia is rumored to be moderately corrupt, and focused mostly on protecting business interests from bandit activities outside the city. Numerous bandit groups try to make a living raiding the outlying lumbermills, though the vast majority meet an untimely end.

Andors has four Guildtowers: Nin (Enchantment), Lok (Necromancy), Arl (Evocation), and Bail (Abjuration). Temples devoted to Astalus, Astar, Bormir, Brunis, Chronos, Corrine, Illias, Midir, Ullis, Vergis, and Vesparta provide places for worship. The Sword and Shield and the Axe-Bashers both have guildhalls in the city.

Landmarks/Places of Interest:

  • The Great Bronze Stump marks the center of the original city.

  • Refugee's Memorial is a solemn shrine commemorating the refugees’ plight from the Rising of the Three.

  • Great Trader’s Hall is a monolithic warehouse where commodities of all sorts are auctioned, traded, sold, and bought.

Clydemaark (Medium City)

  • Classification: Medium City
  • Population: ~12,000
  • Wealth: Moderate
  • Major Industry: Trade, Metal Goods, Paper
  • Specialty Goods: Clydemaark Stout, River Boats, Exceptional Weapons
  • Populace Average Alignment: Neutral
  • Leader Alignment: Lawful Neutral
  • Government and Leadership: Feudal Monarchy, Duke Gerus Clydeson
Demographics:
Human: 72% Half-Elf: 1% Elf: 4%
Dwarf: 10% Gnome: 6% Halfling: 5%
Half-Orc: 1% Other: 1%

History: Founded sometime around EK110 by a joint expedition of the Clydeson and Maarks clans from the Dwarven Clanlands, Clydemaark was to be a trading post for the dwarves with the then nascent human cities in the region. Its founding was resisted heavily by the Arborlorian elves to the north, who attacked the city on several occasions. Aid from Muriahan mercenaries, and human allies in the region thwarted the attacks, and relations between the Clanlands and the Northern Elves would remain sour for centuries.

The city would grow slowly, due to the attacks, and not become the industrial city that it is now until much later, after the Great War when the call for weapons and other iron goods was high.

City Lore: Travelers to Clydemaark say you can smell the city long before you see it. Fumes and smoke from the abundant smithies, forges, and refineries cause a fair bit of pollution that taints the air for a few miles around the city. The city itself has a unique skyline of towering smokestacks, arranged mostly along the river which bisects the city. Having been founded originally by dwarves, the city has extensive underground developments; it is said you can travel from one side of the city to the other completely underground.

Though originally founded by dwarves, Clydemaark is now a predominately human city, though with a large dwarven population. It is famous for its good beer, fine metal arms and armor, and strange river barges that belch smoke and fire.

The city is home to three guildtowers: a tower of Arl (Evocation), Vas (Transmutation), and Jur (Divination), along with temples devoted to Astalus, Midir, Solis, Corrine, Ullis, Bormir, and Vergis.

Landmarks/Places of Interest:The Great Bronze Arch straddles the Kaer Bys river.

The Hammer and Anvil marketplace is the place to look for exotic weapons and armors.

The Smokehouse is a great dining hall that is extremely popular with visitors.

Tourmaline (Capital)

  • Classification: Capital City
  • Population: 83,000
  • Wealth: Wealthy
  • Major Industry: Trade, Jewelry/Gemstones, Royal Navy, Fishing
  • Specialty Goods: Golden Pearls, Fine Jewelry, Magic
  • Populace Average Alignment: Neutral
  • Leader Alignment: Lawful Neutral
  • Government and Leadership: Feudal Monarchy, Marquis Leris duKent
Demographics:
Human: 72% Half-Elf: 5% Elf: 9%
Dwarf: 1% Gnome: 2% Halfling: 9%
Half-Orc: 1% Other: 1%

History: Situated at the mouth of the Dovons River, amidst the Foothills of Yond, Tourmaline is an ancient city on the Scintillating Sea. Founded sometime around EH 900, Tourmaline was originally known as Casule on Dovons. Sometime after the Sinter Dynasty, Tourmaline was renamed after its major export – the fine gemstones mined in the nearby foothills.

Tourmaline quickly became a power in the region, with its ideal location, and vast wealth. As a city-state, many skirmishes occurred between it and Capaal, which was more closely allied to the Elven kingdom based out of Arborlon. Hiring mercenaries from Muriah, Tourmaline was able to defeat the forces of the Jenovian House, to gain premier dominance of the region. Castor duNeris was the first King of Dyninn, forming the League of Cities in the year ER 112.

During the Great War, King Muriah I used the League’s fractutious nature to his own ends. Muriahan mercenaries were enlisted by the cities of Capaal to usurp Tourmaline’s dominance, and by Tourmaline to prevent a coup. On the field, the mercenaries turned on their masters, and the League of Cities was effectively subjugated without a fight in the year ER 1440.

City Lore: Tourmaline is a wealthy, and very large, city. It is also a beautiful city, situated on the blue harbor of the Sapphire Bay. Tourmaline is clean, and fairly safe. The wealth of the city allows for considerable militia patrols; the city militia is practically a standing army.

Tourmaline is, demographically, a melting pot of culture and creed. Predominately human, it has a significant population of Elves, Half-Elves, and Halflings. The Elves maintain their own district in the city.

Cuisine in Tourmaline is mostly seafood: sailfin, ocean perch, and various shellfish are common. Oyster Stew is a common local dish. Nearby farms in the Dyninn grasslands provide ample grains, vegetables, and livestock to round out the local diet. Mead is the drink of choice in Tourmaline, though many fine breweries and wineries exist to cater to any taste.

The weather in Tourmaline is temperate – it rarely gets very hot or very cold. Clothing is thus layered, and loose, with fine linens, cottons, and silks being preferred. Colors are typically vibrant, even amongst the commoners. Jewelry is worn by almost all.

Crime is low in Tourmaline. The local thieves’ guild – the Emerald Dragons – are a small time affair of pickpockets and cat burglars. The local militia is intolerant of crime.

Every major affiliation, including all Guildtowers and Temples, have representation in Tourmaline. The Royal Navy maintains the majority of their Eastern Fleet from Tourmaline.

Landmarks/Places of Interest:

  • The Old Quarter contains many ancient landmarks from the time when the city was still known as Casule on Dovons.
  • Traitor’s Effigy is a marble statue marking the defeat of the League of Cities by the Muriahan mercenaries.
  • The Vigilance of Hele is an enormous bronze statue commemorated to the goddess Hele, overlooking the harbor.

Wetilla (Large City)

  • Classification: Large City
  • Population: ~18,500
  • Wealth: Moderate
  • Major Industry: Trade, Wood Products, Raw Timber
  • Specialty Goods: Mighty Bows, Fine Wines, Stoutwood
  • Populace Average Alignment: Neutral
  • Leader Alignment: Neutral
  • Government and Leadership: Feudal Monarchy, Duke Charles DuMontis
Demographics:
Human: 74% Half-Elf: 3% Elf: 10%
Dwarf: 1% Gnome: 2% Halfling: 8%
Half-Orc: 1% Other: 1%

History: Wetilla was founded in EK 344 as a logging camp, and quickly grew into a sizeable trading post. Its ideal location at the conjunction of two rivers made it into a viable trade center between the old Elven capital of Arborlon, and the cities of Capaal and Tourmaline. The abundant forest and fertile land surrounding the city also provided plenty of industry and agriculture.

City Lore: Cuisine in Wetilla is typical Northeastern fare: pheasant, pork, roast tubers, stout breads, and several local wines, many of Elven influence. Wetillan cuisine also makes use of the bounty of fish provided by the confluence of rivers. Locals tend to be practical sorts, with many laying claims to more rural roots than most urban dwellers. Dress is commonly earth tones and greens, with conservative cuts and styles. Most residents carry or wear hats and parasols, as it rains fairly frequently.

Demographically, Wetilla is a human city, though with a sizeable population of Elves and Half-Elves. Being the gateway towards the Knife Edge Mountains, Wetilla sees a fair number of dwarven goods pass thru, along with dwarven merchants. Crime is moderate, in Wetilla. The Crimson Cutpurses run the show. They are a flamboyant lot, and avoid violent crimes, preferring protection rackets, petty theft, and burglary.

Wetilla has only two Guildtowers, but a large wizard population for the city’s size. Enchantment and Conjuration services are available. The main Church is of Sunia, with other temples devoted to Solis, Sunia, Vesparta, Astalus, Corrine, Midir, Bormir, and Tethos. The Bardic College is quite sizeable, serving Wetilla and outlying areas. The two warrior’s guilds have a tense rivalry. The Sword and Shield Association is larger, and better organized, than the Axebasher’s Guild, but the latter has recently acquired considerable manpower.

Landmarks/Places of Interest:

  • In the city square, a statue commemorating the battle of Archer’s Glade depicts a lone ranger drawing his bow against an unseen opponent.
  • The Tavern of the Rising Sun is reputed to be one of the best in the region.