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.

The Rusty Bucket