Haudh-Gwenn

Demographics

Hobgoblins: ~1,500 (30%)
Peren: ~1,500 (30%)
Humans: ~1,250 (25%)
Hobbin: ~500 (10%)
Gnomes: ~100 (2%)
Half-orcs: ~75 (1.5%)
Other: ~75 (1.5%)


Government

Structure
Oligarchic Council with a nominal High Councilman    
City Council
High Councilman: Traxian Grayeras serves as the face of the council.
Councilor: Alyphe Grayeras
Councilor: Johanka Materai
Councilor: Sarro Rashid
Councilor: Asiya Azrak
Councilor: Elren Amin
Councilor: Khadija Dalzen
Councilor: Dalvaar Rashaa
 
Council Composition:
Seats are predominantly hereditary or secured through political maneuvering. Only one seat is elected by the general populace; the rest are appointed by existing council members, often through backdoor deals. While it takes 6 votes to elect a new councilor (sans 1 for each vacant position), it only takes a simple majority (5 votes) for any other council motion to pass. The High Councilor casts a double vote.        
Law Enforcement
Beltran Grayeras (NE), son of Traxian and Alyphe; is the Emir (military leader) but also serves as Captain of the Guard
 
Standing Military
Approximately 100 soldiers, the largest in Idir
Town Guard
Separate from the military, responsible for daily law enforcement
Militia
Can be raised from the populace during times of need


Industry & Trade

Economy Trade: Haudh-Gwenn thrives as a trade nexus due to its strategic location at the confluence of two rivers. Goods flow in from both eastern and western Idir, making the city a bustling marketplace.   Agriculture: Fertile lands surrounding the city support farming, providing sustenance for residents and surplus for trade.   Banking: A council-run bank manages the city's finances, offering loans and safeguarding wealth.   Craftsmanship: Local artisans produce goods ranging from textiles to metalworks, though the art of gem infusion from the Mól era is lost.   Alchemy and Herbalism: While magic is rare, alchemy is practiced by a few, with Guinevere's shop being a notable establishment.


Infrastructure

Roads and Transportation: Paved main roads with cobblestone; side streets are often dirt paths. The rivers serve as major trade routes, with docks facilitating commerce.   Water Supply: Sourced from the converging rivers; aqueducts from the Mól era still function in parts of the city.   Sanitation: Basic sewage systems in wealthier districts; poorer areas rely on rudimentary waste disposal methods.   Healthcare: A central hospital exists near the herbalist shop owned by Guinevere, a local alchemist.


Districts

Council Heights:

Located on elevated ground, housing the council chambers and residences of the elite. Features well-maintained Mól architecture and guarded estates.  

Market Ward:

The commercial heart of Haudh-Gwenn, bustling with traders, shops, and inns. Proximity to the rivers makes it ideal for merchants.  

River Docks:

Primary docking area for trade vessels. Warehouses and taverns cater to sailors and traders.
   

Garrison Fields:

Located on the outskirts, housing the military barracks and training grounds. Strategically positioned to respond to external threats.  

Healer's Nook:

Home to the city's hospital and Guinevere's herbalist shop. Serves as a center for medical treatment and alchemical supplies.
   

Bronze Quarter:

Residential area for the working class. Features modest homes and communal spaces.  

Hammer Row:

District for craftsmen and artisans. Filled with workshops, forges, and guild halls. A busy, noisy area where tradespeople live and work.  

River Reach:

A lower-class district prone to flooding from heavy rains and storms. Crowded homes to laborers, dockhands, and minor artisans.  

Ruins:

Uninhabited remnants of the ancient Mól city. Now a haven for vagrants and criminals; the area is largely avoided by the general populace.


Guilds and Factions

Council of Haudh-Gwenn
The ruling body of the city, composed of powerful families and political survivors. They oversee law, policy, and diplomacy, often moving slowly and with hidden agendas.  
Haudh-Gwenn City Guard
A stretched and often underpaid force responsible for keeping the peace. Loyalty varies by district, and corruption isn't uncommon, but many still try to do the job right.  
The Bank
The financial heart of Haudh-Gwenn, controlling loans, debt, land titles, and major trade notes. Quiet, cold, and immensely powerful—money moves because they allow it to.  
HG Shops
The city's merchants, publicans, and innkeepers, who keep daily life flowing. Reputation here affects prices, rumors, and how the party is treated in the open market.  
HG Craftsmen
Blacksmiths, tanners, coopers, masons, and laborers who build and repair the city. Often overlooked, but with enough unity, they can shake entire districts.  
Chantry of Tranquility
The city’s primary religious institution, offering comfort, healing, and quiet judgment. Their influence spans from alley shrines to private confessions with the powerful.  
HG Upper Class
Wealthy families, landowners, and influential bloodlines. Many maintain polite civility while quietly pulling strings behind the scenes—or clinging to power.  
Lower Class
Laborers, dockhands, servants, and struggling citizens who make up the city’s base. Resourceful, weary, and often frustrated, their numbers give them strength.  
HG The Forgotten
Those who live in the margins: beggars, addicts, gutter prophets, and runaways. Their eyes are everywhere, and their loyalty can be quietly powerful or dangerously volatile.  
Silver Web
One of the city’s major criminal powers. They are the biggest player in Haugh-Gwenn.  
Blackened Coin
A smaller but sharp shadow player in the city, controlling much of the gambling scene.  
Crimson Shroud
Not a true guild but a shifting network for dangerous jobs. Unpredictable and elusive.  
Foreigners & Transient
Traders, drifters, mercenaries, and travelers who pass through or hover at the edges. Their presence shapes markets, rumors, and tensions without ever settling fully.


Architecture

Approximately 40% of the city retains original Mól architecture, characterized by grand stone structures and intricate designs. The remaining buildings are a mix of reclaimed materials and newer constructions.


Geography

Haudh-Gwenn sits at the confluence of two major rivers, making it the heart of trade in Idir. The terrain around the town is mostly flat and fertile, ideal for farming, with distant hills to the northeast. Ancient stonework from the fallen Mól Empire still shapes much of the town's foundations. Near the center of the town lie the neglected ruins, now overgrown and crumbling, but once the jewel of Mól craftsmanship.


Founding Date
311
Alternative Name(s)
H.G.
Type
Large town
Population
~5,000 residents
(+ ~2,000 transient traders & travelers)
Inhabitant Demonym
Haudhi
Location under
Characters in Location

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