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Daristan, the City of Flesh

Daristan, the City of Flesh, the Southern Quadrant City, is the youngest of the Four Quadrant Cities. Founded by a famous monster hunting noble, it was the beachhead into the deadly and monster-filled forests of the southern continent. With the wild variety of life comes a plethora of opportunities, as rare monsters and their parts not found in other areas of the world can be found here. Biomancers, researchers of rare monster species, and even famous chefs come to this dangerous yet rewarding land, where exotic creatures alive and dead are in abundance.  

Layout

  Daristan has 3 "zones", which are split classified by how deeply cut they are into the surrounding forest. Zone 1, otherwise known as the Butcher's Bay, is where a majority of economic goings happen within the city. Ships filled with travelers and merchants alike come in and out of the docks, carrying precious goods and monster parts around and about. Shops and other trades fill the shore with goods and services of any kind one could be looking for. Zone 2, the Cabins, is the residential/administrative section of the city, where official city business and bureaucratic services are performed, as well as where people tend to set their homes. Simple and elaborate wooden homes are built with the very trees that once were in this area now house the city's population. Zone 3, the Drop Zone, is where the most elaborate and most fortified homes of the Families are, surrounded by defensive bastions serving as buttresses against the beasts of the forest. Here, adventurers and hunters alike gather their supplies, take assignments and ready themselves for hunts in the forest. As a result many enterprising people sell wares and magical goods in this area, selling anything that any hunter could want or need.  

Populace

  A population of 580,000 strong fills this city, with many different races and cultures fulfilling many roles within it's society. Daristan has the highest populations of ratfolk, gnolls and orcs of any other Quadrant City, due to the surrounding native tribes that assimilate into the city after run-ins with various monsters of the woods. These tribes have some amount of trouble getting into the culture of the city proper, and some live on the outskirts of Zone 3, offering their services as guides and scouts to the surrounding area.

Governance

  The city is ruled by the Five Great Families of Daristan, one from each of the descendants who adventured with the Founder in his quest to settled the southern continent. Houses Deuchamp, Ironheart, Marchess, Hornwright and Silverstring have led the city for generations, each matriarch or patriarch of the clans serving as acting governors for the city. Famous for their constant headbutting and fierce debate, the Council of Five tends to legislate fairly infrequently, tending to their own economic niches in the city, and working together when something threatens the whole. From their families they appoint magistrates who see to dispensing law and passing judgement in cases of civil or criminal malfeasance. This system leads to a very lax law atmosphere that usually only punishes criminals if they draw the ire of a magistrate or disturb a fairly powerful person.

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